mirror of
https://github.com/g-truc/glm.git
synced 2025-04-13 00:33:01 +00:00
Typo
This commit is contained in:
parent
7ca74e2b4d
commit
453607acec
1 changed files with 34 additions and 18 deletions
|
@ -144,13 +144,15 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename valType>
|
||||
inline detail::tmat4x4<valType> ortho(
|
||||
inline detail::tmat4x4<valType> ortho
|
||||
(
|
||||
valType const & left,
|
||||
valType const & right,
|
||||
valType const & bottom,
|
||||
valType const & top,
|
||||
valType const & zNear,
|
||||
valType const & zFar)
|
||||
valType const & zFar
|
||||
)
|
||||
{
|
||||
detail::tmat4x4<valType> Result(1);
|
||||
Result[0][0] = valType(2) / (right - left);
|
||||
|
@ -179,13 +181,15 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename valType>
|
||||
inline detail::tmat4x4<valType> frustum(
|
||||
inline detail::tmat4x4<valType> frustum
|
||||
(
|
||||
valType const & left,
|
||||
valType const & right,
|
||||
valType const & bottom,
|
||||
valType const & top,
|
||||
valType const & nearVal,
|
||||
valType const & farVal)
|
||||
valType const & farVal
|
||||
)
|
||||
{
|
||||
detail::tmat4x4<valType> Result(0);
|
||||
Result[0][0] = (valType(2) * nearVal) / (right - left);
|
||||
|
@ -199,11 +203,13 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename valType>
|
||||
inline detail::tmat4x4<valType> perspective(
|
||||
inline detail::tmat4x4<valType> perspective
|
||||
(
|
||||
valType const & fovy,
|
||||
valType const & aspect,
|
||||
valType const & zNear,
|
||||
valType const & zFar)
|
||||
valType const & zFar
|
||||
)
|
||||
{
|
||||
valType range = tan(radians(fovy / valType(2))) * zNear;
|
||||
valType left = -range * aspect;
|
||||
|
@ -244,10 +250,12 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename T>
|
||||
inline detail::tmat4x4<T> infinitePerspective(
|
||||
inline detail::tmat4x4<T> infinitePerspective
|
||||
(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T zNear)
|
||||
T zNear
|
||||
)
|
||||
{
|
||||
T range = tan(radians(fovy / T(2))) * zNear;
|
||||
T left = -range * aspect;
|
||||
|
@ -265,10 +273,12 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename T>
|
||||
inline detail::tmat4x4<T> tweakedInfinitePerspective(
|
||||
inline detail::tmat4x4<T> tweakedInfinitePerspective
|
||||
(
|
||||
T fovy,
|
||||
T aspect,
|
||||
T zNear)
|
||||
T zNear
|
||||
)
|
||||
{
|
||||
T range = tan(radians(fovy / T(2))) * zNear;
|
||||
T left = -range * aspect;
|
||||
|
@ -286,11 +296,13 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename T, typename U>
|
||||
inline detail::tvec3<T> project(
|
||||
inline detail::tvec3<T> project
|
||||
(
|
||||
detail::tvec3<T> const & obj,
|
||||
detail::tmat4x4<T> const & model,
|
||||
detail::tmat4x4<T> const & proj,
|
||||
detail::tvec4<U> const & viewport)
|
||||
detail::tvec4<U> const & viewport
|
||||
)
|
||||
{
|
||||
detail::tvec4<T> tmp = detail::tvec4<T>(obj, T(1));
|
||||
tmp = model * tmp;
|
||||
|
@ -305,11 +317,13 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename T, typename U>
|
||||
inline detail::tvec3<T> unProject(
|
||||
inline detail::tvec3<T> unProject
|
||||
(
|
||||
detail::tvec3<T> const & win,
|
||||
detail::tmat4x4<T> const & model,
|
||||
detail::tmat4x4<T> const & proj,
|
||||
detail::tvec4<U> const & viewport)
|
||||
detail::tvec4<U> const & viewport
|
||||
)
|
||||
{
|
||||
detail::tmat4x4<T> inverse = glm::inverse(proj * model);
|
||||
|
||||
|
@ -349,10 +363,12 @@ namespace matrix_transform
|
|||
}
|
||||
|
||||
template <typename T>
|
||||
inline detail::tmat4x4<T> lookAt(
|
||||
const detail::tvec3<T>& eye,
|
||||
const detail::tvec3<T>& center,
|
||||
const detail::tvec3<T>& up)
|
||||
inline detail::tmat4x4<T> lookAt
|
||||
(
|
||||
detail::tvec3<T> const & eye,
|
||||
detail::tvec3<T> const & center,
|
||||
detail::tvec3<T> const & up
|
||||
)
|
||||
{
|
||||
detail::tvec3<T> f = normalize(center - eye);
|
||||
detail::tvec3<T> u = normalize(up);
|
||||
|
|
Loading…
Add table
Reference in a new issue