diff --git a/cogl/cogl-matrix.h b/cogl/cogl-matrix.h index 78a653193..11e133383 100644 --- a/cogl/cogl-matrix.h +++ b/cogl/cogl-matrix.h @@ -252,12 +252,16 @@ cogl_matrix_look_at (CoglMatrix *matrix, /** * cogl_matrix_frustum: * @matrix: A 4x4 transformation matrix - * @left: coord of left vertical clipping plane - * @right: coord of right vertical clipping plane - * @bottom: coord of bottom horizontal clipping plane - * @top: coord of top horizontal clipping plane - * @z_near: positive distance to near depth clipping plane - * @z_far: positive distance to far depth clipping plane + * @left: X position of the left clipping plane where it + * intersects the near clipping plane + * @right: X position of the right clipping plane where it + * intersects the near clipping plane + * @bottom: Y position of the bottom clipping plane where it + * intersects the near clipping plane + * @top: Y position of the top clipping plane where it intersects + * the near clipping plane + * @z_near: The distance to the near clipping plane (Must be positive) + * @z_far: The distance to the far clipping plane (Must be positive) * * Multiplies @matrix by the given frustum perspective matrix. */ @@ -273,19 +277,18 @@ cogl_matrix_frustum (CoglMatrix *matrix, /** * cogl_matrix_perspective: * @matrix: A 4x4 transformation matrix - * @fov_y: A field of view angle for the Y axis - * @aspect: The ratio of width to height determining the field of view angle - * for the x axis. - * @z_near: The distance to the near clip plane. Never pass 0 and always pass - * a positive number. - * @z_far: The distance to the far clip plane. (Should always be positive) + * @fovy: Vertical field of view angle in degrees. + * @aspect: The (width over height) aspect ratio for display + * @z_near: The distance to the near clipping plane (Must be positive, + * and must not be 0) + * @z_far: The distance to the far clipping plane (Must be positive) * * Multiplies @matrix by the described perspective matrix * - * You should be careful not to have to great a @z_far / @z_near ratio - * since that will reduce the effectiveness of depth testing since there wont - * be enough precision to identify the depth of objects near to each - * other. + * You should be careful not to have to great a @z_far / @z_near + * ratio since that will reduce the effectiveness of depth testing + * since there wont be enough precision to identify the depth of + * objects near to each other. */ void cogl_matrix_perspective (CoglMatrix *matrix, @@ -331,10 +334,12 @@ cogl_matrix_orthographic (CoglMatrix *matrix, * @right: The coordinate for the right clipping plane * @bottom: The coordinate for the bottom clipping plane * @top: The coordinate for the top clipping plane - * @z_near: The coordinate for the near clipping plane (may be negative if - * the plane is behind the viewer) - * @z_far: The coordinate for the far clipping plane (may be negative if - * the plane is behind the viewer) + * @near: The distance to the near clipping + * plane (will be negative if the plane is + * behind the viewer) + * @far: The distance to the far clipping + * plane (will be negative if the plane is + * behind the viewer) * * Multiplies @matrix by a parallel projection matrix. * @@ -346,8 +351,8 @@ cogl_matrix_ortho (CoglMatrix *matrix, float right, float bottom, float top, - float z_near, - float z_far); + float near, + float far); #ifdef COGL_ENABLE_EXPERIMENTAL_API #define cogl_matrix_view_2d_in_frustum cogl_matrix_view_2d_in_frustum_EXP