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