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docs: make cogl.h matrix stack documentation consistent
This updates the cogl.h matrix stack documentation consistent with the corresponding documentation in cogl-framebuffer.h for the framebuffer matrix stack methods. Reviewed-by: Neil Roberts <neil@linux.intel.com>
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cogl/cogl.h
32
cogl/cogl.h
@ -367,13 +367,18 @@ cogl_get_bitmasks (int *red,
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/**
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* cogl_perspective:
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* @fovy: Vertical of view angle in degrees.
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* @aspect: Aspect ratio of diesplay
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* @z_near: Nearest visible point
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* @z_far: Furthest visible point along the z-axis
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* @fovy: Vertical field of view angle in degrees.
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* @aspect: The (width over height) aspect ratio for display
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* @z_near: The distance to the near clipping plane (Must be positive)
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* @z_far: The distance to the far clipping plane (Must be positive)
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*
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* Replaces the current projection matrix with a perspective matrix
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* based on the provided values.
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*
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* <note>You should be careful not to have to great a @z_far / @z_near
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* ratio since that will reduce the effectiveness of depth testing
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* since there wont be enough precision to identify the depth of
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* objects near to each other.</note>
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*/
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void
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cogl_perspective (float fovy,
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@ -383,15 +388,20 @@ cogl_perspective (float fovy,
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/**
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* cogl_frustum:
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* @left: Left clipping plane
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* @right: Right clipping plane
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* @bottom: Bottom clipping plane
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* @top: Top clipping plane
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* @z_near: Nearest visible point
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* @z_far: Furthest visible point along the z-axis
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* @left: X position of the left clipping plane where it
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* intersects the near clipping plane
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* @right: X position of the right clipping plane where it
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* intersects the near clipping plane
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* @bottom: Y position of the bottom clipping plane where it
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* intersects the near clipping plane
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* @top: Y position of the top clipping plane where it intersects
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* the near clipping plane
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* @z_near: The distance to the near clipping plane (Must be positive)
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* @z_far: The distance to the far clipping plane (Must be positive)
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*
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* Replaces the current projection matrix with a perspective matrix
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* for the given viewing frustum.
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* for a given viewing frustum defined by 4 side clip planes that
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* all cross through the origin and 2 near and far clip planes.
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*
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* Since: 0.8.2
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*/
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