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docs: updates cogl-matrix.h docs to be consistent
This update some of the cogl-matrix.h documentation to be consistent with the corresponding documentation for framebuffer matrix-stack methods in cogl-framebuffer.h Reviewed-by: Neil Roberts <neil@linux.intel.com>
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@ -252,12 +252,16 @@ cogl_matrix_look_at (CoglMatrix *matrix,
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/**
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* cogl_matrix_frustum:
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* @matrix: A 4x4 transformation matrix
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* @left: coord of left vertical clipping plane
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* @right: coord of right vertical clipping plane
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* @bottom: coord of bottom horizontal clipping plane
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* @top: coord of top horizontal clipping plane
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* @z_near: positive distance to near depth clipping plane
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* @z_far: positive distance to far depth clipping plane
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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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* Multiplies @matrix by the given frustum perspective matrix.
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*/
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@ -273,19 +277,18 @@ cogl_matrix_frustum (CoglMatrix *matrix,
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/**
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* cogl_matrix_perspective:
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* @matrix: A 4x4 transformation matrix
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* @fov_y: A field of view angle for the Y axis
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* @aspect: The ratio of width to height determining the field of view angle
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* for the x axis.
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* @z_near: The distance to the near clip plane. Never pass 0 and always pass
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* a positive number.
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* @z_far: The distance to the far clip plane. (Should always be positive)
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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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* and must not be 0)
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* @z_far: The distance to the far clipping plane (Must be positive)
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*
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* Multiplies @matrix by the described perspective matrix
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*
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* <note>You should be careful not to have to great a @z_far / @z_near ratio
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* since that will reduce the effectiveness of depth testing since there wont
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* be enough precision to identify the depth of objects near to each
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* other.</note>
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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_matrix_perspective (CoglMatrix *matrix,
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@ -331,10 +334,12 @@ cogl_matrix_orthographic (CoglMatrix *matrix,
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* @right: The coordinate for the right clipping plane
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* @bottom: The coordinate for the bottom clipping plane
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* @top: The coordinate for the top clipping plane
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* @z_near: The coordinate for the near clipping plane (may be negative if
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* the plane is behind the viewer)
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* @z_far: The coordinate for the far clipping plane (may be negative if
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* the plane is behind the viewer)
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* @near: The <emphasis>distance</emphasis> to the near clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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* @far: The <emphasis>distance</emphasis> to the far clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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*
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* Multiplies @matrix by a parallel projection matrix.
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*
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@ -346,8 +351,8 @@ cogl_matrix_ortho (CoglMatrix *matrix,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far);
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float near,
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float far);
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#define cogl_matrix_view_2d_in_frustum cogl_matrix_view_2d_in_frustum_EXP
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