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>
This commit is contained in:
Robert Bragg 2011-11-20 18:48:14 +00:00
parent 39a7bcff67
commit ff4921cef9

View File

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