Update quaternion.hpp

This commit is contained in:
CaptainCarrot
2017-07-22 17:16:49 +02:00
committed by GitHub
parent 9a21766906
commit 580f368365

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@@ -180,7 +180,7 @@ namespace glm
/// Build a look at quaternion based on the default handedness. /// Build a look at quaternion based on the default handedness.
/// ///
/// @param direction Desired direction of the camera. /// @param direction Desired direction of the camera.
/// @param up Up vector, how the camera is oriented.. Typically (0, 0, 1). /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
template<typename T, precision P> template<typename T, precision P>
GLM_FUNC_DECL tquat<T, P> quatLookAt( GLM_FUNC_DECL tquat<T, P> quatLookAt(
tvec3<T, P> const & direction, tvec3<T, P> const & direction,
@@ -189,7 +189,7 @@ namespace glm
/// Build a right-handed look at quaternion. /// Build a right-handed look at quaternion.
/// ///
/// @param direction Desired direction of the camera. /// @param direction Desired direction of the camera.
/// @param up Up vector, how the camera is oriented. Typically (0, 0, 1). /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
template<typename T, precision P> template<typename T, precision P>
GLM_FUNC_DECL tquat<T, P> quatLookAtRH( GLM_FUNC_DECL tquat<T, P> quatLookAtRH(
tvec3<T, P> const & direction, tvec3<T, P> const & direction,
@@ -199,7 +199,7 @@ namespace glm
/// ///
/// @param eye Position of the camera /// @param eye Position of the camera
/// @param direction Desired direction onto which the +z-axis gets mapped /// @param direction Desired direction onto which the +z-axis gets mapped
/// @param up Up vector, how the camera is oriented. Typically (0, 0, 1). /// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
template <typename T, precision P> template <typename T, precision P>
GLM_FUNC_DECL tquat<T, P> quatLookAtLH( GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
tvec3<T, P> const & direction, tvec3<T, P> const & direction,