Improved see also

This commit is contained in:
Christophe Riccio
2011-05-16 17:14:33 +01:00
parent 921175612b
commit db651b1845
2 changed files with 44 additions and 18 deletions

View File

@@ -26,7 +26,7 @@
//! \author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
//! Dependency:
//! - \ref core GLM core
//! - \link core GLM core \endlink
///////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtc_matrix_transform
@@ -53,16 +53,20 @@ namespace glm
///@{
//! Builds a translation 4 * 4 matrix created from a vector of 3 components.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! - See also: \link glm::gtx::transform::translate GLM_GTX_transform \endlink
//! \sa
//! - \link gtx_transform GLM_GTX_transform \endlink extension
//! - glm::gtx::transform::translate(T x, T y, T z)
//! - glm::gtx::transform::translate(detail::tmat4x4<T> const & m, T x, T y, T z)
template <typename T>
detail::tmat4x4<T> translate(
detail::tmat4x4<T> const & m,
detail::tvec3<T> const & v);
//! Builds a rotation 4 * 4 matrix created from an axis vector and an angle expressed in degrees.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! - See also: \link glm::gtx::transform::rotate GLM_GTX_transform \endlink
//! \sa
//! - \link gtx_transform GLM_GTX_transform \endlink extension
//! - glm::gtx::transform::rotate(T angle, T x, T y, T z)
//! - glm::gtx::transform::rotate(detail::tmat4x4<T> const & m, T angle, T x, T y, T z)
template <typename T>
detail::tmat4x4<T> rotate(
detail::tmat4x4<T> const & m,
@@ -166,7 +170,10 @@ namespace glm
detail::tvec4<U> const & viewport);
//! Build a look at view matrix.
//! - From \link gtc_matrix_transform GLM_GTC_matrix_transform \endlink extension
//! \sa frustum()
//! \param eye Position of the camera
//! \param center Position where the camera is looking at
//! \param up Normalized up vector, how the camera is oriented. Typically (0, 0, 1)
template <typename T>
detail::tmat4x4<T> lookAt(
detail::tvec3<T> const & eye,