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