Update quaternion.hpp

master
CaptainCarrot ago%!(EXTRA string=8 years) committed by GitHub
parent 9a21766906
commit 580f368365
  1. 8
      glm/gtx/quaternion.hpp

@ -177,10 +177,10 @@ namespace glm
vec<3, T, P> const & orig,
vec<3, T, P> const & dest);
/// 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 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>
GLM_FUNC_DECL tquat<T, P> quatLookAt(
tvec3<T, P> const & direction,
@ -189,7 +189,7 @@ namespace glm
/// Build a right-handed look at quaternion.
///
/// @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>
GLM_FUNC_DECL tquat<T, P> quatLookAtRH(
tvec3<T, P> const & direction,
@ -199,7 +199,7 @@ namespace glm
///
/// @param eye Position of the camera
/// @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>
GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
tvec3<T, P> const & direction,

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