From 580f36836592866e78801c9f834ca50e40647050 Mon Sep 17 00:00:00 2001 From: CaptainCarrot Date: Sat, 22 Jul 2017 17:16:49 +0200 Subject: [PATCH] Update quaternion.hpp --- glm/gtx/quaternion.hpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/glm/gtx/quaternion.hpp b/glm/gtx/quaternion.hpp index 401f22c0..801f0bc4 100644 --- a/glm/gtx/quaternion.hpp +++ b/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 GLM_FUNC_DECL tquat quatLookAt( tvec3 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 GLM_FUNC_DECL tquat quatLookAtRH( tvec3 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 GLM_FUNC_DECL tquat quatLookAtLH( tvec3 const & direction,