/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -144,7 +144,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>frustumLH_ZO(
Tleft,Tright,Tbottom,Ttop,Tnear,Tfar);
/// Creates a lefthanded frustum matrix.
/// Creates a left-handed frustum matrix.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -152,7 +152,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>frustumLH_NO(
Tleft,Tright,Tbottom,Ttop,Tnear,Tfar);
/// Creates a righthanded frustum matrix.
/// Creates a right-handed frustum matrix.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -160,7 +160,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>frustumRH_ZO(
Tleft,Tright,Tbottom,Ttop,Tnear,Tfar);
/// Creates a righthanded frustum matrix.
/// Creates a right-handed frustum matrix.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -184,7 +184,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>frustumNO(
Tleft,Tright,Tbottom,Ttop,Tnear,Tfar);
/// Creates a lefthanded frustum matrix.
/// Creates a left-handed frustum matrix.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -193,7 +193,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>frustumLH(
Tleft,Tright,Tbottom,Ttop,Tnear,Tfar);
/// Creates a righthanded frustum matrix.
/// Creates a right-handed frustum matrix.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -212,7 +212,7 @@ namespace glm
Tleft,Tright,Tbottom,Ttop,Tnear,Tfar);
/// Creates a matrix for a righthanded, symmetric perspective-view frustum.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -225,7 +225,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveRH_ZO(
Tfovy,Taspect,Tnear,Tfar);
/// Creates a matrix for a righthanded, symmetric perspective-view frustum.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -238,7 +238,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveRH_NO(
Tfovy,Taspect,Tnear,Tfar);
/// Creates a matrix for a lefthanded, symmetric perspective-view frustum.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -251,7 +251,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveLH_ZO(
Tfovy,Taspect,Tnear,Tfar);
/// Creates a matrix for a lefthanded, symmetric perspective-view frustum.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -290,7 +290,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveNO(
Tfovy,Taspect,Tnear,Tfar);
/// Creates a matrix for a righthanded, symmetric perspective-view frustum.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -304,7 +304,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveRH(
Tfovy,Taspect,Tnear,Tfar);
/// Creates a matrix for a lefthanded, symmetric perspective-view frustum.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -416,7 +416,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveFovNO(
Tfov,Twidth,Theight,Tnear,Tfar);
/// Builds a righthanded perspective projection matrix based on a field of view.
/// Builds a right-handed perspective projection matrix based on a field of view.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -431,7 +431,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveFovRH(
Tfov,Twidth,Theight,Tnear,Tfar);
/// Builds a lefthanded perspective projection matrix based on a field of view.
/// Builds a left-handed perspective projection matrix based on a field of view.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -460,7 +460,7 @@ namespace glm
GLM_FUNC_DECLmat<4,4,T,defaultp>perspectiveFov(
Tfov,Twidth,Theight,Tnear,Tfar);
/// Creates a matrix for a lefthanded, symmetric perspective-view frustum with far plane at infinite.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum with far plane at infinite.
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
/// Creates a matrix for a righthanded, symmetric perspective-view frustum with far plane at infinite.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum with far plane at infinite.
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).