2
0
CaptainCarrot 8 жил өмнө
parent
commit
580f368365

+ 4 - 4
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,