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@@ -388,18 +388,18 @@ public class Camera implements Savable, Cloneable {
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}
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/**
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- * Sets the cameras name.
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+ * Sets the camera's name.
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*
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- * @param name the cameras name
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+ * @param name the camera's name
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*/
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public void setName(String name) {
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this.name = name;
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}
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/**
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- * Returns the cameras name.
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+ * Returns the camera's name.
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*
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- * @return the cameras name
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+ * @return the camera's name
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*/
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public String getName() {
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return name;
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@@ -1424,7 +1424,7 @@ public class Camera implements Savable, Cloneable {
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/**
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* Determines whether the projection is parallel or perspective.
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*
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- * @return true if parallel projection is enable, false if in normal perspective mode
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+ * @return true if parallel projection is enabled, false if in normal perspective mode
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* @see #setParallelProjection(boolean)
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*/
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public boolean isParallelProjection() {
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@@ -1434,8 +1434,8 @@ public class Camera implements Savable, Cloneable {
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/**
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* Enables/disables parallel projection.
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*
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- * @param value true to set up this camera for parallel projection is enable,
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- * false to enter normal perspective mode
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+ * @param value true to set up this camera for parallel projection,
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+ * false to enter perspective mode
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*/
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public void setParallelProjection(final boolean value) {
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this.parallelProjection = value;
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@@ -1444,8 +1444,8 @@ public class Camera implements Savable, Cloneable {
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/**
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* Computes the z value in projection space from the z value in view space
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- * Note that the returned value is going non linearly from 0 to 1.
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- * for more explanations on non linear z buffer see
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+ * Note that the returned value goes non-linearly from 0 to 1.
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+ * For more explanation of non-linear z buffer see
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* http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
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*
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* @param viewZPos the z value in view space.
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@@ -1461,9 +1461,9 @@ public class Camera implements Savable, Cloneable {
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/**
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* Computes a position in World space given a screen position in screen space (0,0 to width, height)
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- * and a z position in projection space ( 0 to 1 non linear).
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- * This former value is also known as the Z buffer value or non linear depth buffer.
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- * for more explanations on non linear z buffer see
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+ * and a z position in projection space ( 0 to 1 non-linear).
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+ * This former value is also known as the Z buffer value or non-linear depth buffer.
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+ * For more explanation of non-linear Z buffer see
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* http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
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*
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* <p>To compute the projection space z from the view space z (distance from cam to object)
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