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Merge pull request danginsburg#42 from LysanderGG/master
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Fix typos in esUtil.h
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danginsburg authored Apr 10, 2017
2 parents c0214d2 + 642636b commit fd6f24d
Showing 1 changed file with 13 additions and 13 deletions.
26 changes: 13 additions & 13 deletions Common/Include/esUtil.h
Original file line number Diff line number Diff line change
Expand Up @@ -177,7 +177,7 @@ void ESUTIL_API esRegisterShutdownFunc ( ESContext *esContext, void ( ESCALLBACK
void ESUTIL_API esRegisterUpdateFunc ( ESContext *esContext, void ( ESCALLBACK *updateFunc ) ( ESContext *, float ) );

//
/// \brief Register an keyboard input processing callback function
/// \brief Register a keyboard input processing callback function
/// \param esContext Application context
/// \param keyFunc Key callback function for application processing of keyboard input
//
Expand Down Expand Up @@ -260,39 +260,39 @@ char *ESUTIL_API esLoadTGA ( void *ioContext, const char *fileName, int *width,


//
/// \brief multiply matrix specified by result with a scaling matrix and return new matrix in result
/// \brief Multiply matrix specified by result with a scaling matrix and return new matrix in result
/// \param result Specifies the input matrix. Scaled matrix is returned in result.
/// \param sx, sy, sz Scale factors along the x, y and z axes respectively
//
void ESUTIL_API esScale ( ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz );

//
/// \brief multiply matrix specified by result with a translation matrix and return new matrix in result
/// \brief Multiply matrix specified by result with a translation matrix and return new matrix in result
/// \param result Specifies the input matrix. Translated matrix is returned in result.
/// \param tx, ty, tz Scale factors along the x, y and z axes respectively
//
void ESUTIL_API esTranslate ( ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz );

//
/// \brief multiply matrix specified by result with a rotation matrix and return new matrix in result
/// \brief Multiply matrix specified by result with a rotation matrix and return new matrix in result
/// \param result Specifies the input matrix. Rotated matrix is returned in result.
/// \param angle Specifies the angle of rotation, in degrees.
/// \param x, y, z Specify the x, y and z coordinates of a vector, respectively
//
void ESUTIL_API esRotate ( ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z );

//
// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
/// \param result Specifies the input matrix. new matrix is returned in result.
/// \brief Multiply matrix specified by result with a perspective matrix and return new matrix in result
/// \param result Specifies the input matrix. New matrix is returned in result.
/// \param left, right Coordinates for the left and right vertical clipping planes
/// \param bottom, top Coordinates for the bottom and top horizontal clipping planes
/// \param nearZ, farZ Distances to the near and far depth clipping planes. Both distances must be positive.
//
void ESUTIL_API esFrustum ( ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ );

//
/// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
/// \param result Specifies the input matrix. new matrix is returned in result.
/// \brief Multiply matrix specified by result with a perspective matrix and return new matrix in result
/// \param result Specifies the input matrix. New matrix is returned in result.
/// \param fovy Field of view y angle in degrees
/// \param aspect Aspect ratio of screen
/// \param nearZ Near plane distance
Expand All @@ -301,24 +301,24 @@ void ESUTIL_API esFrustum ( ESMatrix *result, float left, float right, float bot
void ESUTIL_API esPerspective ( ESMatrix *result, float fovy, float aspect, float nearZ, float farZ );

//
/// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result
/// \param result Specifies the input matrix. new matrix is returned in result.
/// \brief Multiply matrix specified by result with a perspective matrix and return new matrix in result
/// \param result Specifies the input matrix. New matrix is returned in result.
/// \param left, right Coordinates for the left and right vertical clipping planes
/// \param bottom, top Coordinates for the bottom and top horizontal clipping planes
/// \param nearZ, farZ Distances to the near and far depth clipping planes. These values are negative if plane is behind the viewer
//
void ESUTIL_API esOrtho ( ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ );

//
/// \brief perform the following operation - result matrix = srcA matrix * srcB matrix
/// \brief Perform the following operation - result matrix = srcA matrix * srcB matrix
/// \param result Returns multiplied matrix
/// \param srcA, srcB Input matrices to be multiplied
//
void ESUTIL_API esMatrixMultiply ( ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB );

//
//// \brief return an indentity matrix
//// \param result returns identity matrix
//// \brief Return an identity matrix
//// \param result Returns identity matrix
//
void ESUTIL_API esMatrixLoadIdentity ( ESMatrix *result );

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