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spelling: symmetric
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Signed-off-by: Josh Soref <[email protected]>
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jsoref committed Jan 22, 2023
1 parent 9371969 commit ac51e6b
Showing 1 changed file with 9 additions and 9 deletions.
18 changes: 9 additions & 9 deletions includes/glm/ext/matrix_clip_space.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -212,7 +212,7 @@ namespace glm
T left, T right, T bottom, T top, T near, T far);


/// Creates a matrix for a right handed, symetric 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.
Expand All @@ -225,7 +225,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a right handed, symetric 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.
Expand All @@ -238,7 +238,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a left handed, symetric 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.
Expand All @@ -251,7 +251,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a left handed, symetric 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.
Expand All @@ -264,7 +264,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// 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.
Expand All @@ -277,7 +277,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
/// 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.
Expand All @@ -290,7 +290,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a right handed, symetric 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)
///
Expand All @@ -304,7 +304,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a left handed, symetric 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)
///
Expand All @@ -318,7 +318,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
T fovy, T aspect, T near, T far);

/// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
/// Creates a matrix for a symmetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
///
/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
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