Clarify QMatrix4x4::lookAt() docs
Task-number: QTBUG-44603 Change-Id: I72d143a5d9ddd31ab1b64788cc0e2dd4fca2531c Reviewed-by: Konstantin Ritt <ritt.ks@gmail.com>bb10
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@ -1523,10 +1523,13 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP
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#ifndef QT_NO_VECTOR3D
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/*!
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Multiplies this matrix by another that applies an \a eye position
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transformation. The \a center value indicates the center of the
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view that the \a eye is looking at. The \a up value indicates
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which direction should be considered up with respect to the \a eye.
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Multiplies this matrix by a viewing matrix derived from an eye
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point. The \a center value indicates the center of the view that
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the \a eye is looking at. The \a up value indicates which direction
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should be considered up with respect to the \a eye.
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\note The \a up vector must not be parallel to the line of sight
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from \a eye to \a center.
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*/
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void QMatrix4x4::lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up)
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{
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