From e8f4ae555989fd0dcbee2a5877c3d63594d5363a Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Mon, 2 Mar 2015 16:25:25 +0100 Subject: [PATCH] Clarify QMatrix4x4::lookAt() docs Task-number: QTBUG-44603 Change-Id: I72d143a5d9ddd31ab1b64788cc0e2dd4fca2531c Reviewed-by: Konstantin Ritt --- src/gui/math3d/qmatrix4x4.cpp | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index 19d1fe6a8c..09b41ac570 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -1523,10 +1523,13 @@ void QMatrix4x4::perspective(float verticalAngle, float aspectRatio, float nearP #ifndef QT_NO_VECTOR3D /*! - Multiplies this matrix by another that applies an \a eye position - transformation. The \a center value indicates the center of the - view that the \a eye is looking at. The \a up value indicates - which direction should be considered up with respect to the \a eye. + Multiplies this matrix by a viewing matrix derived from an eye + point. The \a center value indicates the center of the view that + the \a eye is looking at. The \a up value indicates which direction + should be considered up with respect to the \a eye. + + \note The \a up vector must not be parallel to the line of sight + from \a eye to \a center. */ void QMatrix4x4::lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up) {