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Update quaternion.hpp
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@ -185,7 +185,7 @@ namespace glm
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/// Build a look at quaternion based on the default handedness.
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/// Build a look at quaternion based on the default handedness.
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///
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///
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/// @param direction Desired direction of the camera.
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/// @param direction Desired forward direction. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL tquat<T, Q> quatLookAt(
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GLM_FUNC_DECL tquat<T, Q> quatLookAt(
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@ -194,7 +194,7 @@ namespace glm
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/// Build a right-handed look at quaternion.
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/// Build a right-handed look at quaternion.
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///
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///
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/// @param direction Desired direction of the camera.
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/// @param direction Desired forward direction onto which the -z-axis gets mapped. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL tquat<T, Q> quatLookAtRH(
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GLM_FUNC_DECL tquat<T, Q> quatLookAtRH(
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@ -203,7 +203,7 @@ namespace glm
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/// Build a left-handed look at quaternion.
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/// Build a left-handed look at quaternion.
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///
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///
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/// @param direction Desired direction onto which the +z-axis gets mapped
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/// @param direction Desired forward direction onto which the +z-axis gets mapped. Needs to be normalized.
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template<typename T, qualifier Q>
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template<typename T, qualifier Q>
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GLM_FUNC_DECL tquat<T, Q> quatLookAtLH(
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GLM_FUNC_DECL tquat<T, Q> quatLookAtLH(
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