@@ -953,7 +953,8 @@ mat4scaled:function(v3,v3y,v3z){
953953 * @param {number } vy Y coordinate.
954954 * @param {number } vz Z coordinate.
955955 * @param {number } vw W coordinate. To transform a 3D
956- * point, set W to 1.
956+ * point, set W to 1; to transform a 2D
957+ * point, set Z and W to 1.
957958 * @return {Array<number> } The transformed vector.
958959 */
959960mat4transform :function ( mat , v , vy , vz , vw ) {
@@ -1064,8 +1065,9 @@ mat4translate:function(mat,v3,v3y,v3z){
10641065 * such as Direct3D's, reverse the sign of the 9th, 10th, 11th, and 12th
10651066 * elements of the result (zero-based indices 8, 9, 10, and 11).
10661067 * <p><b>Choosing the "near" and "far" parameters:</b>
1067- * Depth buffers often have 16 bits per pixel; each pixel isn't usually
1068- * a floating-point number. If the ratio of "far" to "near"
1068+ * Depth buffers often have 16 bits per pixel, thus allowing only a limited
1069+ * range of possible values that, in addition, are not evenly spread within
1070+ * the range of "far" and "near". If the ratio of "far" to "near"
10691071 * is too high, the depth buffer can't distinguish well between two objects
10701072 * that are very close to each other and both quite far in the distance.
10711073 * For best results:<ul>
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