@@ -1059,18 +1059,18 @@ mat4translate:function(mat,v3,v3y,v3z){
10591059 * Depth buffers often have 16 bits per pixel; each pixel isn't usually
10601060 * a floating-point number. If the difference between "far" and "near"
10611061 * is too high, the depth buffer can't distinguish well between two objects
1062- * that are very close, especially if both objects are quite far in the distance.
1062+ * that are very close to each other , especially if both objects are quite far in the distance.
10631063 * For best results:<ul>
10641064 * <li>For <code>mat4perspective</code> and <code>mat4frustum</code>,
10651065* the "near" parameter should not be 0 or less, and should be set to the highest distance
10661066* from the camera that the application can afford to clip out for being too
10671067* close, for example, 0.1 or 1. This doesn't apply to <code>mat4ortho</code>.</li>
10681068 * <li>The difference between "far" and "near" should not be greater than 65536
10691069 * (the number of possible values per pixel in a 16-bit depth buffer) and should be
1070- * as small as the application can accept. In any case, "far" cannot be less than
1070+ * as small as the application can accept. In any case, "far" should not be less than
10711071 * "near".</li>
10721072 * </ul>
1073- * @param {number } fovY Vertical field of view, in degrees. Should be less
1073+ * @param {number } fovY Y-axis field of view, in degrees. Should be less
10741074* than 180 degrees. (The smaller
10751075* this number, the bigger close objects appear to be. As a result,
10761076* zoom can be implemented by multiplying field of view by an
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