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-rw-r--r--src/gui/math3d/qquaternion.cpp8
-rw-r--r--src/gui/math3d/qvector3d.cpp2
-rw-r--r--src/gui/opengl/qopenglshaderprogram.cpp2
3 files changed, 6 insertions, 6 deletions
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index f2e79cb834..5d73e54a26 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -457,7 +457,7 @@ QQuaternion QQuaternion::fromAxisAndAngle
\since 5.5
\overload
- Calculates \a roll, \a pitch, and \a yaw Euler angles (in degrees)
+ Calculates roll, pitch, and yaw Euler angles (in degrees)
that corresponds to this quaternion.
\sa fromEulerAngles()
@@ -468,9 +468,9 @@ QQuaternion QQuaternion::fromAxisAndAngle
\since 5.5
\overload
- Creates a quaternion that corresponds to a rotation of
- \a eulerAngles.z() degrees around the z axis, \a eulerAngles.x() degrees around the x axis,
- and \a eulerAngles.y() degrees around the y axis (in that order).
+ Creates a quaternion that corresponds to a rotation of \a eulerAngles:
+ eulerAngles.z() degrees around the z axis, eulerAngles.x() degrees around the x axis,
+ and eulerAngles.y() degrees around the y axis (in that order).
\sa toEulerAngles()
*/
diff --git a/src/gui/math3d/qvector3d.cpp b/src/gui/math3d/qvector3d.cpp
index a93d994a70..ced4ac9d73 100644
--- a/src/gui/math3d/qvector3d.cpp
+++ b/src/gui/math3d/qvector3d.cpp
@@ -420,7 +420,7 @@ QVector3D QVector3D::project(const QMatrix4x4 &modelView, const QMatrix4x4 &proj
component of the vector components takes place. To prevent dividing by 0 if
w equals to 0, it is set to 1.
- \note y coordinates in \a point should use OpenGL orientation. OpenGL
+ \note y coordinates in \a viewport should use OpenGL orientation. OpenGL
expects the bottom to be 0 whereas for Qt top is 0.
\sa project()
diff --git a/src/gui/opengl/qopenglshaderprogram.cpp b/src/gui/opengl/qopenglshaderprogram.cpp
index 8a7a1285a8..5de79c9e1e 100644
--- a/src/gui/opengl/qopenglshaderprogram.cpp
+++ b/src/gui/opengl/qopenglshaderprogram.cpp
@@ -2760,7 +2760,7 @@ void QOpenGLShaderProgram::setUniformValueArray
should be used when setting an array of sampler values.
\note This function is not aware of unsigned int support in modern OpenGL
- versions and therefore treats \a value as a GLint and calls glUniform1iv.
+ versions and therefore treats \a values as a GLint and calls glUniform1iv.
\sa setAttributeValue()
*/