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| author | KoT <86564118+KoT3isGood@users.noreply.github.com> | 2024-11-23 00:54:12 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-11-22 14:54:12 -0800 |
| commit | 756cb32e92f42a622d10b1cca52c7b7e926725d2 (patch) | |
| tree | dd169f5e254195155473317b9263688569aaa1e3 /docs | |
| parent | a2626ea6f7d2fd3d400a0f2478b226404c68bd41 (diff) | |
Fixed type (#5639)
vec3x4 to mat3x4
Co-authored-by: Yong He <yonghe@outlook.com>
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/user-guide/02-conventional-features.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/user-guide/02-conventional-features.md b/docs/user-guide/02-conventional-features.md index e3f6336e7..d1ecb5bad 100644 --- a/docs/user-guide/02-conventional-features.md +++ b/docs/user-guide/02-conventional-features.md @@ -382,7 +382,7 @@ The ordinary unary and binary operators can also be applied to vectors and matri > #### Note #### > In GLSL, most operators apply component-wise to vectors and matrices, but the multiplication operator `*` computes the traditional linear-algebraic product of two matrices, or a matrix and a vector. -> Where a GLSL programmer would write `m * v` to multiply a `vec3x4` by a `vec3`, a Slang programmer should write `mul(v,m)` to multiply a `float3` by a `float3x4`. +> Where a GLSL programmer would write `m * v` to multiply a `mat3x4` by a `vec3`, a Slang programmer should write `mul(v,m)` to multiply a `float3` by a `float3x4`. > In this example, the order of operands is reversed to account for the difference in row/column conventions. ### Swizzles |
