From 756cb32e92f42a622d10b1cca52c7b7e926725d2 Mon Sep 17 00:00:00 2001 From: KoT <86564118+KoT3isGood@users.noreply.github.com> Date: Sat, 23 Nov 2024 00:54:12 +0200 Subject: Fixed type (#5639) vec3x4 to mat3x4 Co-authored-by: Yong He --- docs/user-guide/02-conventional-features.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs') 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 -- cgit v1.2.3