diff --git a/allegro/docs/src/allegro._tx b/allegro/docs/src/allegro._tx index c16aa36..0095106 100644 --- a/allegro/docs/src/allegro._tx +++ b/allegro/docs/src/allegro._tx @@ -12197,7 +12197,7 @@ transformation pipeline of a point from world space to the screen. 0, 0, 0, /* Viewer position, in this case, 0/0/0. */ 0, 0, -1, /* Viewer direction, in this case along negative z. */ 0, 1, 0, /* Up vector, in this case positive y. */ - 32, /* The FOV, here 45°. */ + 32, /* The FOV, here 45 degree. */ (float)SCREEN_W / (float)SCREEN_H)); /* Aspect ratio. */ /* Applying the matrix transforms the point 100/200/-300 @@ -12384,7 +12384,7 @@ defined by Allegro" for an internal view of the MATRIX/_f structures. The fov parameter specifies the field of view (ie. width of the camera focus) in binary, 256 degrees to the circle format. For typical projections, a field of view in the region 32-48 will work well. 64 - (90°) applies no extra scaling - so something which is one unit away + (90 degree) applies no extra scaling - so something which is one unit away from the viewer will be directly scaled to the viewport. A bigger FOV moves you closer to the viewing plane, so more objects will appear. A smaller FOV moves you away from the viewing plane, which means you see a