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() */