Fix link and code formating

This commit is contained in:
Gael Guennebaud 2015-09-07 11:08:41 +02:00
parent 7031a851d4
commit 7fad309631

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@ -126,11 +126,12 @@ Apply the transformation to a \b vector </td><td>\code
VectorNf vec1, vec2;
vec2 = t.linear() * vec1;\endcode</td></tr>
<tr><td>
Apply a \em general transformation \n to a \b normal \b vector
(<a href="http://femto.cs.uiuc.edu/faqs/cga-faq.html#S5.27">explanations</a>)</td><td>\code
Apply a \em general transformation \n to a \b normal \b vector \n
</td><td>\code
VectorNf n1, n2;
MatrixNf normalMatrix = t.linear().inverse().transpose();
n2 = (normalMatrix * n1).normalized();\endcode</td></tr>
<tr><td colspan="2">(See subject 5.27 of this <a href="http://www.faqs.org/faqs/graphics/algorithms-faq">faq</a> for the explanations)</td></tr>
<tr class="alt"><td>
Apply a transformation with \em pure \em rotation \n to a \b normal \b vector
(no scaling, no shear)</td><td>\code
@ -231,8 +232,8 @@ On the other hand, since there exist 24 different conventions, they are pretty c
to create a rotation matrix according to the 2-1-2 convention.</td><td>\code
Matrix3f m;
m = AngleAxisf(angle1, Vector3f::UnitZ())
* * AngleAxisf(angle2, Vector3f::UnitY())
* * AngleAxisf(angle3, Vector3f::UnitZ());
* AngleAxisf(angle2, Vector3f::UnitY())
* AngleAxisf(angle3, Vector3f::UnitZ());
\endcode</td></tr>
</table>