Fix typos. fixes #2139

PiperOrigin-RevId: 691429879
Change-Id: I929b7a387ec41f68b8d85fe20de83083216da36a
This commit is contained in:
Yuval Tassa
2024-10-30 08:33:38 -07:00
committed by Copybara-Service
parent 7c2b2d353c
commit 32df8a515a
5 changed files with 10 additions and 10 deletions
+1 -1
View File
@@ -151,7 +151,7 @@ The low-level mjvGLCamera is what determines the actual rendering. There are two
for each eye. Each has position, forward and up directions. Forward corresponds to the negative Z axis of the camera
frame, while up corresponds to the positive Y axis. There is also a frustum in the sense of OpenGL, except we store the
average of the left and right frustum edges and then during rendering compute the actual edges from the viewport aspect
ratio assuming 1:1 pixel aspect ratio. The distance between the two camera positions corresponds to the inter-pupilary
ratio assuming 1:1 pixel aspect ratio. The distance between the two camera positions corresponds to the inter-pupillary
distance (ipd). When the low-level camera parameters are computed automatically from an abstract camera, the ipd as well
as vertical field of view (fovy) are taken from ``mjModel.vis.global.ipd``/``fovy`` for free and tracking cameras, and
from the camera-specific ``mjModel.cam_ipd/fovy`` for cameras defined in the model. When stereoscopic mode is not