fixed docs for `PerspectiveProjection::fov`
@@ -47,10 +47,10 @@ use strum_macros::{AsRefStr, EnumString, EnumVariantNames};
/// it looks most realistic.
#[derive(Reflect, Clone, Debug, PartialEq, Visit)]
pub struct PerspectiveProjection {
- /// Horizontal angle between look axis and a side of the viewing frustum. Larger values will
- /// increase field of view and create fish-eye effect, smaller values could be used to create
- /// "binocular" effect or scope effect.
- #[reflect(min_value = 0.0, max_value = 3.14159, step = 0.1)]
+ /// Vertical angle at the top of viewing frustum, in radians. Larger values will increase field
+ /// of view and create fish-eye effect, smaller values could be used to create "binocular" effect
+ /// or scope effect.
+ #[reflect(min_value = 0.0, max_value = 6.28, step = 0.1)]
pub fov: f32,
/// Location of the near clipping plane. If it is larger than [`Self::z_far`] then it will be
/// treated like far clipping plane.
