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-rw-r--r--docs/viewperf.html16
1 files changed, 8 insertions, 8 deletions
diff --git a/docs/viewperf.html b/docs/viewperf.html
index 56328a40752..ae771ee6eff 100644
--- a/docs/viewperf.html
+++ b/docs/viewperf.html
@@ -186,17 +186,17 @@ glRotate(52, 52, 52, 1);
These unusual values lead to invalid modelview matrices.
For example, the last glRotate command above produces this matrix with Mesa:
<pre>
-1.08536e+24 2.55321e-23 -0.000160389 0
-5.96937e-25 1.08536e+24 103408 0
-103408 -0.000160389 1.74755e+09 0
-0 0 0 nan
+1.08536e+24 2.55321e-23 -0.000160389 0
+5.96937e-25 1.08536e+24 103408 0
+103408 -0.000160389 1.74755e+09 0
+0 0 0 nan
</pre>
and with NVIDIA's OpenGL:
<pre>
-1.4013e-45 0 -nan 0
-0 1.4013e-45 1.4013e-45 0
-1.4013e-45 -nan 1.4013e-45 0
-0 0 0 1.4013e-45
+1.4013e-45 0 -nan 0
+0 1.4013e-45 1.4013e-45 0
+1.4013e-45 -nan 1.4013e-45 0
+0 0 0 1.4013e-45
</pre>
<p>
This causes the object in question to be drawn in a strange orientation