diff --git a/src/matrix.rs b/src/matrix.rs
index eb668cf2..62335820 100644
--- a/src/matrix.rs
+++ b/src/matrix.rs
@@ -366,8 +366,10 @@ impl<S: BaseFloat> Matrix4<S> {
         Self::look_to_rh(eye, dir, up)
     }
 
-    /// Create a homogeneous transformation matrix that will cause a vector to point at
-    /// `dir`, using `up` for orientation.
+    /// Creates a homogeneous right-handed look-at transformation matrix.
+    ///
+    /// This matrix will transform a vector to point in `dir` direction, using `up` for orientation
+    /// assuming a right-handed corrdinate system.
     pub fn look_to_rh(eye: Point3<S>, dir: Vector3<S>, up: Vector3<S>) -> Matrix4<S> {
         let f = dir.normalize();
         let s = f.cross(up).normalize();
@@ -382,8 +384,10 @@ impl<S: BaseFloat> Matrix4<S> {
         )
     }
 
-    /// Create a homogeneous transformation matrix that will cause a vector to point at
-    /// `dir`, using `up` for orientation.
+    /// Creates a homogeneous left-handed look-at transformation matrix.
+    ///
+    /// This matrix will transform a vector to point in `dir` direction, using `up` for orientation
+    /// assuming a left-handed corrdinate system.
     pub fn look_to_lh(eye: Point3<S>, dir: Vector3<S>, up: Vector3<S>) -> Matrix4<S> {
         Matrix4::look_to_rh(eye, -dir, up)
     }
@@ -395,14 +399,18 @@ impl<S: BaseFloat> Matrix4<S> {
         Matrix4::look_to_rh(eye, center - eye, up)
     }
 
-    /// Create a homogeneous transformation matrix that will cause a vector to point at
-    /// `center`, using `up` for orientation.
+    /// Creates a homogeneous right-handed look-at transformation matrix.
+    ///
+    /// This matrix will transform a vector to point at `center`, using `up` for orientation
+    /// assuming a right-handed corrdinate system.
     pub fn look_at_rh(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
         Matrix4::look_to_rh(eye, center - eye, up)
     }
 
-    /// Create a homogeneous transformation matrix that will cause a vector to point at
-    /// `center`, using `up` for orientation.
+    /// Creates a homogeneous left-handed look-at transformation matrix.
+    ///
+    /// This matrix will transform a vector to point at `center`, using `up` for orientation
+    /// assuming a left-handed corrdinate system.
     pub fn look_at_lh(eye: Point3<S>, center: Point3<S>, up: Vector3<S>) -> Matrix4<S> {
         Matrix4::look_to_lh(eye, center - eye, up)
     }
diff --git a/src/rotation.rs b/src/rotation.rs
index c39f6ea8..27f5b7b2 100644
--- a/src/rotation.rs
+++ b/src/rotation.rs
@@ -371,6 +371,7 @@ impl<'a, S: 'a + BaseFloat> iter::Product<&'a Basis3<S>> for Basis3<S> {
 impl<S: BaseFloat> Rotation for Basis3<S> {
     type Space = Point3<S>;
 
+    /// Construct a look-at view matrix assuming a left-handed coordinate system.
     #[inline]
     fn look_to(dir: Vector3<S>, up: Vector3<S>) -> Basis3<S> {
         Basis3 {
diff --git a/src/transform.rs b/src/transform.rs
index 9b0f55ca..0fae55a9 100644
--- a/src/transform.rs
+++ b/src/transform.rs
@@ -35,12 +35,16 @@ pub trait Transform<P: EuclideanSpace>: Sized + One {
         Self::look_at_lh(eye, center, up)
     }
 
-    /// Create a transformation that rotates a vector to look at `center` from
-    /// `eye`, using `up` for orientation.
+    /// Creates a right-handed look-at view transform.
+    ///
+    /// This transform rotates a vector to look at `center` from `eye`, using `up` for orientation
+    /// assuming a right-handed coordinate system.
     fn look_at_rh(eye: P, center: P, up: P::Diff) -> Self;
 
-    /// Create a transformation that rotates a vector to look at `center` from
-    /// `eye`, using `up` for orientation.
+    /// Creates a right-handed look-at view transform.
+    ///
+    /// This transform rotates a vector to look at `center` from `eye`, using `up` for orientation
+    /// assuming a left-handed coordinate system.
     fn look_at_lh(eye: P, center: P, up: P::Diff) -> Self;
 
     /// Transform a vector using this transform.