diff --git a/doc/TutorialGeometry.dox b/doc/TutorialGeometry.dox
index 372a275de..2e1420f98 100644
--- a/doc/TutorialGeometry.dox
+++ b/doc/TutorialGeometry.dox
@@ -126,11 +126,12 @@ Apply the transformation to a \b vector
\code
VectorNf vec1, vec2;
vec2 = t.linear() * vec1;\endcode |
-Apply a \em general transformation \n to a \b normal \b vector
-(explanations) | \code
+Apply a \em general transformation \n to a \b normal \b vector \n
+ | \code
VectorNf n1, n2;
MatrixNf normalMatrix = t.linear().inverse().transpose();
n2 = (normalMatrix * n1).normalized();\endcode |
+(See subject 5.27 of this faq for the explanations) |
Apply a transformation with \em pure \em rotation \n to a \b normal \b vector
(no scaling, no shear) | \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. | \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 |