diff --git a/css-transforms-2/Overview.bs b/css-transforms-2/Overview.bs
index 5cd222a8837..3b7ee4a0a52 100644
--- a/css-transforms-2/Overview.bs
+++ b/css-transforms-2/Overview.bs
@@ -122,7 +122,7 @@ Terminology {#terminology}
''rotateY(0)'',
''rotateZ(0)''
and ''matrix3d(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)''.
- A special case is perspective: ''perspective(infinity)''.
+ A special case is perspective: ''perspective(none)''.
The value of m34 becomes infinitesimal small
and the transform function is therefore assumed to be equal to the identity matrix.
@@ -983,7 +983,7 @@ In the following 3d transform functions, a <> behaves th
:: same as ''rotate3d(0, 1, 0, <angle>)''.
: rotateZ() = rotateZ( [ <> | <> ] )
:: same as ''rotate3d(0, 0, 1, <angle>)'', which is a 3d transform equivalent to the 2d transform ''rotate(<angle>)''.
-: perspective() = perspective( <> )
+: perspective() = perspective( <> | ''none'' )
:: specifies a perspective projection matrix. This matrix scales points in X and Y based on their Z value, scaling points with positive Z values away from the origin, and those with negative Z values towards the origin. Points on the z=0 plane are unchanged. The parameter represents the distance of the z=0 plane from the viewer. Lower values give a more flattened pyramid and therefore a more pronounced perspective effect. For example, a value of 1000px gives a moderate amount of foreshortening and a value of 200px gives an extreme amount.
If the depth value is less than ''1px'',
@@ -1378,9 +1378,12 @@ One translation unit on a matrix is equivalent to 1 pixel in the local coordinat
- A perspective projection matrix with the parameter d is equivalent to the matrix:
+ A perspective projection matrix with the parameter d is equivalent to the matrix:
- $$\begin{bmatrix} 1 & 0 & 0 & 0 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & 0 \\ 0 & 0 & -1/d & 1 \end{bmatrix}$$
+ $$\begin{bmatrix} 1 & 0 & 0 & 0 \\ 0 & 1 & 0 & 0 \\ 0 & 0 & 1 & 0 \\ 0 & 0 & -1/d & 1 \end{bmatrix}$$
+
+ If the parameter d is ''none'' it is treated as infinity
+ (and the resulting matrix is the identity matrix).