Fix documentation links

This commit is contained in:
Marco Buono 2023-10-18 01:11:10 -03:00
parent 4e4d79033a
commit 42eaf1b6e5
2 changed files with 3 additions and 3 deletions

View file

@ -21,7 +21,7 @@ use serde::{Deserialize, Serialize};
pub struct Camera3d {
/// The clear color operation to perform for the main 3d pass.
///
/// **Note:** When [`Camera3d::transmissive_steps`] > `0`, a fully opaque clear
/// **Note:** When [`Camera3d::screen_space_specular_transmission_steps`] > `0`, a fully opaque clear
/// color will “cover” the environment map light's texture, preventing it from
/// being refracted “through” transmissive objects, even if there are no opaque
/// objects behind them. To work around this issue, consider using a clear color

View file

@ -184,10 +184,10 @@ pub struct StandardMaterial {
///
/// Transmission is implemented as a relatively expensive screen-space effect that allows ocluded objects to be seen through the material.
///
/// - [`Camera3d::transmissive_steps`](bevy_core_pipeline::core_3d::Camera3d::transmissive_steps) can be used to enable transmissive objects
/// - [`Camera3d::screen_space_specular_transmission_steps`](bevy_core_pipeline::core_3d::Camera3d::screen_space_specular_transmission_steps) can be used to enable transmissive objects
/// to be seen through other transmissive objects, at the cost of additional draw calls and texture copies; (Use with caution!)
/// - If a simplified approximation of specular transmission using only environment map lighting is sufficient, consider setting
/// [`Camera3d::transmissive_steps`](bevy_core_pipeline::core_3d::Camera3d::transmissive_steps) to `0`.
/// [`Camera3d::screen_space_specular_transmission_steps`](bevy_core_pipeline::core_3d::Camera3d::screen_space_specular_transmission_steps) to `0`.
/// - If purely diffuse light transmission is needed, (i.e. “translucency”) consider using [`StandardMaterial::diffuse_transmission`] instead,
/// for a much less expensive effect.
#[doc(alias = "refraction")]