Fix Mesh::ATTRIBUTE_UV_0 documentation (#11110)
Comment incorrect suggests that texture is clamped outside of `0..=1` range, while it can actually be configured. CC https://github.com/bevyengine/bevy/pull/11109
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				@ -139,12 +139,15 @@ impl Mesh {
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    /// Texture coordinates for the vertex. Use in conjunction with [`Mesh::insert_attribute`]
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					    /// Texture coordinates for the vertex. Use in conjunction with [`Mesh::insert_attribute`]
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    /// or [`Mesh::with_inserted_attribute`].
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					    /// or [`Mesh::with_inserted_attribute`].
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    ///
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					    ///
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    /// Values are generally between 0. and 1., with `StandardMaterial` and `ColorMaterial`
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					    /// Generally `[0.,0.]` is mapped to the top left of the texture, and `[1.,1.]` to the bottom-right.
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    /// `[0.,0.]` is the top left of the texture, and [1.,1.] the bottom-right.
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					    ///
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    /// You usually want to only use values in that range, values outside will be
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					    /// By default values outside will be clamped per pixel not for the vertex,
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    /// clamped per pixel not for the vertex, "stretching" the borders of the texture.
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					    /// "stretching" the borders of the texture.
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    /// This behavior can be useful in some cases, usually when the borders have only
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					    /// This behavior can be useful in some cases, usually when the borders have only
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    /// one color, for example a logo, and you want to "extend" those borders.
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					    /// one color, for example a logo, and you want to "extend" those borders.
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					    ///
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					    /// For different mapping outside of `0..=1` range,
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					    /// see [`ImageAddressMode`](crate::texture::ImageAddressMode).
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    pub const ATTRIBUTE_UV_0: MeshVertexAttribute =
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					    pub const ATTRIBUTE_UV_0: MeshVertexAttribute =
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        MeshVertexAttribute::new("Vertex_Uv", 2, VertexFormat::Float32x2);
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					        MeshVertexAttribute::new("Vertex_Uv", 2, VertexFormat::Float32x2);
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@ -148,6 +148,8 @@ pub struct DefaultImageSampler(pub(crate) Sampler);
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/// How edges should be handled in texture addressing.
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					/// How edges should be handled in texture addressing.
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///
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					///
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					/// See [`ImageSamplerDescriptor`] for information how to configure this.
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					///
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/// This type mirrors [`wgpu::AddressMode`].
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					/// This type mirrors [`wgpu::AddressMode`].
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#[derive(Clone, Copy, Debug, Default, Serialize, Deserialize)]
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					#[derive(Clone, Copy, Debug, Default, Serialize, Deserialize)]
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pub enum ImageAddressMode {
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					pub enum ImageAddressMode {
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