Remove mentions of texture packing
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@ -165,20 +165,6 @@ pub struct StandardMaterial {
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///
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/// **Important:** The [`StandardMaterial::diffuse_transmission`] property must be set to a value higher than 0.0,
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/// or this texture won't have any effect.
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///
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/// ## Texture Packing
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///
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/// Due to how channels are mapped, you can more efficiently use a single shared texture image
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/// for configuring the following:
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///
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/// - R - `transmission_texture`
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/// - G - `thickness_texture`
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/// - B - _unused_
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/// - A - `diffuse_transmission_texture`
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///
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/// The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`,
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/// that _we don't currently support_. One might choose to pack the intensity and color textures together,
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/// using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply.
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#[texture(17)]
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#[sampler(18)]
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#[cfg(feature = "pbr_transmission_textures")]
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@ -211,20 +197,6 @@ pub struct StandardMaterial {
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///
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/// **Important:** The [`StandardMaterial::transmission`] property must be set to a value higher than 0.0,
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/// or this texture won't have any effect.
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///
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/// ## Texture Packing
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///
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/// Due to how channels are mapped, you can more efficiently use a single shared texture image
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/// for configuring the following:
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///
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/// - R - `transmission_texture`
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/// - G - `thickness_texture`
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/// - B - _unused_
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/// - A - `diffuse_transmission_texture`
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///
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/// The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`,
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/// that _we don't currently support_. One might choose to pack the intensity and color textures together,
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/// using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply.
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#[texture(13)]
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#[sampler(14)]
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#[cfg(feature = "pbr_transmission_textures")]
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@ -248,20 +220,6 @@ pub struct StandardMaterial {
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///
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/// **Important:** The [`StandardMaterial::thickness`] property must be set to a value higher than 0.0,
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/// or this texture won't have any effect.
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///
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/// ## Texture Packing
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///
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/// Due to how channels are mapped, you can more efficiently use a single shared texture image
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/// for configuring the following:
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///
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/// - R - `transmission_texture`
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/// - G - `thickness_texture`
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/// - B - _unused_
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/// - A - `diffuse_transmission_texture`
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///
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/// The `KHR_materials_diffuse_transmission` glTF extension also defines a `diffuseTransmissionColorTexture`,
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/// that _we don't currently support_. One might choose to pack the intensity and color textures together,
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/// using RGB for the color and A for the intensity, in which case this packing advice doesn't really apply.
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#[texture(15)]
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#[sampler(16)]
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#[cfg(feature = "pbr_transmission_textures")]
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