StandardMaterial docs: Make clear that lighting won't look correct if is_srgb
is true
(#20037)
# Objective - Fix https://github.com/bevyengine/bevy/issues/12123 ## Solution - Add a code example found here: https://github.com/bevyengine/bevy/blob/main/examples/3d/parallax_mapping.rs#L209 to https://docs.rs/bevy/latest/bevy/pbr/struct.StandardMaterial.html ## Testing - This pull request if only changing docs. But I tested the formatting via ```cargo doc --no-deps --open```. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
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@ -386,6 +386,23 @@ pub struct StandardMaterial {
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///
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/// [`Mesh::generate_tangents`]: bevy_render::mesh::Mesh::generate_tangents
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/// [`Mesh::with_generated_tangents`]: bevy_render::mesh::Mesh::with_generated_tangents
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///
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/// # Usage
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///
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/// ```
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/// # use bevy_asset::{AssetServer, Handle};
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/// # use bevy_ecs::change_detection::Res;
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/// # use bevy_image::{Image, ImageLoaderSettings};
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/// #
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/// fn load_normal_map(asset_server: Res<AssetServer>) {
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/// let normal_handle: Handle<Image> = asset_server.load_with_settings(
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/// "textures/parallax_example/cube_normal.png",
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/// // The normal map texture is in linear color space. Lighting won't look correct
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/// // if `is_srgb` is `true`, which is the default.
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/// |settings: &mut ImageLoaderSettings| settings.is_srgb = false,
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/// );
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/// }
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/// ```
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#[texture(9)]
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#[sampler(10)]
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#[dependency]
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