Make pbr_transmission_textures description shorter, update docs

This commit is contained in:
Marco Buono 2023-09-24 16:56:14 -03:00
parent 20bced86ef
commit 8a17bb7f27
2 changed files with 2 additions and 3 deletions

View File

@ -238,8 +238,7 @@ shader_format_glsl = ["bevy_internal/shader_format_glsl"]
# Enable support for shaders in SPIR-V
shader_format_spirv = ["bevy_internal/shader_format_spirv"]
# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past
# the global, per-shader texture limit in lower-end GPUs (i.e. `MAX_TEXTURE_IMAGE_UNITS` in OpenGL/WebGL)
# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit in lower-end GPUs
pbr_transmission_textures = ["bevy_internal/pbr_transmission_textures"]
# Enable some limitations to be able to use WebGL2. If not enabled, it will default to WebGPU in Wasm

View File

@ -57,7 +57,7 @@ The default feature set enables most of the expected features of a game engine,
|jpeg|JPEG image format support|
|minimp3|MP3 audio format support (through minimp3)|
|mp3|MP3 audio format support|
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the texture limit in lower-end adapters|
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit in lower-end GPUs|
|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
|serialize|Enable serialization support through serde|
|shader_format_glsl|Enable support for shaders in GLSL|