Fix some punctuation (#17368)

Found a few missing full-stops, etc.
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Rich Churcher 2025-01-15 10:51:12 +13:00 committed by GitHub
parent 17c46f4add
commit eec5915da8
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2 changed files with 6 additions and 6 deletions

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@ -23,8 +23,8 @@ pub enum UvChannel {
Uv1,
}
/// A material with "standard" properties used in PBR lighting
/// Standard property values with pictures here
/// A material with "standard" properties used in PBR lighting.
/// Standard property values with pictures here:
/// <https://google.github.io/filament/Material%20Properties.pdf>.
///
/// May be created directly from a [`Color`] or an [`Image`].
@ -183,7 +183,7 @@ pub struct StandardMaterial {
#[doc(alias = "specular_intensity")]
pub reflectance: f32,
/// The amount of light transmitted _diffusely_ through the material (i.e. “translucency”)
/// The amount of light transmitted _diffusely_ through the material (i.e. “translucency”).
///
/// Implemented as a second, flipped [Lambertian diffuse](https://en.wikipedia.org/wiki/Lambertian_reflectance) lobe,
/// which provides an inexpensive but plausible approximation of translucency for thin dielectric objects (e.g. paper,
@ -221,7 +221,7 @@ pub struct StandardMaterial {
#[cfg(feature = "pbr_transmission_textures")]
pub diffuse_transmission_texture: Option<Handle<Image>>,
/// The amount of light transmitted _specularly_ through the material (i.e. via refraction)
/// The amount of light transmitted _specularly_ through the material (i.e. via refraction).
///
/// - When set to `0.0` (the default) no light is transmitted.
/// - When set to `1.0` all light is transmitted through the material.
@ -522,7 +522,7 @@ pub struct StandardMaterial {
/// [`StandardMaterial::anisotropy_rotation`] to vary across the mesh.
///
/// The [`KHR_materials_anisotropy` specification] defines the format that
/// this texture must take. To summarize: The direction vector is encoded in
/// this texture must take. To summarize: the direction vector is encoded in
/// the red and green channels, while the strength is encoded in the blue
/// channels. For the direction vector, the red and green channels map the
/// color range [0, 1] to the vector range [-1, 1]. The direction vector

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@ -414,7 +414,7 @@ pub trait AsBindGroup {
)
}
/// Returns a vec of bind group layout entries
/// Returns a vec of bind group layout entries.
///
/// Set `force_no_bindless` to true to require that bindless textures *not*
/// be used. `ExtendedMaterial` uses this in order to ensure that the base