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TOML and check-doc police
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pcwalton committed Dec 17, 2023
1 parent 75794ae commit 12ff889
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Showing 2 changed files with 9 additions and 5 deletions.
5 changes: 4 additions & 1 deletion crates/bevy_internal/Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,10 @@ symphonia-vorbis = ["bevy_audio/symphonia-vorbis"]
symphonia-wav = ["bevy_audio/symphonia-wav"]

# Shader formats
shader_format_glsl = ["bevy_render/shader_format_glsl", "bevy_pbr?/shader_format_glsl"]
shader_format_glsl = [
"bevy_render/shader_format_glsl",
"bevy_pbr?/shader_format_glsl",
]
shader_format_spirv = ["bevy_render/shader_format_spirv"]

serialize = [
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9 changes: 5 additions & 4 deletions crates/bevy_pbr/src/light_probe/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -49,9 +49,9 @@ pub struct LightProbePlugin;
/// A cuboid region that provides global illumination to all fragments inside it.
///
/// The light probe range is conceptually a unit cube (1×1×1) centered on the
/// origin. The [`Transform`] applied to this entity can scale, rotate, or
/// translate that cube so that it contains all fragments that should take this
/// light probe into account.
/// origin. The [`bevy_transform::prelude::Transform`] applied to this entity
/// can scale, rotate, or translate that cube so that it contains all fragments
/// that should take this light probe into account.
///
/// Note that a light probe will have no effect unless the entity contains some
/// kind of illumination. At present, the only supported type of illumination is
Expand Down Expand Up @@ -155,7 +155,8 @@ impl Plugin for LightProbePlugin {
/// Gathers up all light probes in the scene and assigns them to views,
/// performing frustum culling and distance sorting in the process.
///
/// This populates the [`LightProbesUniforms`] resource.
/// This populates the
/// [`crate::light_probe::environment_map::LightProbesUniforms`] resource.
fn gather_light_probes(
mut light_probes_uniforms: ResMut<RenderLightProbes>,
image_assets: Res<RenderAssets<Image>>,
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