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Fix doc paths to not use deprecated re-exports (#20496)
# Objective - Prepare for removing re-exports ## Solution - title ## Testing - cargo check --examples --all-features
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-67
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28 files changed

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crates/bevy_anti_aliasing/src/fxaa/mod.rs

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@@ -50,7 +50,7 @@ impl Sensitivity {
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}
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/// A component for enabling Fast Approximate Anti-Aliasing (FXAA)
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/// for a [`bevy_render::camera::Camera`].
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/// for a [`bevy_camera::Camera`].
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#[derive(Reflect, Component, Clone, ExtractComponent)]
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#[reflect(Component, Default, Clone)]
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#[extract_component_filter(With<Camera>)]

crates/bevy_anti_aliasing/src/smaa/mod.rs

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@@ -11,7 +11,7 @@
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//! which have made SMAA less popular when advanced photorealistic rendering
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//! features are used in recent years.
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//!
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//! To use SMAA, add [`Smaa`] to a [`bevy_render::camera::Camera`]. In a
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//! To use SMAA, add [`Smaa`] to a [`bevy_camera::Camera`]. In a
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//! pinch, you can simply use the default settings (via the [`Default`] trait)
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//! for a high-quality, high-performance appearance. When using SMAA, you will
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//! likely want set [`bevy_render::view::Msaa`] to [`bevy_render::view::Msaa::Off`]
@@ -83,7 +83,7 @@ use bevy_utils::prelude::default;
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pub struct SmaaPlugin;
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/// A component for enabling Subpixel Morphological Anti-Aliasing (SMAA)
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/// for a [`bevy_render::camera::Camera`].
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/// for a [`bevy_camera::Camera`].
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#[derive(Clone, Copy, Default, Component, Reflect, ExtractComponent)]
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#[reflect(Component, Default, Clone)]
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#[doc(alias = "SubpixelMorphologicalAntiAliasing")]

crates/bevy_anti_aliasing/src/taa/mod.rs

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@@ -108,7 +108,7 @@ impl Plugin for TemporalAntiAliasPlugin {
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///
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/// Any camera with this component must also disable [`Msaa`] by setting it to [`Msaa::Off`].
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///
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/// [Currently](https://github.com/bevyengine/bevy/issues/8423), TAA cannot be used with [`bevy_render::camera::OrthographicProjection`].
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/// [Currently](https://github.com/bevyengine/bevy/issues/8423), TAA cannot be used with [`bevy_camera::OrthographicProjection`].
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///
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/// TAA also does not work well with alpha-blended meshes, as it requires depth writing to determine motion.
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///

crates/bevy_core_pipeline/src/dof/mod.rs

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@@ -491,7 +491,7 @@ impl DepthOfField {
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/// [`PhysicalCameraParameters`].
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///
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/// By passing the same [`PhysicalCameraParameters`] object to this function
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/// and to [`bevy_render::camera::Exposure::from_physical_camera`], matching
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/// and to [`bevy_camera::Exposure::from_physical_camera`], matching
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/// results for both the exposure and depth of field effects can be
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/// obtained.
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///

crates/bevy_core_pipeline/src/msaa_writeback.rs

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@@ -17,7 +17,7 @@ use bevy_render::{
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};
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/// This enables "msaa writeback" support for the `core_2d` and `core_3d` pipelines, which can be enabled on cameras
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/// using [`bevy_render::camera::Camera::msaa_writeback`]. See the docs on that field for more information.
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/// using [`bevy_camera::Camera::msaa_writeback`]. See the docs on that field for more information.
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pub struct MsaaWritebackPlugin;
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impl Plugin for MsaaWritebackPlugin {

crates/bevy_core_pipeline/src/prepass/mod.rs

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@@ -3,7 +3,7 @@
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//!
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//! The prepass only runs for opaque meshes or meshes with an alpha mask. Transparent meshes are ignored.
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//!
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//! To enable the prepass, you need to add a prepass component to a [`crate::prelude::Camera3d`].
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//! To enable the prepass, you need to add a prepass component to a [`bevy_camera::Camera3d`].
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//!
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//! [`DepthPrepass`]
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//! [`NormalPrepass`]
@@ -52,23 +52,23 @@ use bevy_render::{
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pub const NORMAL_PREPASS_FORMAT: TextureFormat = TextureFormat::Rgb10a2Unorm;
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pub const MOTION_VECTOR_PREPASS_FORMAT: TextureFormat = TextureFormat::Rg16Float;
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/// If added to a [`crate::prelude::Camera3d`] then depth values will be copied to a separate texture available to the main pass.
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/// If added to a [`bevy_camera::Camera3d`] then depth values will be copied to a separate texture available to the main pass.
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#[derive(Component, Default, Reflect, Clone)]
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#[reflect(Component, Default, Clone)]
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pub struct DepthPrepass;
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/// If added to a [`crate::prelude::Camera3d`] then vertex world normals will be copied to a separate texture available to the main pass.
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/// If added to a [`bevy_camera::Camera3d`] then vertex world normals will be copied to a separate texture available to the main pass.
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/// Normals will have normal map textures already applied.
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#[derive(Component, Default, Reflect, Clone)]
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#[reflect(Component, Default, Clone)]
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pub struct NormalPrepass;
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/// If added to a [`crate::prelude::Camera3d`] then screen space motion vectors will be copied to a separate texture available to the main pass.
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/// If added to a [`bevy_camera::Camera3d`] then screen space motion vectors will be copied to a separate texture available to the main pass.
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#[derive(Component, Default, Reflect, Clone)]
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#[reflect(Component, Default, Clone)]
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pub struct MotionVectorPrepass;
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/// If added to a [`crate::prelude::Camera3d`] then deferred materials will be rendered to the deferred gbuffer texture and will be available to subsequent passes.
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/// If added to a [`bevy_camera::Camera3d`] then deferred materials will be rendered to the deferred gbuffer texture and will be available to subsequent passes.
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/// Note the default deferred lighting plugin also requires `DepthPrepass` to work correctly.
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#[derive(Component, Default, Reflect)]
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#[reflect(Component, Default)]

crates/bevy_mesh/src/components.rs

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@@ -18,9 +18,9 @@ use derive_more::derive::From;
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/// # Example
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///
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/// ```ignore
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/// # use bevy_sprite::{ColorMaterial, Mesh2d, MeshMaterial2d};
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/// # use bevy_sprite::{ColorMaterial, MeshMaterial2d};
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_render::mesh::Mesh;
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/// # use bevy_mesh::{Mesh, Mesh2d};
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/// # use bevy_color::palettes::basic::RED;
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/// # use bevy_asset::Assets;
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/// # use bevy_math::primitives::Circle;
@@ -72,7 +72,7 @@ impl AsAssetId for Mesh2d {
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/// ```ignore
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/// # use bevy_pbr::{Material, MeshMaterial3d, StandardMaterial};
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_render::mesh::{Mesh, Mesh3d};
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/// # use bevy_mesh::{Mesh, Mesh3d};
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/// # use bevy_color::palettes::basic::RED;
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/// # use bevy_asset::Assets;
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/// # use bevy_math::primitives::Capsule3d;

crates/bevy_pbr/src/light_probe/environment_map.rs

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@@ -11,11 +11,11 @@
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//! 1. If attached to a view, they represent the objects located a very far
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//! distance from the view, in a similar manner to a skybox. Essentially, these
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//! *view environment maps* represent a higher-quality replacement for
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//! [`AmbientLight`](crate::AmbientLight) for outdoor scenes. The indirect light from such
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//! [`AmbientLight`](bevy_light::AmbientLight) for outdoor scenes. The indirect light from such
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//! environment maps are added to every point of the scene, including
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//! interior enclosed areas.
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//!
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//! 2. If attached to a [`crate::LightProbe`], environment maps represent the immediate
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//! 2. If attached to a [`bevy_light::LightProbe`], environment maps represent the immediate
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//! surroundings of a specific location in the scene. These types of
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//! environment maps are known as *reflection probes*.
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//!

crates/bevy_pbr/src/lightmap/mod.rs

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@@ -26,7 +26,7 @@
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//! set the `uv_rect` field on [`Lightmap`] appropriately.
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//!
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//! [The Lightmapper]: https://github.com/Naxela/The_Lightmapper
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//! [`Mesh3d`]: bevy_render::mesh::Mesh3d
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//! [`Mesh3d`]: bevy_mesh::Mesh3d
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//! [`MeshMaterial3d<StandardMaterial>`]: crate::StandardMaterial
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//! [`StandardMaterial`]: crate::StandardMaterial
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//! [`bevy-baked-gi`]: https://github.com/pcwalton/bevy-baked-gi
@@ -79,9 +79,9 @@ pub struct LightmapPlugin;
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/// A component that applies baked indirect diffuse global illumination from a
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/// lightmap.
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///
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/// When assigned to an entity that contains a [`Mesh3d`](bevy_render::mesh::Mesh3d) and a
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/// When assigned to an entity that contains a [`Mesh3d`](bevy_mesh::Mesh3d) and a
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/// [`MeshMaterial3d<StandardMaterial>`](crate::StandardMaterial), if the mesh
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/// has a second UV layer ([`ATTRIBUTE_UV_1`](bevy_render::mesh::Mesh::ATTRIBUTE_UV_1)),
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/// has a second UV layer ([`ATTRIBUTE_UV_1`](bevy_mesh::Mesh::ATTRIBUTE_UV_1)),
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/// then the lightmap will render using those UVs.
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#[derive(Component, Clone, Reflect)]
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#[reflect(Component, Default, Clone)]

crates/bevy_pbr/src/material.rs

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@@ -81,7 +81,9 @@ pub const MATERIAL_BIND_GROUP_INDEX: usize = 3;
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/// # use bevy_ecs::prelude::*;
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/// # use bevy_image::Image;
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/// # use bevy_reflect::TypePath;
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/// # use bevy_render::{mesh::{Mesh, Mesh3d}, render_resource::{AsBindGroup, ShaderRef}};
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/// # use bevy_mesh::{Mesh, Mesh3d};
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/// # use bevy_render::render_resource::AsBindGroup;
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/// # use bevy_shader::ShaderRef;
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/// # use bevy_color::LinearRgba;
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/// # use bevy_color::palettes::basic::RED;
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/// # use bevy_asset::{Handle, AssetServer, Assets, Asset};

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