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Fixed incorrectly formatted hyperlinks
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6 files changed

+6
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codegen/src/lut.rs

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@@ -214,7 +214,7 @@ fn build_u16_to_f64_lut(entries: &[LutEntryU16]) -> TokenStream {
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}
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}
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/// This algorithm is an adaptation of (this C++ code)[https://gist.github.com/rygorous/2203834]
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/// This algorithm is an adaptation of [this C++ code](<https://gist.github.com/rygorous/2203834>)
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/// by Fabian "ryg" Giesen, which utilizes simple linear regression on
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/// sub-intervals of the transfer function's domain and stores the resulting
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/// models' scales and biases into a lookup table.

palette/src/encoding/adobe.rs

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@@ -30,8 +30,7 @@ use super::{FromLinear, IntoLinear};
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/// space. This uses lookup tables with precomputed values.
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/// * When converting from `f32` or `f64` to `u8`, while converting from linear
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/// space. This uses a fast algorithm that guarantees a maximum error in the
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/// result of less than 0.6 in line with [this DirectX spec]
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/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
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/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub struct AdobeRgb;
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palette/src/encoding/p3.rs

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@@ -170,8 +170,7 @@ impl<F> LumaStandard for DciP3Plus<F> {
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/// space. This uses lookup tables with precomputed values.
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/// * When converting from `f32` or `f64` to `u8`, while converting from linear
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/// space. This uses a fast algorithm that guarantees a maximum error in the
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/// result of less than 0.6 in line with [this DirectX spec]
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/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
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/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub struct P3Gamma;
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palette/src/encoding/prophoto.rs

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@@ -28,8 +28,7 @@ use crate::{
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/// space. This uses lookup tables with precomputed values.
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/// * When converting from `f32` or `f64` to `u16`, while converting from linear
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/// space. This uses a fast algorithm that guarantees a maximum error in the
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/// result of less than 0.6 in line with [this DirectX spec]
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/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
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/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub struct ProPhotoRgb;
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palette/src/encoding/rec_standards.rs

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@@ -95,8 +95,7 @@ impl LumaStandard for Rec709 {
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/// space. This uses lookup tables with precomputed values.
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/// * When converting from `f32` or `f64` to `u8`, while converting from linear
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/// space. This uses a fast algorithm that guarantees a maximum error in the
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/// result of less than 0.6 in line with [this DirectX spec]
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/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
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/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub struct RecOetf;
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palette/src/encoding/srgb.rs

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@@ -24,8 +24,7 @@ use crate::{
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/// space. This uses lookup tables with precomputed values.
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/// * When converting from `f32` or `f64` to `u8`, while converting from linear
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/// space. This uses a fast algorithm that guarantees a maximum error in the
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/// result of less than 0.6 in line with [this DirectX spec]
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/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
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/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub struct Srgb;
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