diff --git a/codegen/src/lut.rs b/codegen/src/lut.rs index d3cc388e..27d15844 100644 --- a/codegen/src/lut.rs +++ b/codegen/src/lut.rs @@ -214,7 +214,7 @@ fn build_u16_to_f64_lut(entries: &[LutEntryU16]) -> TokenStream { } } -/// This algorithm is an adaptation of (this C++ code)[https://gist.github.com/rygorous/2203834] +/// This algorithm is an adaptation of [this C++ code]() /// by Fabian "ryg" Giesen, which utilizes simple linear regression on /// sub-intervals of the transfer function's domain and stores the resulting /// models' scales and biases into a lookup table. diff --git a/palette/src/encoding/adobe.rs b/palette/src/encoding/adobe.rs index d64ffd66..f43a3ae7 100644 --- a/palette/src/encoding/adobe.rs +++ b/palette/src/encoding/adobe.rs @@ -30,8 +30,7 @@ use super::{FromLinear, IntoLinear}; /// space. This uses lookup tables with precomputed values. /// * When converting from `f32` or `f64` to `u8`, while converting from linear /// space. This uses a fast algorithm that guarantees a maximum error in the -/// 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). +/// result of less than 0.6 in line with [this DirectX spec](). #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub struct AdobeRgb; diff --git a/palette/src/encoding/p3.rs b/palette/src/encoding/p3.rs index ba690650..20430f1a 100644 --- a/palette/src/encoding/p3.rs +++ b/palette/src/encoding/p3.rs @@ -170,8 +170,7 @@ impl LumaStandard for DciP3Plus { /// space. This uses lookup tables with precomputed values. /// * When converting from `f32` or `f64` to `u8`, while converting from linear /// space. This uses a fast algorithm that guarantees a maximum error in the -/// 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). +/// result of less than 0.6 in line with [this DirectX spec](). #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub struct P3Gamma; diff --git a/palette/src/encoding/prophoto.rs b/palette/src/encoding/prophoto.rs index 321bcde2..2faf1fdf 100644 --- a/palette/src/encoding/prophoto.rs +++ b/palette/src/encoding/prophoto.rs @@ -28,8 +28,7 @@ use crate::{ /// space. This uses lookup tables with precomputed values. /// * When converting from `f32` or `f64` to `u16`, while converting from linear /// space. This uses a fast algorithm that guarantees a maximum error in the -/// 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). +/// result of less than 0.6 in line with [this DirectX spec](). #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub struct ProPhotoRgb; diff --git a/palette/src/encoding/rec_standards.rs b/palette/src/encoding/rec_standards.rs index e61f751b..09f7de46 100644 --- a/palette/src/encoding/rec_standards.rs +++ b/palette/src/encoding/rec_standards.rs @@ -95,8 +95,7 @@ impl LumaStandard for Rec709 { /// space. This uses lookup tables with precomputed values. /// * When converting from `f32` or `f64` to `u8`, while converting from linear /// space. This uses a fast algorithm that guarantees a maximum error in the -/// 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). +/// result of less than 0.6 in line with [this DirectX spec](). #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub struct RecOetf; diff --git a/palette/src/encoding/srgb.rs b/palette/src/encoding/srgb.rs index 3f8838d4..fc2f600d 100644 --- a/palette/src/encoding/srgb.rs +++ b/palette/src/encoding/srgb.rs @@ -24,8 +24,7 @@ use crate::{ /// space. This uses lookup tables with precomputed values. /// * When converting from `f32` or `f64` to `u8`, while converting from linear /// space. This uses a fast algorithm that guarantees a maximum error in the -/// 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). +/// result of less than 0.6 in line with [this DirectX spec](). #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub struct Srgb;