Branimir Karadžić 7 years ago
parent
commit
06bd5d16cd

+ 2 - 2
examples/37-gpudrivenrendering/gpudrivenrendering.cpp

@@ -7,10 +7,10 @@
  * References:
  *
  * Experiments in GPU-based occlusion culling
- * https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
+ * https://web.archive.org/web/20180920045301/https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
  *
  * Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
- * https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/
+ * https://web.archive.org/web/20180920045332/https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/
  */
 
 #include "common.h"

+ 6 - 2
examples/38-bloom/bloom.cpp

@@ -1,9 +1,13 @@
 /*
  * Copyright 2018 Eric Arnebäck. All rights reserved.
  * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
+ */
 
- * The bloom effect was based on the following presentation:
- * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+/*
+ * References:
+ *
+ * Next Generation Post Processing in Call of Duty: Advanced Warfare
+ * https://web.archive.org/web/20180920045230/http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
  */
 
 #include "common.h"