@@ -1468,11 +1468,10 @@ namespace bimg
// BC6H, BC7
//
- // Reference:
+ // Reference(s):
+ // - https://web.archive.org/web/20181126035446/https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_compression_bptc.txt
+ // - https://web.archive.org/web/20181126035538/https://docs.microsoft.com/en-us/windows/desktop/direct3d11/bc6h-format
- // https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_compression_bptc.txt
- // https://msdn.microsoft.com/en-us/library/windows/desktop/hh308952(v=vs.85).aspx
-
static const uint16_t s_bptcP2[] =
{ // 3210 0000000000 1111111111 2222222222 3333333333
0xcccc, // 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1
@@ -352,9 +352,9 @@ namespace bimg
float texelSolidAngle(float _u, float _v, float _invFaceSize)
{
- // - https://web.archive.org/web/20180614195754/http://www.mpia.de/~mathar/public/mathar20051002.pdf
- // - https://web.archive.org/web/20180614195725/http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/
+ // - https://web.archive.org/web/20180614195754/http://www.mpia.de/~mathar/public/mathar20051002.pdf
+ // - https://web.archive.org/web/20180614195725/http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/
const float x0 = _u - _invFaceSize;
const float x1 = _u + _invFaceSize;
@@ -1085,9 +1085,9 @@ namespace bimg
float applyLightingModel(float _specularPower, LightingModel::Enum _lightingModel)
- // - https://web.archive.org/web/20180622232018/https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/
- // - https://web.archive.org/web/20180622232041/https://seblagarde.wordpress.com/2012/03/29/relationship-between-phong-and-blinn-lighting-model/
+ // - https://web.archive.org/web/20180622232018/https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/
+ // - https://web.archive.org/web/20180622232041/https://seblagarde.wordpress.com/2012/03/29/relationship-between-phong-and-blinn-lighting-model/
switch (_lightingModel)