Branimir Karadžić 7 年之前
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ba69d9e52c
共有 2 個文件被更改,包括 9 次插入10 次删除
  1. 3 4
      src/image.cpp
  2. 6 6
      src/image_cubemap_filter.cpp

+ 3 - 4
src/image.cpp

@@ -1468,11 +1468,10 @@ namespace bimg
 
 
 	// BC6H, BC7
 	// 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[] =
 	static const uint16_t s_bptcP2[] =
 	{ //  3210     0000000000   1111111111   2222222222   3333333333
 	{ //  3210     0000000000   1111111111   2222222222   3333333333
 		0xcccc, // 0, 0, 1, 1,  0, 0, 1, 1,  0, 0, 1, 1,  0, 0, 1, 1
 		0xcccc, // 0, 0, 1, 1,  0, 0, 1, 1,  0, 0, 1, 1,  0, 0, 1, 1

+ 6 - 6
src/image_cubemap_filter.cpp

@@ -352,9 +352,9 @@ namespace bimg
 
 
 	float texelSolidAngle(float _u, float _v, float _invFaceSize)
 	float texelSolidAngle(float _u, float _v, float _invFaceSize)
 	{
 	{
-		// Reference:
-		//  - 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/
+		// Reference(s):
+		// - 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 x0 = _u - _invFaceSize;
 		const float x1 = _u + _invFaceSize;
 		const float x1 = _u + _invFaceSize;
@@ -1085,9 +1085,9 @@ namespace bimg
 
 
 	float applyLightingModel(float _specularPower, LightingModel::Enum _lightingModel)
 	float applyLightingModel(float _specularPower, LightingModel::Enum _lightingModel)
 	{
 	{
-		// Reference:
-		//  - 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/
+		// Reference(s):
+		// - 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)
 		switch (_lightingModel)
 		{
 		{