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fix one more wrong image URL

Ali-RS 9 years ago
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6e5602f385
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  1. 1 1
      src/docs/asciidoc/jme3/advanced/pbr_part2.adoc

+ 1 - 1
src/docs/asciidoc/jme3/advanced/pbr_part2.adoc

@@ -100,7 +100,7 @@ I chose to use the same BRDF as the ones used in Unreal Engine 4 from link:http:
 
 The most used diffuse BRDF in games. It’s very popular because it’s very cheap to compute and gives good results. This is the most simple way of computing diffuse.  link:https://en.wikipedia.org/wiki/Lambertian_reflectance[here are the details]
 
-image::jme3/advanced/DiffuseLambert.jpg[DiffuseLambert.jpg,with="320",height="250",align="center"]
+image::DiffuseLambert.jpg[DiffuseLambert,with="320",height="250",align="center"]
 Diffuse Lambert factor for a direct light source (directional light) with a yellow surface color.
 
 Some Alternatives :