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Merge branch 'master' of https://github.com/jMonkeyEngine/wiki

mitm %!s(int64=7) %!d(string=hai) anos
pai
achega
be8cb5cd81

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src/docs/asciidoc/jme3/advanced/jme3_srgbpipeline.adoc

@@ -1,4 +1,4 @@
-= Gamma Correction or sRGB pipline
+= Gamma Correction or sRGB pipeline
 :author:
 :revnumber:
 :revdate: 2016/03/17 20:48

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src/docs/asciidoc/jme3/advanced/pbr_part1.adoc

@@ -82,7 +82,7 @@ These parameters are the basics of PBR. Of course, each of them can be stored in
 
 The nice thing is that Metalness, Roughness and AO are grey scaled textures, so basically they only use one channel of a texture. So you can pack those 3 maps in one texture.
 
-You can find an example asset that should work in a typical PBR implementation here. This page showcases pretty well what the textures should look like.
+You can find an example asset that should work in a typical PBR implementation link:http://artisaverb.info/PBT.html[here]. This page showcases pretty well what the textures should look like.
 
 That’s it for PBR from the artist point of view. Next week I’ll explain what’s under the hood for you fellow developers 😉
 

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src/docs/asciidoc/jme3/advanced/pbr_part3.adoc

@@ -40,7 +40,7 @@ Here the reflected Ray is our reflection vector.
 
 Unfortunately we can’t take each pixel of the env map and compute light as if it was a direct light source and hope for the best.
 
-There’s crazy math around that topic, and to be honest I ddidn’tget all of it myself. So instead of explaining difficult math equations that may be confusing, I’m gonna go straight to the point : How are we going to compute lighting from the environment map?
+There’s crazy math around that topic, and to be honest I didn’t get all of it myself. So instead of explaining difficult math equations that may be confusing, I’m gonna go straight to the point : How are we going to compute lighting from the environment map?
 
 === IBL Diffuse
 
@@ -79,7 +79,7 @@ What’s that again? I won’t go into explaining them in details (because I can
 
 To put it simple, SH can help us to compute the irradiance map way faster. This article explains that it all boils down to compute only 9 spherical harmonics coefficients to efficiently approximate an irradiance factor.
 
-At this point you can even skip the pre computation of the irradiance map, and use those coefficients directly in your shader for each shaded pixels. That’s fast enough to be real time, and use less memory that a cube map.
+At this point you can even skip the pre computation of the irradiance map, and use those coefficients directly in your shader for each shaded pixels. That’s fast enough to be real time, and use less memory than a cube map.
 
 But still…it’s slower than one texture fetch, so I chose to compute the Irradiance map and use it in the shader.
 

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src/docs/asciidoc/jme3/virtualreality.adoc

@@ -6,6 +6,8 @@
 :imagesdir: ..
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
+Please see this link:https://hub.jmonkeyengine.org/t/official-vr-module/37830/67[forum post] for additional information on JME Official VR module.
+
 jMonkeyEngine 3 has a wide range of support for Virtual Reality (VR). The known supported systems are:
 
 HTC Vive and systems supporting SteamVR/OpenVR