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Ali-RS 9 年之前
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      src/docs/asciidoc/jme3/advanced/pbr_part2.adoc

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src/docs/asciidoc/jme3/advanced/pbr_part2.adoc

@@ -99,7 +99,8 @@ I chose to use the same BRDF as the ones used in Unreal Engine 4 from link:http:
 === Diffuse BRDF : Lambert
 === Diffuse BRDF : Lambert
 
 
 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]
 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.png[DiffuseLambert.png,with="320",height="250",align="center"]
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+image::jme3/advanced/DiffuseLambert.jpg[DiffuseLambert.jpg,with="320",height="250",align="center"]
 Diffuse Lambert factor for a direct light source (directional light) with a yellow surface color.
 Diffuse Lambert factor for a direct light source (directional light) with a yellow surface color.
 
 
 Some Alternatives :
 Some Alternatives :