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Merge pull request #18 from Ali-RS/master

add more fix
David Bernard 9 лет назад
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ee80e33c7c

+ 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 :

+ 3 - 3
src/docs/asciidoc/jme3/advanced/pbr_part3.adoc

@@ -1,11 +1,11 @@
 = Physically Based Rendering – Part Three
 
 image::irradianceMap.png[irradianceMap,with="320",height="250",align="center"]
-*Note* : after several discussions in the team, I realized that some points were not clear in the  “PBR for artists” post. I’ve made an update with additional information on how to handle metalness and specular. <<jme3/advanced/pbr_part1#,I invite you to read it>>.
+*Note* : after several discussions in the team, I realized that some points were not clear in the  “PBR for artists” post. I’ve made an update with additional information on how to handle metalness and specular. <<pbr_part1#,I invite you to read it>>.
 
 == Image Based Lighting in PBR
 
-In the <<jme3/advanced/pbr_part2#,previous post>>, I talked about the basics of PBR for developers, and explained the different steps of the lighting process with PBR.
+In the <<pbr_part2#,previous post>>, I talked about the basics of PBR for developers, and explained the different steps of the lighting process with PBR.
 
 As said before, PBR does not necessarily imply to have indirect lighting, But that’s what makes it look so good.
 
@@ -107,7 +107,7 @@ As an example, for the previous shot, I was using this method, with 1024 samples
 
 Epic games came with a solution to this issue for Unreal Engine 4. Others did too, actually, but Epic games made it public in this paper, from Brian Karis. I can’t thank them enough for this.
 
- In this link:http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf[paper], they explain how they do it in UE4. They use a method they called the *Split Sum Approximation*. It doesn’t make the computation faster, but it transforms it so that it can be baked in two prefiltered textures.
+In this link:http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf[paper], they explain how they do it in UE4. They use a method they called the *Split Sum Approximation*. It doesn’t make the computation faster, but it transforms it so that it can be baked in two prefiltered textures.
 
    * The prefiltered environment map