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fix links

Gregg Tavares 6 years ago
parent
commit
64795a0251
2 changed files with 5 additions and 5 deletions
  1. 2 2
      threejs/lessons/threejs-backgrounds.md
  2. 3 3
      threejs/lessons/threejs-shadertoy.md

+ 2 - 2
threejs/lessons/threejs-backgrounds.md

@@ -4,7 +4,7 @@ Description: How to add a background in THREE.js
 Most of the articles here use a solid color for a background.
 Most of the articles here use a solid color for a background.
 
 
 Adding as static background can be as simple as setting some CSS. Taking
 Adding as static background can be as simple as setting some CSS. Taking
-an example from [the article on making THREE.js responsive](../threejs-responsive.html)
+an example from [the article on making THREE.js responsive](threejs-responsive.html)
 we only need to change 2 things.
 we only need to change 2 things.
 
 
 We need to add some CSS to our canvas to set its background to an image
 We need to add some CSS to our canvas to set its background to an image
@@ -105,7 +105,7 @@ it, draw it from the inside. On each side of the cube put a texture (using
 texture coordinates) that looks like some image of the horizon. It's also often
 texture coordinates) that looks like some image of the horizon. It's also often
 common to use a sky sphere or a sky dome with a texture drawn on it. You can
 common to use a sky sphere or a sky dome with a texture drawn on it. You can
 probably figure that one out on your own. Just make a cube or sphere, 
 probably figure that one out on your own. Just make a cube or sphere, 
-[apply a texture](../threejs-textures.html), mark it as `THREE.BackSide` so we 
+[apply a texture](threejs-textures.html), mark it as `THREE.BackSide` so we 
 render the inside instead of the outside, and either put it in your scene directly 
 render the inside instead of the outside, and either put it in your scene directly 
 or like above, or, make 2 scenes, a special one to draw the skybox/sphere/dome and the
 or like above, or, make 2 scenes, a special one to draw the skybox/sphere/dome and the
 normal one to draw everything else. You'd use your normal `PerspectiveCamera` to
 normal one to draw everything else. You'd use your normal `PerspectiveCamera` to

+ 3 - 3
threejs/lessons/threejs-shadertoy.md

@@ -239,7 +239,7 @@ void mainImage( out vec4 fragColor, in vec2 fragCoord )
 }
 }
 ```
 ```
 
 
-Passing a texture into a shader is similar to [passing one into a normal material](../threejs-textures.html) but we need to set up the texture on the uniforms.
+Passing a texture into a shader is similar to [passing one into a normal material](threejs-textures.html) but we need to set up the texture on the uniforms.
 
 
 First we'll add the uniform for the texture to the shader. They're referred to as `sampler2D` in GLSL.
 First we'll add the uniform for the texture to the shader. They're referred to as `sampler2D` in GLSL.
 
 
@@ -254,7 +254,7 @@ uniform float iTime;
 ...
 ...
 ```
 ```
 
 
-Then we can load a texture like we covered [here](../threejs-textures.html) and assign the uniform's value.
+Then we can load a texture like we covered [here](threejs-textures.html) and assign the uniform's value.
 
 
 ```js
 ```js
 +const loader = new THREE.TextureLoader();
 +const loader = new THREE.TextureLoader();
@@ -330,7 +330,7 @@ and we no longer need to set it at render time
 uniforms.iTime.value = time;
 uniforms.iTime.value = time;
 ```
 ```
 
 
-Otherwise I copied back in the original camera and code that sets up 3 rotating cubes from [the article on responsiveness](../threejs-responsive.html). The result:
+Otherwise I copied back in the original camera and code that sets up 3 rotating cubes from [the article on responsiveness](threejs-responsive.html). The result:
 
 
 {{{example url="../threejs-shadertoy-as-texture.html" }}}
 {{{example url="../threejs-shadertoy-as-texture.html" }}}