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| author | Ray <[email protected]> | 2021-02-21 12:31:50 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-02-21 12:31:50 +0100 |
| commit | 478f4de7ae99d55495228ad64d3803fec3254cd1 (patch) | |
| tree | 2f9c8565128115171cbbb4e16527884eeed9000e /examples | |
| parent | ef8318f5e322aecc8dc4f1f345bada0e2971d731 (diff) | |
| download | raylib-478f4de7ae99d55495228ad64d3803fec3254cd1.tar.gz raylib-478f4de7ae99d55495228ad64d3803fec3254cd1.zip | |
Update models_material_pbr.c #1571
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/models/models_material_pbr.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 0104d392..33a1af57 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -179,7 +179,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) // Generate cubemap from panorama texture //-------------------------------------------------------------------------------------------------------- - Texture2D panorama = LoadTexture("resources/dresden_square.hdr"); + Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr"); // Load equirectangular to cubemap shader #if defined(PLATFORM_DESKTOP) Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs"); |
