diff --git a/jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java b/jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java index f1b34cf19..e203f16a9 100644 --- a/jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java +++ b/jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java @@ -57,7 +57,7 @@ import java.io.IOException; * are from the camera, the smaller they are to maximize the resolution used of * the shadow map.
This results in a better quality shadow than standard * shadow mapping.
for more informations on this read this http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
+ * href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
*

* @author Rémy Bouquet aka Nehon */ @@ -83,7 +83,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer { /** * Create a DirectionalLightShadowRenderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html + * href="https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html">https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html * * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048,