Fix BPR->PBR
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@ -99,7 +99,7 @@ There are two future enhancements we hope to see for animations:
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### Materials
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### Materials
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With glTF 2.0, we leaped headlong into physically-based rendering (BPR), where
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With glTF 2.0, we leaped headlong into physically-based rendering (PBR), where
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canonical way of expressing what a mesh looks like is by describing its visible
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canonical way of expressing what a mesh looks like is by describing its visible
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material in fundamental attributes like "how rough is this surface".
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material in fundamental attributes like "how rough is this surface".
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@ -160,7 +160,7 @@ This tool is under continuous development. We do not have a development roadmap
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per se, but some aspirations have been noted above.
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per se, but some aspirations have been noted above.
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## Authors
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## Authors
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- Pär Winzell
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- Pär Winzell
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- J.M.P. van Waveren
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- J.M.P. van Waveren
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- Amanda Watson
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- Amanda Watson
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