Trivial typo fix.

Thanks to @ale64bit for pointing this out.
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Pär Winzell 2018-08-19 18:24:16 -07:00 committed by GitHub
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@ -195,7 +195,7 @@ There are three future enhancements we hope to see for animations:
### Materials ### Materials
With glTF 2.0, we leaped headlong into physically-based rendering (BPR), where With glTF 2.0, we leaped headlong into physically-based rendering (PBR), where
the canonical way of expressing what a mesh looks like is by describing its the canonical way of expressing what a mesh looks like is by describing its
visible material in fundamental attributes like "how rough is this surface". visible material in fundamental attributes like "how rough is this surface".