diff --git a/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp b/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp
index 9658c6700..44dd6aab0 100644
--- a/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp
+++ b/src/meshlabplugins/filter_sdfgpu/filter_sdfgpu.cpp
@@ -128,7 +128,7 @@ QString SdfGpuPlugin::filterInfo(FilterIDType filterId) const
"Obscurance is inversely proportional to the number of ray casted from the point "
"that hit an occluder and proportional to the distance a ray travels before hitting the occluder. "
"You can control how much the distance factor influences the final result with the obscurance exponenent (see help below). "
- "Obscurance is a value in the range [0,1]. \nFor further details see the reference paper:
"
+ "Obscurance is a value in the range [0,1]. For further details see the reference paper:
"
"Iones Krupkin Sbert Zhukov
"
"Fast, Realistic Lighting for Video Games
"
"IEEECG&A 2003 ");