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
");