// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/asset-manager/asset-manager.h>
+
namespace Dali
{
namespace
{
+const char* const IMAGE_BRDF_FILE_NAME = "brdfLUT.png";
+
// glTF file extension
const std::string GLTF_EXT( ".gltf" );
mLightType = Toolkit::Scene3dView::LightType::IMAGE_BASED_LIGHT;
// BRDF texture
- std::string imageBrdfUrl = DALI_IMAGE_DIR "brdfLUT.png";
+ const std::string imageDirPath = AssetManager::GetDaliImagePath();
+ const std::string imageBrdfUrl = imageDirPath + IMAGE_BRDF_FILE_NAME;
mBRDFTexture = LoadTexture( imageBrdfUrl.c_str(), true );
if( !mBRDFTexture )
{