anchor.diff:  
   With this technique I can compute a 128X128 irradiance cube map on the CPU in Java in about 200ms. Too slow to be done on each frame, but at design time that’s the blink of an eye.
   
  -image::DiffuseIBL.png[DiffuseIBL,width="320",height="250",align="center"]
  +image::jme3/advanced/DiffuseIBL.png[DiffuseIBL,width="320",height="250",align="center"]
   Here is the diffuse effect of indirect lighting using an irradiance cube map
   
   === IBL Specular
  
positive.code: 
  Fortunately, We can use something called an *Irradiance map*. An irradiance map is basically the afford mentioned computation…except that it’s precomputed and baked into a texture. In practice here is what it looks like.
  
  image::irradianceMap.png[irradianceMap,width="320",height="250",align="center"]
  On the left the original cube map, on the right, the pre computed irradiance map.
  
  So at run time you just have to do one texture fetch in that map with the reflection vector. Pretty cool heh?
  
negative.code: 
  Here is what indirect specular alone, looks like, with a roughness of 0.1.
  
  image::jme3/advanced/IndirectSpeculra.png[IndirectSpeculra,width="320",height="250",align="center"]
  
  *So in the end :*
  
  