diff --git a/docs/vkrt_tuto_animation.md.html b/docs/vkrt_tuto_animation.md.html
index 17b2320..8f0aaaa 100644
--- a/docs/vkrt_tuto_animation.md.html
+++ b/docs/vkrt_tuto_animation.md.html
@@ -9,7 +9,7 @@

-This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.htm).
+This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.html).
We will discuss two animation methods: animating only the transformation matrices, and animating the geometry itself.
@@ -169,7 +169,7 @@ m_rtBuilder.updateTlasMatrices(m_tlas);
We currently use `nvvk::RaytracingBuilder` to update the matrices for convenience, but
this could be done more efficiently if one kept some of the buffer and memory references. Using a
-memory allocator, such as the one described in the [Many Objects Tutorial](vkrt_tuto_instances.md.htm),
+memory allocator, such as the one described in the [Many Objects Tutorial](vkrt_tuto_instances.md.html),
could also be an alternative for avoiding multiple reallocations. Here's the implementation of `nvvk::RaytracingBuilder::updateTlasMatrices`.
### Staging Buffer
diff --git a/docs/vkrt_tuto_anyhit.md.html b/docs/vkrt_tuto_anyhit.md.html
index e954013..f79fbd7 100644
--- a/docs/vkrt_tuto_anyhit.md.html
+++ b/docs/vkrt_tuto_anyhit.md.html
@@ -7,7 +7,7 @@

-This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
+This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
Like closest hit shaders, any hit shaders operate on intersections between rays and geometry. However, the any hit
shader will be executed for all hits along the ray. The closest hit shader will then be invoked on the closest accepted
@@ -18,7 +18,7 @@ used for simple transparency. In this example we will show what is needed to do
transparency effect.
!!! Note Note
- This example is based on many elements from the [Antialiasing Tutorial](vkrt_tuto_jitter_cam.md.htm).
+ This example is based on many elements from the [Antialiasing Tutorial](vkrt_tuto_jitter_cam.md.html).
(insert setup.md.html here)
diff --git a/docs/vkrt_tuto_indirect_scissor.md.html b/docs/vkrt_tuto_indirect_scissor.md.html
index f7c28cc..a14407f 100644
--- a/docs/vkrt_tuto_indirect_scissor.md.html
+++ b/docs/vkrt_tuto_indirect_scissor.md.html
@@ -6,7 +6,7 @@

-This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.htm).
+This is an extension of the [Vulkan ray tracing tutorial](vkrt_tutorial.md.html).
We will discuss the `vkCmdTraceRaysIndirectKHR` command, which allows the
`width`, `height`, and `depth` of a trace ray command to be specifed by a
diff --git a/docs/vkrt_tuto_instances.md.html b/docs/vkrt_tuto_instances.md.html
index 4f16f49..8657e15 100644
--- a/docs/vkrt_tuto_instances.md.html
+++ b/docs/vkrt_tuto_instances.md.html
@@ -7,7 +7,7 @@

-This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
+This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
Ray tracing can easily handle having many object instances at once. For instance, a top level acceleration structure can
have many different instances of a bottom level acceleration structure. However, when we have many different objects, we
diff --git a/docs/vkrt_tuto_jitter_cam.md.html b/docs/vkrt_tuto_jitter_cam.md.html
index d70e41d..1250134 100644
--- a/docs/vkrt_tuto_jitter_cam.md.html
+++ b/docs/vkrt_tuto_jitter_cam.md.html
@@ -7,7 +7,7 @@
# Introduction
-This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
+This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
In this extension, we will implement antialiasing by jittering the offset of each ray for each pixel over time, instead of always shooting each ray from the middle of its pixel.
diff --git a/docs/vkrt_tuto_manyhits.md.html b/docs/vkrt_tuto_manyhits.md.html
index 89da2e8..de30924 100644
--- a/docs/vkrt_tuto_manyhits.md.html
+++ b/docs/vkrt_tuto_manyhits.md.html
@@ -4,7 +4,7 @@

-This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
+This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
The ray tracing tutorial only uses one closest hit shader, but it is also possible to have multiple closest hit shaders.
For example, this could be used to give different models different shaders, or to use a less complex shader when tracing
diff --git a/docs/vkrt_tuto_rayquery.md.html b/docs/vkrt_tuto_rayquery.md.html
index 1a0b2a5..ced1071 100644
--- a/docs/vkrt_tuto_rayquery.md.html
+++ b/docs/vkrt_tuto_rayquery.md.html
@@ -5,7 +5,7 @@

-This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
+This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
(insert setup.md.html here)
diff --git a/docs/vkrt_tuto_reflection.md.html b/docs/vkrt_tuto_reflection.md.html
index 66b4cf5..9b0d399 100644
--- a/docs/vkrt_tuto_reflection.md.html
+++ b/docs/vkrt_tuto_reflection.md.html
@@ -5,7 +5,7 @@

-This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.htm).
+This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
(insert setup.md.html here)