diff --git a/solar_system.js b/solar_system.js
index d537ef210b1bede7deefac88115a57aab76a4c24..3f50587296ac07fdd638d3681c0eec87f9218bee 100644
--- a/solar_system.js
+++ b/solar_system.js
@@ -350,15 +350,15 @@ bodyCaracs.forEach((e, i, a) => {
 
 // List of the different textures. Order is important here
 var bodyTexPaths = [
-  "images/2k_sun.jpg",
-  "images/2k_mercury.jpg",
-  "images/2k_venus.jpg",
-  "images/2k_earth_daymap.jpg",
-  "images/2k_mars.jpg",
-  "images/2k_jupiter.jpg",
-  "images/2k_saturn.jpg",
-  "images/2k_uranus.jpg",
-  "images/2k_neptune.jpg"
+  "/images/2k_sun.jpg",
+  "/images/2k_mercury.jpg",
+  "/images/2k_venus.jpg",
+  "/images/2k_earth_daymap.jpg",
+  "/images/2k_mars.jpg",
+  "/images/2k_jupiter.jpg",
+  "/images/2k_saturn.jpg",
+  "/images/2k_uranus.jpg",
+  "/images/2k_neptune.jpg"
 ]
 
 // Currently selected body (used for the user to change body)
@@ -383,17 +383,17 @@ function init_wgl()
 
   // Generate all the textures
   let tex = Texture2d();
-  tex.load("images",gl.RGB8);
+  tex.load("/images",gl.RGB8);
   // ...
 
   // texture cubeMap for the skybox
   texSkybox = TextureCubeMap([gl.TEXTURE_MIN_FILTER, gl.LINEAR]);
-  texSkybox.load(["images/skybox/skybox_1k.png",
-    "images/skybox/skybox_1k.png",
-    "images/skybox/skybox_1k.png",
-    "images/skybox/skybox_1k.png",
-    "images/skybox/skybox_1k.png",
-    "images/skybox/skybox_1k.png",])
+  texSkybox.load(["/images/skybox/skybox_1k.png",
+    "/images/skybox/skybox_1k.png",
+    "/images/skybox/skybox_1k.png",
+    "/images/skybox/skybox_1k.png",
+    "/images/skybox/skybox_1k.png",
+    "/images/skybox/skybox_1k.png",])
     .then( () => {
       update_wgl();
     });
@@ -411,7 +411,7 @@ function init_wgl()
         [gl.TEXTURE_MAG_FILTER, gl.NEAREST],
         [gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST],
         [gl.TEXTURE_WRAP_S, gl.REPEAT]);
-      cloud.load("images/2k_earth_clouds.jpg").then(update_wgl);
+      cloud.load("/images/2k_earth_clouds.jpg").then(update_wgl);
       bodyCaracs[i].cloudTex = cloud;
 
       // Load night texture for the earth
@@ -419,7 +419,7 @@ function init_wgl()
         [gl.TEXTURE_MAG_FILTER, gl.LINEAR],
         [gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST],
         [gl.TEXTURE_WRAP_S, gl.REPEAT]);
-      night.load("images/2k_earth_nightmap.jpg").then(update_wgl);
+      night.load("/images/2k_earth_nightmap.jpg").then(update_wgl);
       bodyCaracs[i].nightTex = night;
     }
   });
@@ -448,7 +448,7 @@ function init_wgl()
 
   // Asteroid texture
   texRock = Texture2d();
-  texRock.load("rock/rock.png").then(update_wgl);
+  texRock.load("/rock/rock.png").then(update_wgl);
 
   // Create a typed array to contain all the 4x4 model matrices of each asteroïd
   const matrixData = new Float32Array(4 * 4 * nbAsteroids);
@@ -480,7 +480,7 @@ function init_wgl()
   const matrixBuffer = VBO(matrixData);
 
   // Load the .obj mesh and use an instanced renderer (with 4 VBO, to recreate a 4x4 matrix) to get a lot of asteroïds
-  Mesh.loadObjFile("rock/rock.obj").then((meshes) =>
+  Mesh.loadObjFile("/rock/rock.obj").then((meshes) =>
     {
       rockRend = meshes[0].instanced_renderer([
         [3, matrixBuffer, 1, 4 * 4, 0 * 4, 4],