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Update bloom_and_glow.adoc

Fixed broken new lines.
Fixed typo in image width.
mitm001 vor 9 Jahren
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01031dc057
1 geänderte Dateien mit 7 neuen und 7 gelöschten Zeilen
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      src/docs/asciidoc/jme3/advanced/bloom_and_glow.adoc

+ 7 - 7
src/docs/asciidoc/jme3/advanced/bloom_and_glow.adoc

@@ -12,7 +12,7 @@ Bloom is a popular shader effect in 3D games industry. It usually consist in dis
 In practice, the bright areas are extracted from the rendered scene, blurred and finally added up to the render.
 In practice, the bright areas are extracted from the rendered scene, blurred and finally added up to the render.
 
 
 Those images gives an idea of what bloom does. The left image has no bloom effect, the right image does. +
 Those images gives an idea of what bloom does. The left image has no bloom effect, the right image does. +
-image:jme3/advanced/nobloomsky.png[No bloom,with="",height=""]image:jme3/advanced/blomsky.png[Bloom,with="",height=""]
+image:jme3/advanced/nobloomsky.png[No bloom,width="",height=""]image:jme3/advanced/blomsky.png[Bloom,width="",height=""]
 
 
 
 
 == Bloom Usage
 == Bloom Usage
@@ -74,10 +74,10 @@ The bloom filter supports a glow map or a glow color.
 
 
 === Creating a glow-map
 === Creating a glow-map
 
 
-Let's take the hover tank example bundled with JME3 test data.+
+Let's take the hover tank example bundled with JME3 test data. +
 Here you can see the diffuse map of the tank, and the associated glow map that only contains the parts of the texture that will glow and their glowing color: +
 Here you can see the diffuse map of the tank, and the associated glow map that only contains the parts of the texture that will glow and their glowing color: +
-image:jme3/advanced/tank_diffuse_ss.png[Tank diffuse map,with="",height=""]
-image:jme3/advanced/tank_glow_map_ss.png[Tank glow map,with="",height=""]
+image:jme3/advanced/tank_diffuse_ss.png[Tank diffuse map,width="",height=""]
+image:jme3/advanced/tank_glow_map_ss.png[Tank glow map,width="",height=""]
 
 
 Glow maps work with Lighting.j3md, Particles.j3md and SolidColor.j3md material definitions.
 Glow maps work with Lighting.j3md, Particles.j3md and SolidColor.j3md material definitions.
 The tank material looks like this : 
 The tank material looks like this : 
@@ -122,7 +122,7 @@ The glow map is defined here : *GlowMap : Models/HoverTank/tank_glow_map_highres
 ----
 ----
 
 
 Here is the result : +
 Here is the result : +
-image:jme3/advanced/tanlglow1.png[Glowing hover tank,with="",height=""]
+image:jme3/advanced/tanlglow1.png[Glowing hover tank,width="",height=""]
 
 
 
 
 == Bloom with a glow color
 == Bloom with a glow color
@@ -154,10 +154,10 @@ In this case you'll need to use the glow color parameter.
 
 
 Here is the result on Oto's plasma ball (before and after) : +
 Here is the result on Oto's plasma ball (before and after) : +
 
 
-image::jme3/advanced/otonobloom.png[Oto's plasma ball is just a big pea,with="400",height="",align="left"]
+image::jme3/advanced/otonobloom.png[Oto's plasma ball is just a big pea,width="400",height="",align="left"]
 
 
 
 
-image::jme3/advanced/otoglow.png[Oto's plasma ball radiates incredible power!!!,with="400",height="",align="left"]
+image::jme3/advanced/otoglow.png[Oto's plasma ball radiates incredible power!!!,width="400",height="",align="left"]