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Added gltf references.

mitm vor 5 Jahren
Ursprung
Commit
018cd73488
1 geänderte Dateien mit 3 neuen und 3 gelöschten Zeilen
  1. 3 3
      src/docs/asciidoc/jme3/advanced/asset_manager.adoc

+ 3 - 3
src/docs/asciidoc/jme3/advanced/asset_manager.adoc

@@ -83,7 +83,7 @@ jMonkeyProjects/MyGame/assets/Models/      # .j3o
 jMonkeyProjects/MyGame/assets/Scenes/      # .j3o
 jMonkeyProjects/MyGame/assets/Shaders/     # .j3f, .vert, .frag
 jMonkeyProjects/MyGame/assets/Sounds/      # .ogg, .wav
-jMonkeyProjects/MyGame/assets/Textures/    # .jpg, .png; also .mesh.xml+.material, .mtl+.obj, .blend (!)
+jMonkeyProjects/MyGame/assets/Textures/    # .jpg, .png; also .mesh.xml+.material, .mtl+.obj, .blend, .gltf (!)
 
 ----
 
@@ -244,13 +244,13 @@ java.lang.NullPointerException
 
 *Reason:*
 
-If you use the default build script, *original models and scenes (.mesh.xml, .obj, .blend, .zip), are excluded* from the distribution automatically. A stand-alone executable includes converted *.j3o files* (models and scenes) only. The default build script makes sure to bundle existing .j3o files in the distribution, but you need to remember to convert the models (from mesh.xml–>.j3o, or .obj–>.j3o, etc) yourself.
+If you use the default build script, *original models and scenes (.mesh.xml, .obj, gltf, .zip), are excluded* from the distribution automatically. A stand-alone executable includes converted *.j3o files* (models and scenes) only. The default build script makes sure to bundle existing .j3o files in the distribution, but you need to remember to convert the models (from mesh.xmlicon:long-arrow-right[].j3o, or .objicon:long-arrow-right[].j3o, etc) yourself.
 
 *Solution*
 
 Before building the executable, you must use the jMonkeyEngine SDK's context menu action to <<sdk/model_loader_and_viewer#,convert 3D models to .j3o binary format>>.
 
-.  Save your original models (.mesh.xml, .scene, .blend, or .obj files, plus textures) into `assets/Textures/`. (!)
+.  Save your original models (.mesh.xml, .scene, .gltf, or .obj files, plus textures) into `assets/Textures/`. (!)
 .  Open the jME3 project in the jMonkeyEngine SDK.
 .  Browse to the `assets` directory in the Projects window.
 .  Right-click an original model in `assets/Textures/`, and choose "`Convert to JME3 binary`".