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mitm001 5 жил өмнө
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docs/modules/ROOT/assets/attachments/GLSL-ATI-Intro.pdf


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docs/modules/ROOT/pages/jme3/advanced/jme3_shaders.adoc

@@ -242,10 +242,6 @@ The uniforms will be populated at runtime with the value you sent.
 
 Color Keying is useful in games involving many players. It consists of adding some player-specific color on models textures. The easiest way of doing this is to use a keyMap which will contain the amount of color to add in its alpha channel.
 
-Here I will use this color map: +
-image:http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopxB2787.jpg] +
-to blend color on this texture: +
-image:http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopbq2787.jpg]
 
 We need to pass 2 new parameters to the Lighting.j3md definition, MaterialParameters section:
 
@@ -296,10 +292,6 @@ if we need to blend it:
 
 This way, a transparent pixel in the KeyMap texture doesn't modify the color. A black pixel replaces it for the m_KeyColor and values in between are blended.
 
-A result preview can be seen here:
-
-image::http://wstaw.org/m/2011/10/24/plasma-desktopuV2787.jpg[http://wstaw.org/m/2011/10/24/plasma-desktopuV2787.jpg]
-
 
 === Step by step
 
@@ -364,4 +356,4 @@ a|g_NormalMatrix
 
 === Useful links
 
-link:http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf[http://www.eng.utah.edu/pass:[~]cs5610/lectures/GLSL-ATI-Intro.pdf]
+link:{attachmentsdir}/GLSL-ATI-Intro.pdf[GLSL-ATI-Intro.pdf]