mitm 7 лет назад
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1aabc2ded5
1 измененных файлов с 10 добавлено и 10 удалено
  1. 10 10
      src/docs/asciidoc/jme3/beginner/hello_asset.adoc

+ 10 - 10
src/docs/asciidoc/jme3/beginner/hello_asset.adoc

@@ -103,9 +103,9 @@ Build and run the code sample. You should see a green Ninja with a colorful teap
 *By game assets we mean all multi-media files, such as models, materials, textures, whole scenes, custom shaders, music and sound files, and custom fonts.* JME3 comes with a handy AssetManager object that helps you access your assets.
 The AssetManager can load files from:
 
-*  the current classpath (the top level of your project directory),
-*  the `assets` directory of your project, and
-*  optionally, custom paths that you register.
+*  The current classpath (the top level of your project directory).
+*  The `assets` directory of your project.
+*  Optionally, custom paths that you register.
 
 The following is the recommended directory structure for storing assets in your project directoy:
 
@@ -197,7 +197,7 @@ rootNode.addLight(sun);
 
 ----
 
-Note that you do not need to create a Material if you exported the model with a material. Remember to add a light source, as shown, otherwise the material (and the whole model) is not visible!
+NOTE: You do not need to create a Material if you exported the model with a material. Remember to add a light source, as shown, otherwise the material (and the whole model) is not visible!
 
 
 === Loading Assets From Custom Paths
@@ -244,9 +244,9 @@ See <<jme3/advanced/3d_models#creating-models-and-scenes#,creating models and sc
 
 JME3 can convert and load
 
-*  Ogre XML models + materials,
-*  Ogre DotScenes,
-*  Wavefront OBJ + MTL models,
+*  Ogre XML models + materials.
+*  Ogre DotScenes.
+*  Wavefront OBJ + MTL models.
 *  .Blend files.
 
 The `loadModel()` method loads these original file formats when you run your code directly from the SDK. If you however build the executables using the default build script, then the original model files (XML, OBJ, etc) _are not included_. This means, when you run the executable outside the SDK, and load any original models directly, you get the following error message:
@@ -290,7 +290,7 @@ If your executable throws a "`Cannot locate resource`" runtime exception, check
 a| Task?
 a| Solution!
 
-a| Load model W/ materials
+a| Load model W/ materials.
 a| Use the asset manager's `loadModel()` method and attach the Spatial to the rootNode.
 
 [source,java]
@@ -305,7 +305,7 @@ Spatial elephant = assetManager.loadModel("Models/Elephant/Elephant.j3o");
 rootNode.attachChild(elephant);
 ----
 
-a| Load model W/O materials
+a| Load model W/O materials.
 a| If you have a model without materials, you have to give it a material to make it visible.
 
 [source,java]
@@ -316,7 +316,7 @@ teapot.setMaterial(mat);
 rootNode.attachChild(teapot);
 ----
 
-a| Load a scene
+a| Load a scene.
 a| You load scenes just like you load models:
 
 [source,java]