mitm 5 anni fa
parent
commit
2066296756

+ 1 - 0
src/docs/asciidoc/documentation.adoc

@@ -4,6 +4,7 @@
 :revdate: 2016/03/17 20:48
 :experimental:
 :keywords: documentation, sdk, install
+:link-javadoc: https://javadoc.jmonkeyengine.org
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 

+ 1 - 1
src/docs/asciidoc/jme3/advanced/application_states.adoc

@@ -190,7 +190,7 @@ public class MyAppState extends AbstractAppState {
 == BaseAppState
 
 
-A new link:http://javadoc.jmonkeyengine.org/com/jme3/app/state/BaseAppState.html[BaseAppState] class was introduced as part of the link:https://hub.jmonkeyengine.org/t/jmonkeyengine-3-1-alpha-4-released/35478[updates] being made to the AppState interface. AbstractAppState is the most minimal of the minimal implementations of the AppState interface. You essentially still need to do everything yourself, including getting the funky enable/disable/initialized/terminate logic right. Now you just extend BaseAppState and you get onEnable() and onDisable() already worked out for you.
+A new link:{link-javadoc}/app/state/BaseAppState.html[BaseAppState] class was introduced as part of the link:https://hub.jmonkeyengine.org/t/jmonkeyengine-3-1-alpha-4-released/35478[updates] being made to the AppState interface. AbstractAppState is the most minimal of the minimal implementations of the AppState interface. You essentially still need to do everything yourself, including getting the funky enable/disable/initialized/terminate logic right. Now you just extend BaseAppState and you get onEnable() and onDisable() already worked out for you.
 
 Definition:
 

+ 4 - 4
src/docs/asciidoc/jme3/advanced/mesh.adoc

@@ -12,7 +12,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 image::jme3/dolphin-mesh.png[dolphin-mesh.png,width="",height="",align="right"]
 
 
-All visible game elements in a scene, whether it is a Model or a Shape, are made up of polygon meshes. JME3 has a http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html[com.jme3.scene.Mesh] class that represents all meshes.
+All visible game elements in a scene, whether it is a Model or a Shape, are made up of polygon meshes. JME3 has a link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html[com.jme3.scene.Mesh] class that represents all meshes.
 
 *  Meshes are made up of triangles: `getTriangleCount(…)` and `getTriangle(…)`
 *  Each mesh has a unique ID: `getId()`
@@ -37,7 +37,7 @@ The VertexBuffer contains a particular type of geometry data used by Meshes. Eve
 
 === Mesh Vertex Buffers
 
-Here is the list of http://javadoc.jmonkeyengine.org/com/jme3/scene/VertexBuffer.Type.html[VertexBuffer] types.
+Here is the list of link:http://javadoc.jmonkeyengine.org/com/jme3/scene/VertexBuffer.Type.html[VertexBuffer] types.
 
 [cols="2", options="header"]
 |===
@@ -92,7 +92,7 @@ a| Bone indices, used with animation
 
 === Mesh Properties
 
-Some Mesh properties from the http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html[Mesh] class.
+Some Mesh properties from the link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html[Mesh] class.
 
 [cols="2", options="header"]
 |===
@@ -126,7 +126,7 @@ a|How the texture will be stretched over the whole mesh.
 
 === Mesh Rendering Modes
 
-Here is the list of http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.Mode.html[Mesh rendering modes].
+Here is the list of link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.Mode.html[Mesh rendering modes].
 
 [cols="2", options="header"]
 |===