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src/docs/asciidoc/jme3/advanced/materials_overview.adoc

@@ -48,7 +48,7 @@ jMonkeyEngine supports illuminated and unshaded Material Definitions.
 
 "`Unshaded`" materials look somewhat abstract because they ignore lighting and shading. Unshaded Materials work even if the scene does not include a light source. These Materials can be single-colored or textured. For example, they are used for cards and tiles, for the sky, billboards and UI elements, for toon-style games, or for testing.
 
-[cols="20,25,55", options="header"]
+[cols="20,30,50", options="header"]
 .Standard Unshaded
 |===
 
@@ -172,7 +172,7 @@ jMonkeyEngine supports illuminated and unshaded Material Definitions.
 
 Illuminated materials require a <<jme3/advanced/light_and_shadow#,light source>> added to at least one of their parent nodes! (e.g. rootNode.) Illuminated materials are darker on the sides facing away from light sources. They use Phong illumination model (default), or the Ward isotropic gaussian specular shader (WardIso) which looks more like plastic. They do not cast <<jme3/advanced/light_and_shadow#,drop shadows>> unless you use a FilterPostProcessor.
 
-[cols="20,25,55", options="header"]
+[cols="20,30,50", options="header"]
 .Standard Illuminated
 |===
 
@@ -220,7 +220,7 @@ setBoolean("`WardIso`",true); footnote:[WardIso is a shader type.]
 
 |===
 
-[cols="20,25,55", options="header"]
+[cols="20,30,50", options="header"]
 .Special Illuminated
 |===