mitm001 5 anos atrás
pai
commit
29f59db0b9

+ 2 - 2
docs/modules/core/pages/effect/effects_overview.adoc

@@ -148,7 +148,7 @@ image:effect/shadow-sponza-ssao.png[shadow-sponza-ssao.png,width="150",height="1
 *  link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/light/TestSimpleLighting.java[TestSimpleLighting.java] – DirectionalLight, PointLight.
 *  link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/light/TestLightRadius.java[TestLightRadius.java] – DirectionalLight, PointLight.
 *  link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/light/TestManyLights.java[TestManyLights.java] – .j3o scene.
-*  More details: xref:jme3/advanced/light_and_shadow.adoc[Light and Shadow]
+*  More details: xref:light/light_and_shadow.adoc[Light and Shadow]
 
 
 
@@ -161,7 +161,7 @@ image:light/light-sources.png[light-sources.png,width="150",height="100"]
 //*  link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/light/TestPssmShadow.java[TestPssmShadow.java] – PssmShadowRenderer (SceneProcessor), also known as Parallel-Split Shadow Mapping (PSSM).
 *  link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/post/TestSSAO.java[TestSSAO.java], link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/post/TestSSAO2.java[TestSSAO2.java] – SSAOFilter, also known as Screen-Space Ambient Occlusion shadows (SSOA).
 *  link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/post/TestTransparentSSAO.java[TestTransparentSSAO.java] – SSAOFilter, also known as Screen-Space Ambient Occlusion shadows (SSOA), plus transparancy.
-*  More details: xref:jme3/advanced/light_and_shadow.adoc[Light and Shadow]
+*  More details: xref:light/light_and_shadow.adoc[Light and Shadow]
 
 
 

+ 2 - 2
docs/modules/core/pages/material/material_definitions.adoc

@@ -23,7 +23,7 @@ myGeometry.setMaterial(mat);               // Use material on this Geometry.
 
 [TIP]
 ====
-If you use one custom material with certain settings very often, learn about storing material settings in xref:jme3/advanced/j3m_material_files.adoc[j3m Material Files]. You either xref:sdk:material_editing.adoc[use the jMonkeyEngine SDK to create .j3m files] (user-friendly), or you xref:jme3/advanced/j3m_material_files.adoc[write .j3m files in a text editor] (IDE-independent).
+If you use one custom material with certain settings very often, learn about storing material settings in xref:material/j3m_material_files.adoc[j3m Material Files]. You either xref:sdk:material_editing.adoc[use the jMonkeyEngine SDK to create .j3m files] (user-friendly), or you xref:material/j3m_material_files.adoc[write .j3m files in a text editor] (IDE-independent).
 ====
 
 
@@ -137,7 +137,7 @@ You can find these and other common code snippets in the jMonkeyEngine SDK Code
 
 == Creating a Custom Material Definition
 
-First read the xref:material/material_specification.adoc[developer specification of the jME3 material system (.j3md,.j3m)]. Also check out the xref:jme3/build_from_sources.adoc[engine source code] and have a look at how some Material Definitions are implemented.
+First read the xref:material/material_specification.adoc[developer specification of the jME3 material system (.j3md,.j3m)]. Also check out the xref:ROOT:jme3/build_from_sources.adoc[engine source code] and have a look at how some Material Definitions are implemented.
 
 You can create your own Material Definitions and place them in your project's `assets/MatDefs` directory.
 

+ 2 - 2
docs/modules/core/pages/material/materials_overview.adoc

@@ -7,7 +7,7 @@
 In jMonkeyEngine 3, colors and textures are represented as Material objects.
 
 *  All Geometries must have Materials. To improve performance, reuse Materials for similar models, don't create a new Material object for every Geometry. (E.g. use one bark Material for several tree models.)
-*  Each Material is based on one of jme3's default Material Definitions (.j3md files) that are included in the engine. Advanced users can create additional custom Material Definitions (see how it's done in the xref:jme3/build_from_sources.adoc[jme3 sources]).
+*  Each Material is based on one of jme3's default Material Definitions (.j3md files) that are included in the engine. Advanced users can create additional custom Material Definitions (see how it's done in the xref:ROOT:jme3/build_from_sources.adoc[jme3 sources]).
 
 
 [TIP]
@@ -166,7 +166,7 @@ jMonkeyEngine supports illuminated and unshaded Material Definitions.
 *  Phong Illuminated materials look more naturalistic.
 *  Unshaded materials look more abstract.
 
-Illuminated materials require a xref:jme3/advanced/light_and_shadow.adoc[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 xref:jme3/advanced/light_and_shadow.adoc[drop shadows] unless you use a FilterPostProcessor.
+Illuminated materials require a xref:light/light_and_shadow.adoc[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 drop shadows unless you use a FilterPostProcessor.
 
 [cols="20,30,50", options="header"]
 .Standard Illuminated