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Fixed broken links.

mitm001 8 anos atrás
pai
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3fe76fa214
1 arquivos alterados com 6 adições e 5 exclusões
  1. 6 5
      src/docs/asciidoc/jme3/advanced/jme3_shaders.adoc

+ 6 - 5
src/docs/asciidoc/jme3/advanced/jme3_shaders.adoc

@@ -93,7 +93,8 @@ For example applying this shader to a sphere would render a solid blue sphere on
 == How to use shaders in JME3
 
 You probably heard that JME3 is “shader oriented”, but what does that mean? +
-Usually to use shaders you must create what is called a program. This program specify the vertex shader and the fragment shader to use. +
+Usually to use shaders you must create what is called a program. This program specify the vertex shader and the fragment shader to use. 
+
 JME3 encloses this in the material system. Every material in JME3 uses shaders. +
 For example let’s have a look at the SolidColor.j3md file : 
 
@@ -123,7 +124,7 @@ MaterialDef Solid Color {
 
 ----
 
-For more information on JME3 material system, i suggest you read this link:http://jmonkeyengine.org/groups/development-discussion-jme3/forum/topic/jmonkeyengine3-material-system-full-explanation[topic].
+For more information on JME3 material system, I suggest you read link:https://hub.jmonkeyengine.org/t/jmonkeyengine3-material-system-full-explanation/12947[jMonkeyEngine3 material system - full explanation].
 
 
 === JME3 Global uniforms
@@ -131,7 +132,7 @@ For more information on JME3 material system, i suggest you read this link:http:
 JME3 can expose pre-computed global uniforms to your shaders. You must specify the one that are required for your shader in the WorldParameters section of the material definition file (.j3md). +
 Note that in the shader the uniform names will be prefixed by a “g_”. +
 In the example above, WorldViewProjectionMatrix is declared as uniform mat4 g_WorldViewProjectionMatrix in the shader. +
-The complete list of global uniforms that can be used in JME3 can be found link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/core/com/jme3/shader/UniformBinding.java[here].
+The complete list of global uniforms that can be used in JME3 can be found in link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/shader/UniformBinding.java[UniformBinding.java].
 
 
 === JME3 Lighting Global uniforms
@@ -155,7 +156,7 @@ These uniforms are passed to the shader without having to declare them in the j3
 === JME3 attributes
 
 Those are different attributes that are always passed to your shader. +
-You can find a complete list of those attribute in the Type enum of the VertexBuffer link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/core/com/jme3/scene/VertexBuffer.java[here]. 
+You can find a complete list of those attribute in the Type enum of the VertexBuffer in link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/VertexBuffer.java[VertexBuffer.java]. 
 
 [NOTE] 
 ====
@@ -348,4 +349,4 @@ a|g_NormalMatrix
 
 === Useful links
 
-link:http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf[http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf]
+link:http://www.eng.utah.edu/~cs5610/lectures/GLSL-ATI-Intro.pdf[http://www.eng.utah.edu/pass:[~]cs5610/lectures/GLSL-ATI-Intro.pdf]