mitm001 пре 5 година
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+ 1 - 1
docs/modules/tutorials/pages/beginner/beginner.adoc

@@ -4,7 +4,7 @@
 :revdate: 2020/07/06
 
 
-The beginner tutorials demonstrate the most common use cases and explain basic concepts. We encourage you to run the sample codes and experiment with them. link:https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-examples/src/main/java/jme3test[All example code] is included in the jMonkeyEngine SDK: Simply create a new project from the xref:ROOT:sdk/sample_code.adoc#the-jme3tests-project-template[JmeTests] template.
+The beginner tutorials demonstrate the most common use cases and explain basic concepts. We encourage you to run the sample codes and experiment with them. link:https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-examples/src/main/java/jme3test[All example code] is included in the jMonkeyEngine SDK: Simply create a new project from the xref:sdk:sample_code.adoc#the-jme3tests-project-template[JmeTests] template.
 
 To start writing your own projects, create a new file from the `BasicGame` template.
 Note that Test apps in this example project are not necessarily the recommended way to build an app with JME, they are just simple one class test case that showcase a feature.

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docs/modules/tutorials/pages/beginner/hello_asset.adoc

@@ -250,7 +250,7 @@ java.lang.NullPointerException
 
 You see that loading the *XML/OBJ/GLTF* directly is only acceptable during the development phase in the SDK. For example, every time your graphic designer pushes updated files to the asset directory, you can quickly review the latest version in your development environment.
 
-But for QA test builds and for the final release build, you use *.j3o files* exclusively. J3o is an optimized binary format for jME3 applications. When you do QA test builds, or are ready to release, use the xref:ROOT:sdk.adoc[SDK] to xref:ROOT:sdk/model_loader_and_viewer.adoc[convert] all .obj/.scene/.xml/.gltf files to .j3o files, and update all code to load the .j3o files. The default build script automatically packages .j3o files in the executables.
+But for QA test builds and for the final release build, you use *.j3o files* exclusively. J3o is an optimized binary format for jME3 applications. When you do QA test builds, or are ready to release, use the xref:ROOT:sdk.adoc[SDK] to xref:sdk:model_loader_and_viewer.adoc[convert] all .obj/.scene/.xml/.gltf files to .j3o files, and update all code to load the .j3o files. The default build script automatically packages .j3o files in the executables.
 
 Open your JME3 Project in the jMonkeyEngine SDK.
 

+ 1 - 1
docs/modules/tutorials/pages/beginner/hello_collision.adoc

@@ -553,7 +553,7 @@ You learned to speed up the physics calculations by using the CollisionShapeFact
 
 *See also:*
 
-*  How to load models and scenes: xref:beginner/hello_asset.adoc[Hello Asset], xref:ROOT:sdk/scene_explorer.adoc[Scene Explorer], xref:ROOT:sdk/scene_composer.adoc[Scene Composer].
+*  How to load models and scenes: xref:beginner/hello_asset.adoc[Hello Asset], xref:sdk:scene_explorer.adoc[Scene Explorer], xref:sdk:scene_composer.adoc[Scene Composer].
 *  xref:ROOT:jme3/advanced/terrain_collision.adoc[Terrain Collision]
 *  To learn more about complex physics scenes, where several mobile physical objects bump into each other, read xref:beginner/hello_physics.adoc[Hello Physics].
 *  FYI, there are simpler collision detection solutions without physics, too. Have a look at link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/collision/TestTriangleCollision.java[jme3test.collision.TestTriangleCollision.java].

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docs/modules/tutorials/pages/beginner/hello_material.adoc

@@ -397,7 +397,7 @@ You have also learned that a material can be stored in a .j3m file. The file ref
 *See also:*
 
 *  xref:ROOT:jme3/intermediate/how_to_use_materials.adoc[How to Use Materials]
-*  xref:ROOT:sdk/material_editing.adoc[Material Editing]
+*  xref:sdk:material_editing.adoc[Material Editing]
 *  link:https://hub.jmonkeyengine.org/t/jmonkeyengine3-material-system-full-explanation/12947[Materials] forum thread
 //*  link:http://nbviewer.jupyter.org/github/jMonkeyEngine/wiki/blob/master/src/docs/resources/tutorials/material/jME3_materials.pdf[jME3 Materials documentation (PDF)]
 *  link:http://www.youtube.com/watch?v=Feu3-mrpolc[Video Tutorial: Editing and Assigning Materials to Models in jMonkeyEngine SDK (from 2010, is there a newer one?]

+ 3 - 3
docs/modules/tutorials/pages/beginner/hello_simpleapplication.adoc

@@ -24,12 +24,12 @@ In the jMonkeyEngine SDK:
 .  Click btn:[Finish].
 
 This will create a basic jme3 application for an easy start with jme3. You can click the run button to run it: You will see a blue cube.
-If you have questions, read more about xref:ROOT:sdk/project_creation.adoc[Project Creation] here.
+If you have questions, read more about xref:sdk:project_creation.adoc[Project Creation] here.
 
 
 [TIP]
 ====
-We recommend to go through the steps yourself, as described in the tutorials. Alternatively, you can create a project based on the xref:ROOT:sdk/sample_code.adoc[JmeTests] template in the jMonkeyEngine SDK. It will create a project that already contains the `jme3test.helloworld` samples (and many others). For example, you can use the JmeTests project to verify whether you got the solution right.
+We recommend to go through the steps yourself, as described in the tutorials. Alternatively, you can create a project based on the xref:sdk:sample_code.adoc[JmeTests] template in the jMonkeyEngine SDK. It will create a project that already contains the `jme3test.helloworld` samples (and many others). For example, you can use the JmeTests project to verify whether you got the solution right.
 ====
 
 
@@ -300,4 +300,4 @@ When developing a game application, you want to:
 
 *See also:*
 
-*  xref:ROOT:sdk/project_creation.adoc[Create a JME3 project]
+*  xref:sdk:project_creation.adoc[Create a JME3 project]

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docs/modules/tutorials/pages/beginner/hello_terrain.adoc

@@ -188,7 +188,7 @@ Texture splatting allows you create a custom material, and '`paint textures`' on
 
 [TIP]
 ====
-The jMonkeyEngine SDK comes with a xref:ROOT:sdk/terrain_editor.adoc[TerrainEditor plugin]. Using the TerrainEditor plugin, you can sculpt the terrain with the mouse, and save the result as heightmap. You can paint textures on the terrain and the plugin saves the resulting splat textures as alphamap(s). The following paragraphs describe the manual process for you.
+The jMonkeyEngine SDK comes with a xref:sdk:terrain_editor.adoc[TerrainEditor plugin]. Using the TerrainEditor plugin, you can sculpt the terrain with the mouse, and save the result as heightmap. You can paint textures on the terrain and the plugin saves the resulting splat textures as alphamap(s). The following paragraphs describe the manual process for you.
 ====