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Update terminology.adoc

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mitm001 9 سال پیش
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1فایلهای تغییر یافته به همراه18 افزوده شده و 17 حذف شده
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      src/docs/asciidoc/jme3/terminology.adoc

+ 18 - 17
src/docs/asciidoc/jme3/terminology.adoc

@@ -36,8 +36,8 @@ The *jME Context* makes settings, renderer, timer, input and event listeners, di
 
 === Polygon, Mesh, Vertex
 
-
-image::jme3/dolphin-mesh.png[Models (here a dolphin) are made up of polygon meshes,width="",height="",align="right"]
+[.right]
+image::jme3/dolphin-mesh.png[Models (here a dolphin) are made up of polygon meshes,width="",height=""]
 
 
 Most visible objects in a 3D scene are made up of polygon meshes – characters, terrains, buildings, etc. A mesh is a grid-like structure that represents a complex shape. The advantage of a mesh is that it is mathematically simple enough to render in real time, and detailed enough to be recognizable.
@@ -122,7 +122,8 @@ Got no textures? link:http://opengameart.org[Download free textures from opengam
 ==== Color Map / Diffuse Map
 
 
-image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_diffuse.jpg[tank_diffuse.jpg,128,128,align="right"]
+[.right]
+image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_diffuse.jpg[tank_diffuse.jpg,128,128]
 
 
 *  A plain image file or a procedural texture that describes an object's visible surface.
@@ -138,8 +139,8 @@ Bump maps are used to describe detailed shapes that would be too hard or simply
 *  You use Normal Maps to model tiny details such as cracks in walls, rust, skin texture, or a canvas weave ( (link:http://en.wikipedia.org/wiki/Bump_mapping[More on BumpMaps]). 
 *  You use Height Maps to model large terrains with valleys and mountains.
 
-
-image::jme3/beginner/mountains512.png[mountains512.png,128,128,align="right"]
+[.right]
+image::jme3/beginner/mountains512.png[mountains512.png,128,128]
 
 
 
@@ -152,8 +153,8 @@ image::jme3/beginner/mountains512.png[mountains512.png,128,128,align="right"]
 
 ===== Normal Map
 
-
-image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_normals.png[tank_normals.png,128,128,align="right"]
+[.right]
+image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_normals.png[tank_normals.png,128,128]
 
 
 *  A well-done Normal Map makes a shape more detailed – without the need to add costly polygons to the mesh. It contains shading information that makes the object appear smoother and more fine-grained.
@@ -163,8 +164,8 @@ image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3
 
 ==== Specular Map
 
-
-image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_specular.jpg[tank_specular.jpg,128,128,align="right"]
+[.right]
+image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_specular.jpg[tank_specular.jpg,128,128]
 
 
 *  A Specular Map further improves the realism of an object's surface: It contains extra information about shininess and makes the shape appear more realistically illumated.
@@ -174,8 +175,8 @@ image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3
 
 === Seamless Tiled Textures
 
-
-image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,128,128,align="right"]
+[.right]
+image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,128,128]
 
 Tiles are a very simple, commonly used type of texture. When texturing a wide area (e.g. walls, floors), you don't create one huge texture – instead you tile a small texture repeatedly to fill the area.
 
@@ -186,8 +187,8 @@ See also this tutorial on link:http://www.photoshoptextures.com/texture-tutorial
 
 === UV Maps / Texture Atlas
 
-
-image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,128,128,align="right"]
+[.right]
+image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,128,128]
 
 
 Creating a texture for a cube is easy – but what about a character with a face and extremities? For more complex objects, you design the texture in the same ways as a flat sewing pattern: One image file contains the outline of the front, back, and side of the object, next to one another. Specific areas of the flat texture (UV coordinates) map onto certain areas of your 3D model (XYZ coordinates), hence the name UV map. Using UV Maps (also known as Texture Atlas), one model can have different textures on each side. You create one corresponding UV map for each texture.
@@ -313,8 +314,8 @@ There are lots of resources explaining interesting AI algorithms:
 
 == Math
 
-
-image::jme3/intermediate/coordinate-system.png[coordinate-system.png,235,210,align="right"]
+[.right]
+image::jme3/intermediate/coordinate-system.png[coordinate-system.png,235,210]
 
 
 
@@ -366,8 +367,8 @@ When you normalize a vector, it still has the same direction, but you lose the i
 
 ==== Surface Normal Vectors
 
-
-image::jme3/300px-surface_normal.png[300px-surface_normal.png,width="",height="",align="right"]
+[.right]
+image::jme3/300px-surface_normal.png[300px-surface_normal.png,width="",height=""]
 
 A surface normal is a vector that is perpendicular (orthogonal) to a plane. 
 You calculate the Surface Normal by calculating the cross product.