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Update hello_material.adoc

Fixed list continuation problems under Shininess and Bumpiness.
Fixed image scaling errors.
Fixed list continuation problems under Exercises: Custom .j3m Material
Changed tip from text to Admonition.
mitm001 há 9 anos atrás
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      src/docs/asciidoc/jme3/beginner/hello_material.adoc

+ 31 - 10
src/docs/asciidoc/jme3/beginner/hello_material.adoc

@@ -13,7 +13,7 @@ Next: <<jme3/beginner/hello_animation#,Hello Animation>>
 
 
 The term Material includes everything that influences what the surface of a 3D model looks like: The color, texture, shininess, and opacity/transparency. Plain coloring is covered in <<jme3/beginner/hello_node#,Hello Node>>. Loading models that come with materials is covered in <<jme3/beginner/hello_asset#,Hello Asset>>. In this tutorial you learn to create and use custom JME3 Material Definitions.
 The term Material includes everything that influences what the surface of a 3D model looks like: The color, texture, shininess, and opacity/transparency. Plain coloring is covered in <<jme3/beginner/hello_node#,Hello Node>>. Loading models that come with materials is covered in <<jme3/beginner/hello_asset#,Hello Asset>>. In this tutorial you learn to create and use custom JME3 Material Definitions.
 
 
-image::jme3/beginner/beginner-materials.png[beginner-materials.png,with="320",height="240",align="center"]
+image::jme3/beginner/beginner-materials.png[beginner-materials.png,320,240,align="center"]
 
 
 
 
 
 
@@ -188,7 +188,13 @@ What you did for the transparent texture is the same as before, with only one ad
 .  Load the texture `cube2Tex` into the `ColorMap` layer of the material `cube2Mat`.
 .  Load the texture `cube2Tex` into the `ColorMap` layer of the material `cube2Mat`.
 .  Apply the material to the cube, and attach the cube to the rootnode.
 .  Apply the material to the cube, and attach the cube to the rootnode.
 
 
-*Tip:* Learn more about creating PNG images with an alpha layer in the help system of your graphic editor.
+
+
+[TIP]
+====
+Learn more about creating PNG images with an alpha layer in the help system of your graphic editor.
+====
+
 
 
 
 
 == Shininess and Bumpiness
 == Shininess and Bumpiness
@@ -200,6 +206,7 @@ In a lit material, the standard texture layer is refered to as _DiffuseMap_, any
 Let's have a look at the part of the code example where you create the shiny bumpy rock.
 Let's have a look at the part of the code example where you create the shiny bumpy rock.
 
 
 .  Create a Geometry from a Sphere shape. Note that this shape is a normal smooth sphere mesh. 
 .  Create a Geometry from a Sphere shape. Note that this shape is a normal smooth sphere mesh. 
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -208,6 +215,7 @@ Let's have a look at the part of the code example where you create the shiny bum
 ----
 ----
 
 
 ..  (Only for Spheres) Change the sphere's TextureMode to make the square texture project better onto the sphere.
 ..  (Only for Spheres) Change the sphere's TextureMode to make the square texture project better onto the sphere.
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -215,6 +223,7 @@ Let's have a look at the part of the code example where you create the shiny bum
 ----
 ----
 
 
 ..  You must generate TangentBinormals for the mesh so you can use the NormalMap layer of the texture.
 ..  You must generate TangentBinormals for the mesh so you can use the NormalMap layer of the texture.
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -223,6 +232,7 @@ Let's have a look at the part of the code example where you create the shiny bum
 
 
 
 
 .  Create a material based on the `Lighting.j3md` default material.
 .  Create a material based on the `Lighting.j3md` default material.
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -230,10 +240,10 @@ Let's have a look at the part of the code example where you create the shiny bum
         "Common/MatDefs/Light/Lighting.j3md");
         "Common/MatDefs/Light/Lighting.j3md");
 ----
 ----
 
 
-..  Set a standard rocky texture in the `DiffuseMap` layer. +
-
-image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond.jpg[Pond.jpg,with="64",height="64",align="right"]
-
+..  Set a standard rocky texture in the `DiffuseMap` layer. 
++
+image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond.jpg[Pond.jpg,64,64,align="right"]
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -243,9 +253,9 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
 ----
 ----
 
 
 ..  Set the `NormalMap` layer that contains the bumpiness. The NormalMap was generated for this particular DiffuseMap with a special tool (e.g. Blender). 
 ..  Set the `NormalMap` layer that contains the bumpiness. The NormalMap was generated for this particular DiffuseMap with a special tool (e.g. Blender). 
-
-image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond_normal.png[Pond_normal.png,with="64",height="64",align="right"]
- 
++
+image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond_normal.png[Pond_normal.png,64,64,align="right"] 
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -254,6 +264,7 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
 ----
 ----
 
 
 ..  Set the Material's Shininess to a value between 1 and 128. For a rock, a low fuzzy shininess is appropriate. Use material colors to define the shiny Specular color. 
 ..  Set the Material's Shininess to a value between 1 and 128. For a rock, a low fuzzy shininess is appropriate. Use material colors to define the shiny Specular color. 
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -265,6 +276,7 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
 
 
 
 
 .  Assign your newly created material to the Geometry.
 .  Assign your newly created material to the Geometry.
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -272,6 +284,7 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
 ----
 ----
 
 
 .  Let's move and rotate the geometry a bit to position it better. 
 .  Let's move and rotate the geometry a bit to position it better. 
++
 [source,java]
 [source,java]
 ----
 ----
 
 
@@ -283,7 +296,13 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
 
 
 Remember that any Lighting.j3md-based material requires a light source, as shown in the full code sample above.
 Remember that any Lighting.j3md-based material requires a light source, as shown in the full code sample above.
 
 
-*Tip:* To deactivate Shininess, do not set `Shininess` to 0, but instead set the `Specular` color to `ColorRGBA.Black`.
+
+
+[TIP]
+====
+To deactivate Shininess, do not set `Shininess` to 0, but instead set the `Specular` color to `ColorRGBA.Black`.
+====
+
 
 
 
 
 == Default Material Definitions
 == Default Material Definitions
@@ -331,6 +350,7 @@ If you want to use one custom material for several models, you can store it in a
 You create a j3m file as follows:
 You create a j3m file as follows:
 
 
 .  Create a plain text file `assets/Materials/MyCustomMaterial.j3m` in your project directory, with the following content:
 .  Create a plain text file `assets/Materials/MyCustomMaterial.j3m` in your project directory, with the following content:
++
 [source]
 [source]
 ----
 ----
 Material My shiny custom material : Common/MatDefs/Light/Lighting.j3md {
 Material My shiny custom material : Common/MatDefs/Light/Lighting.j3md {
@@ -352,6 +372,7 @@ Material My shiny custom material : Common/MatDefs/Light/Lighting.j3md {
 
 
 .  In the code sample, comment out the eight lines that have `sphereMat` in them.
 .  In the code sample, comment out the eight lines that have `sphereMat` in them.
 .  Below this line, add the following line: 
 .  Below this line, add the following line: 
++
 [source,java]
 [source,java]
 ----
 ----
 sphereGeo.setMaterial((Material) assetManager.loadMaterial( 
 sphereGeo.setMaterial((Material) assetManager.loadMaterial(