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conversion should not html escape content of note/…/warnings

Travis vor 9 Jahren
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Commit
6d4dc98e25

+ 2 - 2
src/docs/asciidoc/jme3/advanced/jme3_shadernodes.adoc

@@ -527,13 +527,13 @@ All inputs are mapped here :
 
 [TIP]
 ====
-Note that the Global.color variable will be assigned to gl_FragColor (glsl < 1.5) or declared as a Global ouput of the shader (glsl >= 1.5).
+Note that the Global.color variable will be assigned to gl_FragColor (glsl < 1.5) or declared as a Global ouput of the shader (glsl >= 1.5).
 ====
 
 
 [TIP]
 ====
-Also note that in case several Global variables are declared, the generator will assign them gl_FragData[i](glsl &lt; 1.5) i being the order the variable has been found in the material def. For glsl &gt;= 1.5 the veriable will just all be declared as shader output in the order they've been found in the declaration
+Also note that in case several Global variables are declared, the generator will assign them gl_FragData[i](glsl < 1.5) i being the order the variable has been found in the material def. For glsl >= 1.5 the veriable will just all be declared as shader output in the order they've been found in the declaration
 ====
 
 

+ 1 - 1
src/docs/asciidoc/jme3/advanced/level_of_detail.adoc

@@ -93,7 +93,7 @@ The LODs are saved in the .j3o model file.
 
 [TIP]
 ====
-Choose Window&gt;Properties if the Properties window is not open. Choose the generated LODs from the dropdown in the Properties window, and verify their quality in the SceneComposer.
+Choose Window>Properties if the Properties window is not open. Choose the generated LODs from the dropdown in the Properties window, and verify their quality in the SceneComposer.
 ====
 
 

+ 1 - 1
src/docs/asciidoc/jme3/advanced/materials_overview.adoc

@@ -35,7 +35,7 @@ The following Materials table shows you the Material Definitions that jMonkeyEng
 Looks confusing? +
 1) Start learning about `Unshaded.j3md` and `Lighting.j3md`, they cover 90% of the cases. +
 2) Use <<sdk/material_editing#,the SDK's visual material editor>> to try out and save material settings easily. +
-3) The <<sdk/code_editor#,SDK's Palette>> contains drag&amp;drop code snippets for loading materials. 
+3) The <<sdk/code_editor#,SDK's Palette>> contains drag&drop code snippets for loading materials. 
 ====
 
 

+ 1 - 1
src/docs/asciidoc/jme3/advanced/softbody.adoc

@@ -217,7 +217,7 @@ Joints require SoftBodies with Clusters ( see generateClusters(int k) ).
 
 [WARNING]
 ====
- joint don't use values pivotA &amp; pivotB (not yet) 
+ joint don't use values pivotA & pivotB (not yet) 
 ====
 
 

+ 1 - 1
src/docs/asciidoc/jme3/atomixtuts/heavenrtsgame.adoc

@@ -153,7 +153,7 @@ This section arrange the process and parts into a timeline to suite better with
 
 [IMPORTANT]
 ====
-This is “GAME DESIGN , about architecture design go to Atom framework Design docs &amp; course<<jme3/advanced/atom_framework/design#,design>>
+This is “GAME DESIGN , about architecture design go to Atom framework Design docs & course<<jme3/advanced/atom_framework/design#,design>>
 ====
 
 

+ 1 - 1
src/docs/asciidoc/jme3/atomixtuts/kickgame.adoc

@@ -190,7 +190,7 @@ You can get the whole Design Document in googledoc link:https://docs.google.com/
 
 [IMPORTANT]
 ====
-This is “GAME DESIGN , about architecture design go to Atom framework Design docs &amp; course<<jme3/advanced/atom_framework/design#,design>>
+This is “GAME DESIGN , about architecture design go to Atom framework Design docs & course<<jme3/advanced/atom_framework/design#,design>>
 ====
 
 

+ 1 - 1
src/docs/asciidoc/jme3/contributions/tonegodgui.adoc

@@ -37,7 +37,7 @@ Sources can be had link:http://code.google.com/p/tonegodgui/source/browse/[HERE]
 
 +
 
-Latest build &amp; Android Test Project can be found link:https://sourceforge.net/projects/tonegodemitter/files/?source=navbar[HERE]
+Latest build & Android Test Project can be found link:https://sourceforge.net/projects/tonegodemitter/files/?source=navbar[HERE]
 ====
 
 

+ 1 - 1
src/docs/asciidoc/jme3/intermediate/best_practices.adoc

@@ -193,7 +193,7 @@ Acknowledge whether you want a feature because it is necessary for gameplay, or
 [WARNING]
 ====
 *Avoid the Anti-Pattern:* Don't design complex role-based classes using Java inheritance, it will result in an unmaintainable mess. +
-Example: You start extending `Node` –&gt; `MyMobileNode` –&gt; `MyNPC`. Then you extend `MyFighterNPC` (defends, attacks) and `MyShopKeeperNPC` (trades) from `MyNPC`. What if you need an NPC that trades and defends itself, but doesn't attack? Do you extend MyShopKeeperNPC and copy and paste the defensive methods from MyFighterNPC? Or do you extend MyFighterNPC and override the attacking methods of its parent? Neither is a clean solution. +
+Example: You start extending `Node` –> `MyMobileNode` –> `MyNPC`. Then you extend `MyFighterNPC` (defends, attacks) and `MyShopKeeperNPC` (trades) from `MyNPC`. What if you need an NPC that trades and defends itself, but doesn't attack? Do you extend MyShopKeeperNPC and copy and paste the defensive methods from MyFighterNPC? Or do you extend MyFighterNPC and override the attacking methods of its parent? Neither is a clean solution. +
 Wouldn't it be better if behaviours were a separate “system, and attributes were separate “components that you add to the “entity that needs them?
 ====
 

+ 1 - 1
src/docs/asciidoc/jme3/intermediate/how_to_use_materials.adoc

@@ -141,7 +141,7 @@ mat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/wood_diffuse.png
 
 [TIP]
 ====
-It can happen that you load textures at different scales, for example, your blades of grass may look as big as twigs, or your spaceship's heat tiles may look like small bathroom tiles. Then you need to adjust the texture scale, either bigger (&lt; 1.0f) or smaller (&lt; 1.0f). 
+It can happen that you load textures at different scales, for example, your blades of grass may look as big as twigs, or your spaceship's heat tiles may look like small bathroom tiles. Then you need to adjust the texture scale, either bigger (< 1.0f) or smaller (< 1.0f). 
 
 
 [source,java]

+ 1 - 1
src/docs/asciidoc/sdk/project_creation.adoc

@@ -94,7 +94,7 @@ image::sdk/jmonkeyplatform-docu-5.png[jmonkeyplatform-docu-5.png,with="421",heig
 
 [IMPORTANT]
 ====
-Pressing *F6 builds &amp; runs* the _main_ class of the _main project_. If there are several classes, or several projects, you have to specify which one you want F6 to run. Right-click a project and choose Set As Main Project, then right-click the project again and choose Properties &gt; Run and choose a Main Class. +
+Pressing *F6 builds &amp; runs* the _main_ class of the _main project_. If there are several classes, or several projects, you have to specify which one you want F6 to run. Right-click a project and choose Set As Main Project, then right-click the project again and choose Properties > Run and choose a Main Class. +
 To build and run the main() of _any file that is open in the editor_, press *Shift-F6* !
 ====
 

+ 1 - 1
src/dokuwiki/lib/plugins/asciidoc/helper.php

@@ -75,7 +75,7 @@ class helper_plugin_asciidoc extends DokuWiki_Plugin {
                     $renderer->doc .= DOKU_LF."====".DOKU_LF;
                     return true;
                   case '3':
-                    $renderer->doc .= $renderer->_xmlEntities($m1);
+                    $renderer->doc .= $m1;//$renderer->_xmlEntities($m1);
                     return true;
                   case '4':
                     $renderer->doc .= DOKU_LF."====".DOKU_LF;