mitm001 5 rokov pred
rodič
commit
748b692218

+ 1 - 1
docs/modules/core/pages/material/how_to_use_materials.adoc

@@ -18,7 +18,7 @@ You want to make the most of your 3D models by specifying good looking material
 Don't forget to add a xref:light/light_and_shadow.adoc[Light Source] to the scene! All Materials (except "`Unshaded`" ones) are *invisible* without a light source.
 ====
 
-If you want more advanced background info: You can learn more about xref:ROOT:jme3/advanced/material_definitions.adoc[Material Definitions] in general here. You can find the full list of Material Parameters in the xref:material/materials_overview.adoc[Material Definitions Properties] overview. The following sections introduce you to the most commonly used cases. You typically initialize Material objects in the `simpleInitApp()` method, and configure them using the setters described here. Then load the Materials using `myGeometry.setMaterial(mat)`.
+If you want more advanced background info: You can learn more about xref:material/material_definitions.adoc[Material Definitions] in general here. You can find the full list of Material Parameters in the xref:material/materials_overview.adoc[Material Definitions Properties] overview. The following sections introduce you to the most commonly used cases. You typically initialize Material objects in the `simpleInitApp()` method, and configure them using the setters described here. Then load the Materials using `myGeometry.setMaterial(mat)`.
 
 
 

+ 1 - 1
docs/modules/core/pages/material/j3m_material_files.adoc

@@ -4,7 +4,7 @@
 :keywords: material, texture, file, sdk, wireframe, documentation
 
 
-In the <<jme3/advanced/material_definitions#,Material Definitions>> article you learned how to configure <<jme3/advanced/materials_overview#,Materials>>  programmatically in Java code. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into .j3m files. Then later in your code, you only need to call one setter instead of several to apply the material.
+In the xref:material/material_definitions.adoc[Material Definitions] article you learned how to configure <<jme3/advanced/materials_overview#,Materials>>  programmatically in Java code. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into .j3m files. Then later in your code, you only need to call one setter instead of several to apply the material.
 
 If you want to colorize simple shapes (one texture all around), then .j3m are the most easily customizable solution. J3m files can contain texture mapped materials, but as usual you have to create the textures in an external editor, especially if you use UV-mapped textures.
 

+ 1 - 1
docs/modules/core/pages/material/materials_overview.adoc

@@ -13,7 +13,7 @@ In jMonkeyEngine 3, colors and textures are represented as Material objects.
 [TIP]
 ====
 Find out quickly xref:material/how_to_use_materials.adoc[How to Use Materials], including the most commonly used code samples and RenderStates. +
-Or find more background info on xref:jme3/advanced/material_definitions.adoc[How to use Material Definitions].
+Or find more background info on xref:material/material_definitions.adoc[How to use Material Definitions].
 ====
 
 

+ 1 - 1
docs/modules/sdk/pages/material_editing.adoc

@@ -4,7 +4,7 @@
 :keywords: documentation, sdk, material, file, texture
 
 
-If you are looking for background information, read about xref:ROOT:jme3/advanced/material_definitions.adoc[Material Definitions] and xref:core:material/j3m_material_files.adoc[j3M Material Files].
+If you are looking for background information, read about xref:core:material/material_definitions.adoc[Material Definitions] and xref:core:material/j3m_material_files.adoc[j3M Material Files].
 You can write .j3m files in a text editor, or use the jMonkeyEngine SDK to generate them for you as described in this article.