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+ 4 - 4
docs/modules/ROOT/pages/jme3/features.adoc

@@ -1,6 +1,6 @@
 = jMonkeyEngine 3.0 Feature Overview
-:revnumber: 2.0
-:revdate: 2020/07/13
+:revnumber: 2.1
+:revdate: 2020/07/23
 
 
 See also: xref:jme3/requirements.adoc[requirements].
@@ -67,13 +67,13 @@ a|xref:sdk:model_loader_and_viewer.adoc[Model Loader and Viewer]
 
 l|.j3m
 a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
-a|xref:jme3/advanced/materials_overview.adoc[Materials Overview] +
+a|xref:core:material/materials_overview.adoc[Materials Overview] +
 xref:sdk:material_editing.adoc[Material Editing]
 
 l|.j3md
 a|A Material definition. These are pre-defined templates for shader-based Materials. +
 Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.
-a| xref:jme3/advanced/materials_overview.adoc[Materials Overview]
+a| xref:core:material/materials_overview.adoc[Materials Overview]
 
 l|.j3f
 a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.

+ 4 - 4
docs/modules/core/pages/material/how_to_use_materials.adoc

@@ -1,6 +1,6 @@
 = How to Use Materials
-:revnumber: 2.0
-:revdate: 2020/07/13
+:revnumber: 2.1
+:revdate: 2020/07/23
 :keywords: material, texture, effect, wireframe, light, documentation
 
 
@@ -10,7 +10,7 @@ A Geometry (mesh) is just the shape of the object. jMonkeyEngine cannot render a
 *  Each Material is based on a Material Definition file. +
 Examples of included Material Definitions: Lighting.j3md, Unshaded.j3md
 
-You want to make the most of your 3D models by specifying good looking material parameters. The developers must be in contact with the graphic designers regarding which of the xref:ROOT:jme3/advanced/materials_overview.adoc[Material properties] they intend to use in their 3D models. You must have an understanding what <<intermediate/terminology.adoc#materials-textures,texture maps>> are, to be able to use texture-mapped materials.
+You want to make the most of your 3D models by specifying good looking material parameters. The developers must be in contact with the graphic designers regarding which of the xref:material/materials_overview.adoc[Material properties] they intend to use in their 3D models. You must have an understanding what <<intermediate/terminology.adoc#materials-textures,texture maps>> are, to be able to use texture-mapped materials.
 
 
 [IMPORTANT]
@@ -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:ROOT:jme3/advanced/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:ROOT:jme3/advanced/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: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)`.
 
 
 

+ 11 - 11
docs/modules/core/pages/material/material_definitions.adoc

@@ -1,10 +1,10 @@
 = How to Use Material Definitions (.j3md)
-:revnumber: 2.0
-:revdate: 2020/07/15
+:revnumber: 2.1
+:revdate: 2020/07/23
 :keywords: Material, SDK, MatDef, file, documentation
 
 
-All Geometries need a Material to be visible. Every Material is based on a Material Definition. Material definitions provide the “logic for the material, and a shader draws the material according to the parameters specified in the definition. The J3MD file abstracts the shader and its configuration away from the user, allowing a simple interface where the user can simply set a few parameters on the material to change its appearance and the way its handled by the shaders.
+All Geometries need a Material to be visible. Every Material is based on a Material Definition. Material definitions provide the "`logic`" for the material, and a shader draws the material according to the parameters specified in the definition. The J3MD file abstracts the shader and its configuration away from the user, allowing a simple interface where the user can simply set a few parameters on the material to change its appearance and the way its handled by the shaders.
 
 The most common Material Definitions are included in the engine, advanced users can create custom ones. In this case you will also be interested in the xref:jme3/advanced/material_specification.adoc[in-depth developer specification of the jME3 material system].
 
@@ -30,12 +30,12 @@ If you use one custom material with certain settings very often, learn about sto
 
 == Preparing a Material
 
-In the xref:jme3/advanced/materials_overview.adoc[Materials Overview] list:
+In the xref:material/materials_overview.adoc[Materials Overview] list:
 
 .  Choose a Material Definition that has the features that you need.
 **  Tip: If you don't know, start with `Unshaded.j3md` or `Lighting.j3md`.
 
-.  Look at the applicable parameters of the Material Definition and determine which parameters you need to achieve the desired effect (e.g. “glow or “color). Most parameters are optional!
+.  Look at the applicable parameters of the Material Definition and determine which parameters you need to achieve the desired effect (e.g. "`glow`" or "`color`"). Most parameters are optional!
 .  Create and save the necessary Texture files to your `assets/Textures` directory.
 **  E.g. mytex_diffuse.png as ColorMap / DiffuseMap, mytex_normal.png as NormalMap, mytex_alpha.png as AlphaMap, etc…
 
@@ -55,7 +55,7 @@ In your Java code,
 Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
 ----
 
-.  Configure your Material by setting the appropriate values listed in the xref:jme3/advanced/materials_overview.adoc[Materials Overview] table.
+.  Configure your Material by setting the appropriate values listed in the xref:material/materials_overview.adoc[Materials Overview] table.
 +
 [source,java]
 ----
@@ -84,11 +84,11 @@ For details see also: xref:tutorials:concepts/how_to_use_materials.adoc[How to U
 
 Here are examples of the methods that set the different data types:
 
-*  `mat.setColor(   “Color,       ColorRGBA.White );`
-*  `mat.setTexture( “ColorMap,    assetManager.loadTexture(“Interface/Logo/Monkey.png ));`
-*  `mat.setFloat(   “Shininess,   5f);`
-*  `mat.setBoolean( “SphereMap,   true);`
-*  `mat.setVector3( “NormalScale, new Vector3f(1f,1f,1f));`
+*  `mat.setColor(   "Color",       ColorRGBA.White );`
+*  `mat.setTexture( "ColorMap",    assetManager.loadTexture("Interface/Logo/Monkey.png" ));`
+*  `mat.setFloat(   "Shininess",   5f);`
+*  `mat.setBoolean( "SphereMap",   true);`
+*  `mat.setVector3( "NormalScale", new Vector3f(1f,1f,1f));`
 
 A simpled textured material.
 

+ 3 - 3
docs/modules/sdk/pages/material_editing.adoc

@@ -1,6 +1,6 @@
 = jMonkeyEngine SDK: Material Editor
-:revnumber: 2.0
-:revdate: 2020/07/10
+:revnumber: 2.1
+:revdate: 2020/07/23
 :keywords: documentation, sdk, material, file, texture
 
 
@@ -90,5 +90,5 @@ mywall.setMaterial(assetManager.loadMaterial( "Materials/mat_wall.j3m"));
 
 *  xref:ROOT:jme3/advanced/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]
 *  xref:tutorials:beginner/hello_material.adoc[Hello Material]
-*  xref:ROOT:jme3/advanced/materials_overview.adoc[Materials Overview]
+*  xref:core:material/materials_overview.adoc[Materials Overview]
 *  xref:neotexture.adoc[Neotexture] (Procedural textures)

+ 3 - 3
docs/modules/tutorials/pages/concepts/best_practices.adoc

@@ -1,6 +1,6 @@
 = Best Practices For jME3 Developers
-:revnumber: 2.0
-:revdate: 2020/07/14
+:revnumber: 2.1
+:revdate: 2020/07/23
 
 
 Every milestone of a game development project is made up of phases: Planning, development, testing, and release. Every milestone involves updates to multi-media assets and to code.
@@ -104,7 +104,7 @@ a| Create simple, low-polygon models.
 a| Don't create high-polygon models, they render too slow to be useful in games.
 
 a| Only use Diffuse Map, Normal Map, Glow Map, Specular Map.
-a| Don't use unsupported material properties that are not listed in the xref:ROOT:jme3/advanced/materials_overview.adoc[Materials Overview].
+a| Don't use unsupported material properties that are not listed in the xref:core:material/materials_overview.adoc[Materials Overview].
 
 a| Use UV texture / texture atlases / baking for each texture map.
 a| Don't create models based on multiple separate textures, it will break the model into separate meshes.

+ 4 - 4
docs/modules/tutorials/pages/concepts/faq.adoc

@@ -1,6 +1,6 @@
 = Frequently Asked Questions
-:revnumber: 2.0
-:revdate: 2020/07/13
+:revnumber: 2.1
+:revdate: 2020/07/23
 :keywords: documentation, faq
 
 
@@ -305,7 +305,7 @@ Use the AssetManager to load Materials, and change material settings.
 
 * xref:beginner/hello_material.adoc[Hello Material]
 * xref:concepts/how_to_use_materials.adoc[How To Use Materials]
-* xref:ROOT:jme3/advanced/materials_overview.adoc[Materials Overview], xref:core:asset/asset_manager.adoc[Asset Manager]
+* xref:core:material/materials_overview.adoc[Materials Overview], xref:core:asset/asset_manager.adoc[Asset Manager]
 
 *Code sample:*
 
@@ -321,7 +321,7 @@ Create Textures as image files. Use the AssetManager to load a Material and use
 
 * xref:beginner/hello_material.adoc[Hello Material]
 * xref:concepts/how_to_use_materials.adoc[How To Use Materials]
-* xref:ROOT:jme3/advanced/materials_overview.adoc[Materials Overview]
+* xref:core:material/materials_overview.adoc[Materials Overview]
 * xref:core:asset/asset_manager.adoc[Asset Manager]
 * link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/asset/AssetManager.java[com.jme3.assets.AssetManager]
 * link:https://archive.blender.org/wiki/index.php/Doc:Manual/Textures/Maps/Bump_and_Normal_Maps/[Blender: Creating Bump Maps and Normal Maps]

+ 5 - 5
docs/modules/tutorials/pages/concepts/multi-media_asset_pipeline.adoc

@@ -1,6 +1,6 @@
 = Multi-Media Asset Pipeline
-:revnumber: 2.0
-:revdate: 2020/07/13
+:revnumber: 2.1
+:revdate: 2020/07/23
 :keywords: spatial, node, mesh, geometry, scenegraph, sdk
 
 
@@ -27,7 +27,7 @@ a| Create low-polygon models.
 a| Don't create high-polygon models, they render too slow to be useful in games.
 
 a| Only use Diffuse Map, Normal Map, Glow Map, Specular Map in your models' materials.
-a| Don't use unsupported material properties that are not listed in the xref:ROOT:jme3/advanced/materials_overview.adoc[Materials Overview].
+a| Don't use unsupported material properties that are not listed in the xref:core:material/materials_overview.adoc[Materials Overview].
 
 a| Use UV texture / texture atlases / baking for each texture map.
 a| Don't create models based on multiple separate textures, it will break the model into separate meshes.
@@ -116,7 +116,7 @@ Note that UV coords are part of the mesh and not part of the material, so if you
 .  Create 3D models in a mesh editor.
 ..  Create efficient *low-polygon models*. High-polygon models may look pretty in static 3D art contests, but they slow down dynamic games!
 ..  xref:ROOT:jme3/advanced/j3m_material_files.adoc[Create materials] for your models either in the 3D editor, or in the jME3 SDK. Only use the following material features: *Diffuse Map or Diffuse Color (minimum); plus optionally Normal Map, Glow Map, Specular Map.* +
-Every material feature not listed in the xref:ROOT:jme3/advanced/materials_overview.adoc[Materials Overview] is unsupported and ignored by JME3's renderer.
+Every material feature not listed in the xref:core:material/materials_overview.adoc[Materials Overview] is unsupported and ignored by JME3's renderer.
 ..  Unwrap the model in the 3D editor and generate a *UV texture* (i.e. one texture file that contains all the pieces of one model from different angles). +
 Don't use multiple separate texture files with one model, it will break the model into several meshes.
 
@@ -131,7 +131,7 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
 [IMPORTANT]
 ====
 *When I load the model in JME3, why does it look different than in the 3D editor?* +
-3D models will never look identical in a game engine and in a mesh editor. Mesh editors are optimized for high-quality offline rendering, and many of the material and texture options simply do not work in a live rendering context such as games. Also, the shaders that render the materials in JME3 are different implementations than in your mesh editor's renderer. Remind your graphic designers to xref:ROOT:jme3/advanced/materials_overview.adoc[focus on features that game engines support].
+3D models will never look identical in a game engine and in a mesh editor. Mesh editors are optimized for high-quality offline rendering, and many of the material and texture options simply do not work in a live rendering context such as games. Also, the shaders that render the materials in JME3 are different implementations than in your mesh editor's renderer. Remind your graphic designers to xref:core:material/materials_overview.adoc[focus on features that game engines support].
 ====