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mitm001 5 년 전
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2개의 변경된 파일18개의 추가작업 그리고 26개의 파일을 삭제
  1. 8 12
      docs/modules/ROOT/pages/jme3/advanced/material_definitions.adoc
  2. 10 14
      docs/modules/ROOT/pages/jme3/advanced/update_loop.adoc

+ 8 - 12
docs/modules/ROOT/pages/jme3/advanced/material_definitions.adoc

@@ -1,16 +1,12 @@
 = How to Use Material Definitions (.j3md)
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/15
 :keywords: Material, SDK, MatDef, file, documentation
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 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 <<jme3/advanced/material_specification#,in-depth developer specification of the jME3 material system>>.
+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].
 
 *Example:*
 
@@ -27,14 +23,14 @@ myGeometry.setMaterial(mat);               // Use material on this Geometry.
 
 [TIP]
 ====
-If you use one custom material with certain settings very often, learn about storing material settings in <<jme3/advanced/j3m_material_files#,j3m Material Files>>. You either <<sdk/material_editing#,use the jMonkeyEngine SDK to create .j3m files>> (user-friendly), or you <<jme3/advanced/j3m_material_files#,write .j3m files in a text editor>> (IDE-independent).
+If you use one custom material with certain settings very often, learn about storing material settings in xref:jme3/advanced/j3m_material_files.adoc[j3m Material Files]. You either xref:sdk:material_editing.adoc[use the jMonkeyEngine SDK to create .j3m files] (user-friendly), or you xref:jme3/advanced/j3m_material_files.adoc[write .j3m files in a text editor] (IDE-independent).
 ====
 
 
 
 == Preparing a Material
 
-In the <<jme3/advanced/materials_overview#,Materials Overview>> list:
+In the xref:jme3/advanced/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`.
@@ -59,7 +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 <<jme3/advanced/materials_overview#,Materials Overview>> table.
+.  Configure your Material by setting the appropriate values listed in the xref:jme3/advanced/materials_overview.adoc[Materials Overview] table.
 +
 [source,java]
 ----
@@ -141,7 +137,7 @@ You can find these and other common code snippets in the jMonkeyEngine SDK Code
 
 == Creating a Custom Material Definition
 
-First read the <<jme3/advanced/material_specification#,developer specification of the jME3 material system (.j3md,.j3m)>>. Also check out the <<jme3/build_from_sources#,engine source code>> and have a look at how some Material Definitions are implemented.
+First read the xref:jme3/advanced/material_specification.adoc[developer specification of the jME3 material system (.j3md,.j3m)]. Also check out the xref:jme3/build_from_sources.adoc[engine source code] and have a look at how some Material Definitions are implemented.
 
 You can create your own Material Definitions and place them in your project's `assets/MatDefs` directory.
 
@@ -155,4 +151,4 @@ You can create your own Material Definitions and place them in your project's `a
 
 == Related Links
 
-*  <<jme3/advanced/material_specification#,Developer specification of the jME3 material system (.j3md,.j3m)>>
+*  xref:jme3/advanced/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]

+ 10 - 14
docs/modules/ROOT/pages/jme3/advanced/update_loop.adoc

@@ -1,14 +1,10 @@
 = Main Update Loop
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/15
 :keywords: basegame, control, input, init, keyinput, loop, states, state
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
-Extending your application from com.jme3.app.<<jme3/intermediate/simpleapplication#,SimpleApplication>> provides you with an update loop. This is where you implement your game logic (game mechanics).
+Extending your application from com.jme3.app.xref:tutorials:intermediate/simpleapplication.adoc[SimpleApplication] provides you with an update loop. This is where you implement your game logic (game mechanics).
 
 Some usage examples: Here you remote-control NPCs (computer controlled characters), generate game events, and respond to user input.
 
@@ -16,14 +12,14 @@ To let you see the main update loop in context, understand that the SimpleApplic
 
 *  *Initialization* – Execute `simpleInitApp()` method once.
 *  *Main Update Loop*
-..  Input listeners respond to mouse clicks and keyboard presses – <<jme3/advanced/input_handling#,Input handling>>
+..  Input listeners respond to mouse clicks and keyboard presses – xref:jme3/advanced/input_handling.adoc[Input handling]
 ..  Update game state:
-...  Update overall game state – Execute <<jme3/advanced/application_states#,Application States>>
+...  Update overall game state – Execute xref:jme3/advanced/application_states.adoc[Application States]
 ...  User code update – Execute `simpleUpdate()` method
-...  Logical update of entities – Execute <<jme3/advanced/custom_controls#,Custom Controls>>
+...  Logical update of entities – Execute xref:jme3/advanced/custom_controls.adoc[Custom Controls]
 
 ..  Render audio and video
-...  <<jme3/advanced/application_states#,Application States>> rendering.
+...  xref:jme3/advanced/application_states.adoc[Application States] rendering.
 ...  Scene rendering.
 ...  User code rendering – Execute `simpleRender()` method.
 
@@ -35,11 +31,11 @@ The jME window closes and the loop ends.
 
 == Usage
 
-In a trivial <<jme3/intermediate/simpleapplication#,SimpleApplication>> (such as a xref:tutorials:beginner.adoc[Hello World tutorial]), all code is either in the `simpleInitApp()` (initialization) or `simpleUpdate()` (behaviour) method – or in a helper method/class that is called from one of these two. This trivial approach will make your main class very long, hard to read, and hard to maintain. You don't need to load the whole scene at once, and you don't need to run all conditionals tests all the time.
+In a trivial xref:tutorials:intermediate/simpleapplication.adoc[SimpleApplication] (such as a xref:tutorials:beginner.adoc[Hello World tutorial]), all code is either in the `simpleInitApp()` (initialization) or `simpleUpdate()` (behaviour) method – or in a helper method/class that is called from one of these two. This trivial approach will make your main class very long, hard to read, and hard to maintain. You don't need to load the whole scene at once, and you don't need to run all conditionals tests all the time.
 
 It's a best practice to modularize your game mechanics and spread out initialization and update loop code over several Java objects:
 
-*  Move modular code blocks from the `simpleInitApp()` method into <<jme3/advanced/application_states#,AppStates>>. Attach AppStates to initialize custom subsets of “one dungeon, and detach it when the player exits this “dungeon. +
+*  Move modular code blocks from the `simpleInitApp()` method into xref:jme3/advanced/application_states.adoc[AppStates]. Attach AppStates to initialize custom subsets of “one dungeon, and detach it when the player exits this “dungeon. +
 Examples: Weather/sky audio and visuals, physics collision shapes, sub-rootnodes of individual dungeons including dungeon NPCs, etc.
-*  Move modular code blocks from the `simpleUpdate()` method into the update loops of <<jme3/advanced/custom_controls#,Custom Controls>> to control individual entity behavior (NPCs), and into the update method of <<jme3/advanced/application_states#,AppStates>> to control world events. +
+*  Move modular code blocks from the `simpleUpdate()` method into the update loops of xref:jme3/advanced/custom_controls.adoc[Custom Controls] to control individual entity behavior (NPCs), and into the update method of xref:jme3/advanced/application_states.adoc[AppStates] to control world events. +
 Examples: Weather behaviour, light behaviour, physics behaviour, individual NPC behaviour, trap behaviour, etc.