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mitm001 5 年之前
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共有 1 个文件被更改,包括 16 次插入20 次删除
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      docs/modules/tutorials/pages/intermediate/multi-media_asset_pipeline.adoc

+ 16 - 20
docs/modules/tutorials/pages/intermediate/multi-media_asset_pipeline.adoc

@@ -1,17 +1,13 @@
 = Multi-Media Asset Pipeline
 = Multi-Media Asset Pipeline
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/13
 :keywords: spatial, node, mesh, geometry, scenegraph, sdk
 :keywords: spatial, node, mesh, geometry, scenegraph, sdk
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 
 
 Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).
 Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).
 
 
 *  You create textures in a graphic editor, for example link:http://gimp.org[Gimp], and export them as PNG or JPG.
 *  You create textures in a graphic editor, for example link:http://gimp.org[Gimp], and export them as PNG or JPG.
-*  You <<jme3/external/blender#,create models>> in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any <<jme3/features#supported-external-file-types,Supported External File Type>>.
+*  You xref:ROOT:jme3/external/blender.adoc[create models] in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any xref:ROOT:jme3/features.adoc#supported-external-file-types[Supported External File Type].
 *  You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
 *  You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
 
 
 == Asset Pipeline
 == Asset Pipeline
@@ -31,7 +27,7 @@ a| Create low-polygon models.
 a| Don't create high-polygon models, they render too slow to be useful in games.
 a| 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| 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 <<jme3/advanced/materials_overview#,Materials Overview>>.
+a| Don't use unsupported material properties that are not listed in the xref:ROOT:jme3/advanced/materials_overview.adoc[Materials Overview].
 
 
 a| Use UV texture / texture atlases / baking for each texture map.
 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.
 a| Don't create models based on multiple separate textures, it will break the model into separate meshes.
@@ -49,7 +45,7 @@ Read on for details.
 
 
 == Use The Assets Folder
 == Use The Assets Folder
 
 
-Store your assets in subfolders of your project's `assets` directory. The `assets` directory is the default path where a JME game's <<jme3/advanced/asset_manager#,Asset Manager>> looks for files to load.
+Store your assets in subfolders of your project's `assets` directory. The `assets` directory is the default path where a JME game's xref:ROOT:jme3/advanced/asset_manager.adoc[Asset Manager] looks for files to load.
 
 
 [source]
 [source]
 ----
 ----
@@ -81,8 +77,8 @@ link:http://www.youtube.com/watch?v=HFR4socSv_E[Video: Horrible things happen if
 
 
 See also:
 See also:
 
 
-*  More details on <<jme3/advanced/asset_manager#,Asset Manager>>, including tips how to work with assets when using other IDEs.
-*  Use <<sdk/asset_packs#,Asset Packs>> to bundle, share, and manage assets!
+*  More details on xref:ROOT:jme3/advanced/asset_manager.adoc[Asset Manager], including tips how to work with assets when using other IDEs.
+*  Use xref:sdk:asset_packs.adoc[Asset Packs] to bundle, share, and manage assets!
 
 
 
 
 == Create Textures and Materials
 == Create Textures and Materials
@@ -108,7 +104,7 @@ It is imperative to keep the same directory structure from beginning to end. If
 
 
 == Create 3D Models
 == Create 3D Models
 
 
-Install a mesh editor such as <<jme3/external/blender#,Blender>> or 3D Studio MAX. Reuse textures and materials as much as possible. *Consult the mesh editor's documentation for specific details how to do the following tasks.*
+Install a mesh editor such as xref:ROOT:jme3/external/blender.adoc[Blender] or 3D Studio MAX. Reuse textures and materials as much as possible. *Consult the mesh editor's documentation for specific details how to do the following tasks.*
 
 
 
 
 [TIP]
 [TIP]
@@ -119,12 +115,12 @@ 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 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!
 ..  Create efficient *low-polygon models*. High-polygon models may look pretty in static 3D art contests, but they slow down dynamic games!
-..  <<jme3/advanced/j3m_material_files#,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 <<jme3/advanced/materials_overview#,Materials Overview>> is unsupported and ignored by JME3's renderer.
+..  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.
 ..  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). +
 ..  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.
 Don't use multiple separate texture files with one model, it will break the model into several meshes.
 
 
-.  Export the model mesh in one of the supported <<jme3/features#supported-external-file-types,Supported External File Types>>.
+.  Export the model mesh in one of the supported xref:ROOT:jme3/features.adoc##supported-external-file-types[Supported External File Types].
 ..  *Bake* each texture into one file when exporting. Create a Texture Atlas.
 ..  *Bake* each texture into one file when exporting. Create a Texture Atlas.
 ..  *Save exported models to subfolders of the `assets/Textures` (sic) directory, so they are together with their textures*!
 ..  *Save exported models to subfolders of the `assets/Textures` (sic) directory, so they are together with their textures*!
 
 
@@ -135,14 +131,14 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
 [IMPORTANT]
 [IMPORTANT]
 ====
 ====
 *When I load the model in JME3, why does it look different than in the 3D editor?* +
 *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 <<jme3/advanced/materials_overview#,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:ROOT:jme3/advanced/materials_overview.adoc[focus on features that game engines support].
 ====
 ====
 
 
 
 
 
 
 == Convert 3D Models to .j3o Format
 == Convert 3D Models to .j3o Format
 
 
-Convert all models and scenes to jME3's binary .j3o format to load() them. Use one of the conversion methods listed for the <<jme3/features#supported-external-file-types,Supported External File Type>> you have chosen.
+Convert all models and scenes to jME3's binary .j3o format to load() them. Use one of the conversion methods listed for the xref:ROOT:jme3/features.adoc#supported-external-file-types[Supported External File Type] you have chosen.
 
 
 .  Confirm that you exported the model into the `assets/Textures` directory (or subdirectories) together with all its textures.
 .  Confirm that you exported the model into the `assets/Textures` directory (or subdirectories) together with all its textures.
 .  In the SDK, right-click the model and choose "`Convert to j3o Binary`". +
 .  In the SDK, right-click the model and choose "`Convert to j3o Binary`". +
@@ -161,7 +157,7 @@ The .j3o file format is an optimized format to store parts of a jME3 scene graph
 *  Only .j3o files can store all of jme3's material options and other features. Other formats can only be considered meshes with UV mapping data and always need extra work.
 *  Only .j3o files can store all of jme3's material options and other features. Other formats can only be considered meshes with UV mapping data and always need extra work.
 *  .j3o files work seamlessly across platforms and can also be automatically adapted for certain platforms on distribution.
 *  .j3o files work seamlessly across platforms and can also be automatically adapted for certain platforms on distribution.
 *  (Optional) You can store the model's physical properties, materials, lights, particle emitters, and audio nodes, in the .j3o file. +
 *  (Optional) You can store the model's physical properties, materials, lights, particle emitters, and audio nodes, in the .j3o file. +
-Use Java commands, or use the <<sdk/scene_composer#,jMonkeyEngine SDK SceneComposer>> as a user-friendly interface to add these properties.
+Use Java commands, or use the xref:sdk:scene_composer.adoc[jMonkeyEngine SDK SceneComposer] as a user-friendly interface to add these properties.
 *  The default Ant build script of the SDK copies .j3o files, .j3m files, sounds, and textures, into the distributable JAR automatically.
 *  The default Ant build script of the SDK copies .j3o files, .j3m files, sounds, and textures, into the distributable JAR automatically.
 
 
 
 
@@ -174,5 +170,5 @@ Important: Unoptimized external model files (.mesh.xml, .material, .obj, .mat, .
 
 
 == See Also
 == See Also
 
 
-*  <<jme3/advanced/save_and_load#,Save and Load>>
-*  <<sdk/model_loader_and_viewer#,Model Loader and Viewer>>
+*  xref:ROOT:jme3/advanced/save_and_load.adoc[Save and Load]
+*  xref:sdk:model_loader_and_viewer.adoc[Model Loader and Viewer]