浏览代码

fix cross ref

mitm001 5 年之前
父节点
当前提交
a08c871f35

+ 7 - 7
docs/modules/tutorials/pages/beginner/hello_asset.adoc

@@ -229,7 +229,7 @@ JME3 offers ClasspathLocator, ZipLocator, FileLocator, HttpZipLocator, and UrlLo
 == Creating Models and Scenes
 
 To create 3D models and scenes, you need a 3D Mesh Editor. If you don't have any tools, install Blender.
-Then you link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[create fully textured models (e.g. with Blender)], export them to your project using a <<jme3/features#supported-formats,Supported External File Type>>, <<jme3/features#supported-external-file-types,convert models>> to `.j3o` using the recommended method for your chosen file type, <<jme3/beginner/hello_asset#loading-models-and-scenes,load models>>, and create 3D scenes from them.
+Then you link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[create fully textured models (e.g. with Blender)], export them to your project using a xref:ROOT:jme3/features#supported-formats[Supported External File Type], xref:ROOT:jme3/features#supported-external-file-types[convert models] to `.j3o` using the recommended method for your chosen file type, xref:ROOT:jme3/beginner/hello_asset#loading-models-and-scenes[load models], and create 3D scenes from them.
 
 
 === Model File Formats
@@ -255,7 +255,7 @@ java.lang.NullPointerException
 
 You see that loading the *XML/OBJ/GLTF* directly is only acceptable during the development phase in the SDK. For example, every time your graphic designer pushes updated files to the asset directory, you can quickly review the latest version in your development environment.
 
-But for QA test builds and for the final release build, you use *.j3o files* exclusively. J3o is an optimized binary format for jME3 applications. When you do QA test builds, or are ready to release, use the <<sdk#,SDK>> to <<sdk/model_loader_and_viewer#,convert>> all .obj/.scene/.xml/.gltf files to .j3o files, and update all code to load the .j3o files. The default build script automatically packages .j3o files in the executables.
+But for QA test builds and for the final release build, you use *.j3o files* exclusively. J3o is an optimized binary format for jME3 applications. When you do QA test builds, or are ready to release, use the xref:ROOT:sdk.adoc[SDK] to xref:ROOT:sdk/model_loader_and_viewer.adoc[convert] all .obj/.scene/.xml/.gltf files to .j3o files, and update all code to load the .j3o files. The default build script automatically packages .j3o files in the executables.
 
 Open your JME3 Project in the jMonkeyEngine SDK.
 
@@ -416,13 +416,13 @@ Again, you should see the Ninja+wall+teapot standing in a town.
 
 Now you know how to populate the scenegraph with static shapes and models, and how to build scenes. You have learned how to load assets using the `assetManager` and you have seen that the paths start relative to your project directory. Another important thing you have learned is to convert models to .j3o format for the executable JARs etc.
 
-Let's add some action to the scene and continue with the <<jme3/beginner/hello_main_event_loop#,Update Loop>>!
+Let's add some action to the scene and continue with the xref:ROOT:jme3/beginner/hello_main_event_loop.adoc[Update Loop]!
 
 '''
 
 *See also:*
 
-*  <<jme3/external/blender#,The definitive Blender import tutorial>>
-*  <<jme3/intermediate/multi-media_asset_pipeline#,Asset pipeline introduction>>
-*  If you want to learn how to load sounds, see <<jme3/beginner/hello_audio#,Hello Audio>>
-*  If you want to learn more about loading textures and materials, see <<jme3/beginner/hello_material#,Hello Material>>
+*  xref:ROOT:jme3/external/blender.adoc[The definitive Blender import tutorial]
+*  xref:ROOT:jme3/intermediate/multi-media_asset_pipeline.adoc[Asset pipeline introduction]
+*  If you want to learn how to load sounds, see xref:ROOT:jme3/beginner/hello_audio.adoc[Hello Audio]
+*  If you want to learn more about loading textures and materials, see xref:ROOT:jme3/beginner/hello_material.adoc[Hello Material]

+ 1 - 1
docs/modules/tutorials/pages/beginner/hello_simpleapplication.adoc

@@ -5,7 +5,7 @@
 :keywords: beginner, intro, documentation, init, simpleapplication, basegame
 
 
-*Prerequisites:* This tutorial assumes that you have xref:ROOT:documentation.adoc#install[downloaded the jMonkeyEngine SDK].
+*Prerequisites:* This tutorial assumes that you have xref:ROOT:documentation#install[downloaded the jMonkeyEngine SDK].
 
 In this tutorial series, we assume that you use the jMonkeyEngine xref:ROOT:sdk.adoc[SDK]. As an intermediate or advanced Java developer, you will quickly see that, in general, you can develop jMonkeyEngine code in any integrated development environment (NetBeans IDE, Eclipse, IntelliJ) or even from the xref:ROOT:jme3/simpleapplication_from_the_commandline.adoc[command line].