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fix broken example

mitm001 5 anos atrás
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a1c32de7fb
1 arquivos alterados com 6 adições e 10 exclusões
  1. 6 10
      docs/modules/sdk/pages/plugin/shaderblow.adoc

+ 6 - 10
docs/modules/sdk/pages/plugin/shaderblow.adoc

@@ -1,9 +1,6 @@
 = ShaderBlow
-:revnumber: 2
-:revdate: 05/02/18
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.1
+:revdate: 2020/07/10
 
 
 image:sdk/plugin/shaderblow_intro_01.jpg[shaderblow_intro_01.jpg,width="",height=""]
@@ -232,8 +229,8 @@ Mask texture maps on the second image.
 
 The test is occolating the dissolve amount between 0 and 1. It demonstrates 6 different uses for the shader, all running at the same speed. The top row are straight forward dissolves. The bottom row shows 3 potential applications:
 
-.  Organic Growth (bottom left) over a mesh, this could work both animating rapidly for a fast grow effect, or set to a fixed value e.g. set to 0.5f is “50% covered in growth”;
-.  Texture Masking (bottom middle) , I see this is probably where the most practical applications will come from. The demonstration shows a poorely photoshoped clean street, peices of garbage are then scattered around dependant on the dissolve amount, this would work best with a fixed value eg set to .75 is “75% dirty”. Texture Masking could be also be used for:
+.  Organic Growth (bottom left) over a mesh, this could work both animating rapidly for a fast grow effect, or set to a fixed value e.g. set to 0.5f is "`50% covered in growth`";
+.  Texture Masking (bottom middle) , I see this is probably where the most practical applications will come from. The demonstration shows a poorely photoshoped clean street, peices of garbage are then scattered around dependant on the dissolve amount, this would work best with a fixed value eg set to .75 is "`75% dirty`". Texture Masking could be also be used for:
 ..  paint damage on a car;
 ..  lacerations on a character;
 ..  the blood shot eye effect that creeps in from the sides of the screen when you’ve taken too much damage in a modern FPS.
@@ -277,7 +274,7 @@ mat.setColor("Diffuse", ColorRGBA.White);
 mat.setColor("Specular", ColorRGBA.Black);
 mat.setBoolean("UseMaterialColors", true);
 
-this.assetManager.loadTexture("TestTextures/Dissolve/burnMap.png", mat.setTexture("DissolveMap", map); // Set mask texture map
+this.assetManager.loadTexture("TestTextures/Dissolve/burnMap.png", mat.setTexture("DissolveMap", map)); // Set mask texture map
 
 this.DSParams = new Vector2f(0, 0); // standard dissolver
 //this.DSParamsInv = new Vector2f(0, 1); // inverted dissolver
@@ -294,10 +291,9 @@ link:https://hub.jmonkeyengine.org/t/dissolve-shader/18720[Forum thread]
 
 '''
 
-
 == FakeParticleBlow Shader
 
-Effect for fire or engine of a ship. Such an effect is used in the “Eve Online game for ship engines.
+Effect for fire or engine of a ship. Such an effect is used in the "`Eve Online`" game for ship engines.
 
 Features: