mitm001 пре 5 година
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1 измењених фајлова са 9 додато и 13 уклоњено
  1. 9 13
      docs/modules/sdk/pages/neotexture.adoc

+ 9 - 13
docs/modules/sdk/pages/neotexture.adoc

@@ -1,11 +1,7 @@
 = jMonkeyEngine SDK: Procedural Textures with NeoTexture
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/10
 :keywords: documentation, sdk, tool, texture, material
-:relfileprefix: ../
-:imagesdir: ..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 The NeoTextureEditor allows creating tiled textures procedurally using a simple node interface for generating images, blending them, creating normal maps and much more. You can directly load the .tgr files as a material or export the generated images as .png files and use them in a jMonkeyEngine-based game.
@@ -35,10 +31,10 @@ Edit the .tgr file and create your procedural texture: (link:http://neotextureed
 
 To use NeoTexture tgr files directly in your application, you have to add the NeoTexture libraries to your project:
 
-.  Right-click your project and select “Properties
-.  Go to the “Libraries section of the properties window
-.  Press “Add Library..
-.  Select “NeoTexture-Libraries and press “add
+.  Right-click your project and select "`Properties`"
+.  Go to the "`Libraries`" section of the properties window
+.  Press "`Add Library`"..
+.  Select "`NeoTexture-Libraries`" and press "`add`"
 
 
 == Loading tgr files as material
@@ -50,10 +46,10 @@ To use NeoTexture tgr files directly in your application, you have to add the Ne
 We want to use the procedural texture as a material based on `Lighting.j3md` (the default). We know that Lighting.j3md supports DiffuseMap, NormalMap, SpecularMap, and ParallaxMap.
 
 .  Click the Normal Map filter to select it. We want to use it as the Normal Map of the texture.
-..  In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. “NormalMap”.
+..  In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. "`NormalMap`".
 
 .  Click the pattern to select it. We want to (re)use it as Diffuse Map of the texture.
-..  In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. “DiffuseMap”.
+..  In the NeoTextures Properties window under `Export name`, enter the name of the texture layer as it would appear in a .j3m file, e.g. "`DiffuseMap`".
 
 .  Click the Save button in the NeoTextures Editor. The .tgr file is saved with two layers. (We could add SpecularMap and ParallaxMap the same way, if we wanted.)
 
@@ -62,7 +58,7 @@ Let's assign the newly created texture to a mesh to see what it looks like.
 .  Open your Main.java file.
 .  Choose Window→Palette to open the Palette. You will find two NeoTexture code snippets, one for adding the NeoTexture loader to the assetManager, and one for loading a NeoTexture material.
 .  Drag&Drop one of each into the simpleInitApp() method of your application.
-.  Adjust the .tgr file path names to match the file that we just created: “Materials/neoMaterial.tgr.
+.  Adjust the .tgr file path names to match the file that we just created: "`Materials/neoMaterial.tgr`".
 
 Clean, build and run. You’re ready to load your procedural material!