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Update terminology.adoc

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      src/docs/asciidoc/jme3/terminology.adoc

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src/docs/asciidoc/jme3/terminology.adoc

@@ -247,9 +247,11 @@ JME3, the game engine, only loads and plays your recorded animations. You must u
 **  Bones follow a certain naming scheme so the 3D engines know what's what.
 
 .  *Skinning:* The association of individual bones with the corresponding skin sections.
-**  Each Bone is connected to a part of the Skin. Animating the (invisible) Bone pulls the (visible) Skin with it. +E.g. the thigh Bone is connected to the upper leg Skin.
+**  Each Bone is connected to a part of the Skin. Animating the (invisible) Bone pulls the (visible) Skin with it. +
+E.g. the thigh Bone is connected to the upper leg Skin.
 **  One part of the Skin can be affected by more than one bone (e.g. knee, elbow).
-**  The connection between bones and skin sections is gradual: You assign weights how much each skin polygon is affected by any bone's motion. +E.g. when the thigh bone moves, the leg is fully affected, the hips joints less so, and the head not at all.
+**  The connection between bones and skin sections is gradual: You assign weights how much each skin polygon is affected by any bone's motion. +
+E.g. when the thigh bone moves, the leg is fully affected, the hips joints less so, and the head not at all.
 **  jMonkeyEngine supports hardware skinning (on the GPU, not on the CPU).
 
 .  *Keyframe Animation:* A keyframe is one recorded snapshot of a motion sequence.