mitm001 пре 5 година
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+ 1 - 1
docs/modules/core/pages/scene/mesh.adoc

@@ -23,7 +23,7 @@ You have several options when <<jme3/advanced/spatial#,creating Geometries from
 
 *  Use built-in <<jme3/advanced/shape#,Shape>>s as meshes;
 *  Load <<jme3/advanced/3d_models#,3D models>> (that is, meshes created in external applications); or
-*  Create free-form <<jme3/advanced/custom_meshes#,custom meshes>> programmatically.
+*  Create free-form xref:scene/custom_meshes.adoc[custom meshes] programmatically.
 
 
 == Vertex Buffer

+ 2 - 2
docs/modules/core/pages/scene/spatial.adoc

@@ -67,7 +67,7 @@ The polygon xref:jme3/advanced/mesh.adoc[Mesh] inside a Geometry can be one of t
 
 *  *Shapes:* The simplest type of Meshes are jME's default xref:jme3/advanced/shape.adoc[Shape]s such as cubes and spheres. You can use several Shapes to build complex Geometries. Shapes are built-in and can be created without using the AssetManager.
 *  *3D Models:* xref:jme3/advanced/3d_models.adoc[3D models and scenes] are also made up of meshes, but are more complex than Shapes. You create Models and Scenes in external 3D Mesh Editors and export them as Ogre XML or Wavefront OBJ. Use the xref:asset/asset_manager.adoc[Asset Manager] to load models into a your jME3 game.
-*  *Custom Meshes:* Advanced users can create xref:jme3/advanced/custom_meshes.adoc[Custom Meshes] programmatically.
+*  *Custom Meshes:* Advanced users can create xref:scene/custom_meshes.adoc[Custom Meshes] programmatically.
 
 
 == What is a Clone?
@@ -177,7 +177,7 @@ There are two types of culling: Face culling, and view frustrum culling.
 
 *Face culling* means not drawing certain polygons of a mesh. Face culling behaviour is a property of the material.
 
-Usage: The "`inside`" of a mesh (the so called backface) is typically never visible to the player, and as an optimization, the `Back` mode skips calculating all backfaces by default. Activating the `Off` or `Front` modes can be useful when you are debugging xref:jme3/advanced/custom_meshes.adoc[custom meshes] and try to identify accidental inside-out faces.
+Usage: The "`inside`" of a mesh (the so called backface) is typically never visible to the player, and as an optimization, the `Back` mode skips calculating all backfaces by default. Activating the `Off` or `Front` modes can be useful when you are debugging xref:scene/custom_meshes.adoc[custom meshes] and try to identify accidental inside-out faces.
 
 You can switch the com.jme3.material.RenderState.FaceCullMode to either:
 

+ 1 - 1
docs/modules/physics/pages/control/softbody.adoc

@@ -88,7 +88,7 @@ config collision flag ?
 === Ropes
 
 A rope can be created by creating a new SoftBody on a Mesh with Mesh.Mode.Lines.
-More informations on creating <<jme3/advanced/custom_meshes#,custom meshes>>.
+More informations on creating xref:core:scene/custom_meshes.adoc[custom meshes].
 
 
 ==== Example

+ 1 - 1
docs/modules/tutorials/pages/concepts/faq.adoc

@@ -257,7 +257,7 @@ You can programmatically create com.jme3.scene.Mesh'es.
 
 *Learn more:*
 
-* xref:ROOT:jme3/advanced/custom_meshes.adoc[Custom Meshes]
+* xref:core:scene/custom_meshes.adoc[Custom Meshes]
 
 
 == I want to change the surface of objects in the scene