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Update effects_overview.adoc

5th pass of aligning text to the left of images.
Fixed broken horizontal rules.
mitm001 9 лет назад
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1 измененных файлов с 10 добавлено и 6 удалено
  1. 10 6
      src/docs/asciidoc/jme3/advanced/effects_overview.adoc

+ 10 - 6
src/docs/asciidoc/jme3/advanced/effects_overview.adoc

@@ -81,6 +81,7 @@ public class MyGame extends SimpleApplication {
 ----
 
 
+
 == Water
 
 [.float-group]
@@ -137,7 +138,6 @@ image:jme3/advanced/light-scattering-filter.png[light-scattering-filter.png,widt
 
 
 
-
 === Vegetation
 
 *  Contribution: <<jme3/contributions/vegetationsystem/grass#,Grass System>>
@@ -190,7 +190,6 @@ image::jme3/advanced/toon-dino.png[toon-dino.png,width="150",height="100"]
 
 
 
-
 === Toon Effect
 
 *  link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/post/TestCartoonEdge.java[jme3/src/test/jme3test/post/TestCartoonEdge.java] – CartoonEdgeFilter
@@ -206,6 +205,8 @@ image::jme3/advanced/toon-dino.png[toon-dino.png,width="150",height="100"]
 
 === User Contributed
 
+[.float-group]
+--
 [.right]
 image:jme3/advanced/shaderblow_light1.jpg[shaderblow_light1.jpg,width="78",height="150"] +
 image:jme3/advanced/shaderblow_glass.jpg[shaderblow_glass.jpg,width="80",height="150",align="right"] +
@@ -228,24 +229,26 @@ image:jme3/advanced/shaderblow_light2.jpg[shaderblow_light2.jpg,width="66",heigh
 *  Displace Shader – Deformation effect: Ripple, wave, pulse, swell!
 
 Thanks for your awesome contributions! Keep them coming!
+--
 
 
 
 == Particle Emitters: Explosions, Fire, Smoke
 
-
-image::jme3/advanced/explosion-5.png[explosion-5.png,width="150",height="100",align="right"]
-
-image::jme3/advanced/particle.png[particle.png,width="150",height="100",align="right"]
+[.right]
+image:jme3/advanced/explosion-5.png[explosion-5.png,width="150",height="100"] +
+image:jme3/advanced/particle.png[particle.png,width="150",height="100",align="right"]
 
 <<jme3/advanced/particle_emitters#,Particle emitter effects>> are highly configurable and can have any texture. They can simulate smoke, dust, leaves, meteors, snowflakes, mosquitos, fire, explosions, clusters, embers, sparks…
 
 *  link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestExplosionEffect.java[jme3/src/test/jme3test/effect/TestExplosionEffect.java] – debris, flame, flash, shockwave, smoke, sparks
 *  link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestPointSprite.java[jme3/src/test/jme3test/effect/TestPointSprite.java] – cluster of points
 *  link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestMovingParticle.java[jme3/src/test/jme3test/effect/TestMovingParticle.java] – dust, smoke
+
 '''
 
 
+
 === Creating your own Filters
 
 Here is an extract taken from @nehon in the forum thread (link:http://hub.jmonkeyengine.org/forum/topic/how-exactly-do-filters-work/[http://hub.jmonkeyengine.org/forum/topic/how-exactly-do-filters-work/])
@@ -272,6 +275,7 @@ It can be a post pass to do after the main filter has been rendered to screen (f
 The bloom Filter does an intensive use of passes.
 
 Filters in a nutshell.
+
 '''
 
 See also: