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Fixed example video links

Ali-RS 6 years ago
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commit
ce3b502765
1 changed files with 11 additions and 7 deletions
  1. 11 7
      src/docs/asciidoc/jme3/contributions/particles.adoc

+ 11 - 7
src/docs/asciidoc/jme3/contributions/particles.adoc

@@ -264,7 +264,8 @@ image:jme3/runecircle.png[runecircle.png,width="256",height=""]
 ----
 
 The result should look something like:
-image:jme3/contributions/youtube_spjqag99hy[youtube_spjqag99hy,width="",height=""]
+
+*  link:https://www.youtube.com/watch?v=_Spjqag99HY[Video: Particle Emitter Example 1]
 
 
 == Using a mesh as the particle source
@@ -347,7 +348,7 @@ Now lets set fire to the monkey! (No monkeys were harmed during the making of th
 
 Again this is just a very simple example, much more sophisticated fire effects are possible with the use of the right textures and mixture of emitters and influencers. The result though should look something like this:
 
-image:jme3/contributions/youtube_w_zgjhz2au[youtube_w_zgjhz2au,width="",height=""]
+*  link:https://www.youtube.com/watch?v=W__zGJHZ2AU[Video: Particle Emitter Example 2]
 
 
 == Meshes and Weighted Meshes
@@ -445,7 +446,8 @@ There is a rock texture available in the jME3 test data, or you can substitute a
 ----
 
 The result should look like:
-image:jme3/contributions/youtube_a7y53uf8giw[youtube_a7y53uf8giw,width="",height=""]
+
+*  link:https://www.youtube.com/watch?v=a7y53UF8Giw[Video: Particle Emitter Example 3]
 
 Any number and mixture of models can be used, although as it is all a single mesh the same material must be used for all of them. It is recommended to keep a similar number of vertices for each of the models but that is not a strict requirement.
 
@@ -485,7 +487,7 @@ Adding the following code:
 
 Results in something that looks like this:
 
-image:jme3/contributions/youtube_wgr5rzf9apg[youtube_wgr5rzf9apg,width="",height=""]
+*  link:https://www.youtube.com/watch?v=WGR5RzF9APg[Video: Particle Emitter Example 3]
 
 You can see that while dramatic the fire is left behind each particle, this is because although it is emitted from the face of the particle at its current position it has no knowledge of how that particle is moving.
 
@@ -501,7 +503,8 @@ Leave everything else the same but change the MeshSource into
 ----
 
 You can see that this gives much better results:
-image:jme3/contributions/youtube_2blbzvm0ezq[youtube_2blbzvm0ezq,width="",height=""]
+
+*  link:https://www.youtube.com/watch?v=2BlBZVM0EZQ[Video: Particle Emitter Example 4]
 
 There is a lot of falling rocks and fire here, but not much in the way of smoke. That could be added using a multi-colour emitter as previously, but the standard particle material is additive. That means it can only make colours brighter, never darker. For smoke it should be able to darken as well as lighten.
 
@@ -550,7 +553,8 @@ To add smoke we can add a third emitter after the other two:
 ----
 
 The results look something like:
-image:jme3/contributions/youtube_01qcbgbvf-c[youtube_01qcbgbvf-c,width="",height=""]
+
+*  link:https://www.youtube.com/watch?v=01qCBGBvf-c[Video: Particle Emitter Example 5]
 
 To complete the effect one final line of code adds a skybox (using another texture that can be find in the test data):
 
@@ -563,4 +567,4 @@ To complete the effect one final line of code adds a skybox (using another textu
 
 Now we have the final effect which looks like:
 
-image:jme3/contributions/youtube_udewajw4lxu[youtube_udewajw4lxu,width="",height=""]
+*  link:https://www.youtube.com/watch?v=uDeWAjw4LxU[Video: Particle Emitter Example 6]