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Merge pull request #52 from mitm001/patch-2

Update math.adoc
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      src/docs/asciidoc/jme3/math.adoc

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src/docs/asciidoc/jme3/math.adoc

@@ -7,7 +7,7 @@
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
-It's a fact of life, math is hard. Unfortunately, 3D graphics require a fair bit of knowledge about the subject. Fortunately, jME is able to hide the majority of the details away from the user. Vectors are the fundamental type in the 3D environment, and it is used extensively. Matrices are also a basic necessity of 3D for representing linear systems. <<jme3/quaternion#,Quaternion>>s are perhaps the most powerful and complicated of the basic types and are used for rotation in jME.
+It's a fact of life, math is hard. Unfortunately, 3D graphics require a fair bit of knowledge about the subject. Fortunately, jME is able to hide the majority of the details away from the user. Vectors are the fundamental type in the 3D environment, and it is used extensively. Matrices are also a basic necessity of 3D for representing linear systems. <<jme3/quaternion#,Quaternions>> are perhaps the most powerful and complicated of the basic types and are used for rotation in jME.
 
 I'll discuss how these are used in the system for the core functionality. Including Transforming, Visibility Determination, Collision Detection, and the Coordinate System. Note, that these are low level details. Further chapters will discuss how to use these various systems from a high level perspective.
 
@@ -700,7 +700,7 @@ See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Ray.html[Ray Javadoc]
 
 Ray defines a line that starts at a point *A* and continues in a direction through *B* into infinity.
 
-This Ray is used extensively in jME for <<jme3/beginner/hello_picking,Picking>>. A Ray is cast from a point in screen space into the scene. Intersections are found and returned. To create a ray supply the object with two points, where the first point is the origin.
+This Ray is used extensively in jME for <<jme3/beginner/hello_picking#,Picking>>. A Ray is cast from a point in screen space into the scene. Intersections are found and returned. To create a ray supply the object with two points, where the first point is the origin.
 
 
 === Example 1 - Create a Ray That Represents Where the Camera is Looking