Bladeren bron

Uploaded missing images.

mitm 7 jaren geleden
bovenliggende
commit
d1b19bd746

+ 3 - 3
src/docs/asciidoc/jme3/terminology.adoc

@@ -199,7 +199,7 @@ Getting the seams and mappings right is crucial: You must use a graphic tool lik
 === Environment Mapping
 
 
-image::http://jmonkeyengine.org/wp-content/uploads/2010/10/glass-teapot1.png[glass-teapot1.png,width="160",height="90",align="right"]
+image::wp-uploads/glass-teapot1.png[glass-teapot1.png,width="160",height="90",align="right"]
 
 
 Environment Mapping or Reflection Mapping is used to create the impression of reflections and refractions in real time. It's faster (but less accurate) than the raytracing methods used in offline rendering applications.
@@ -219,7 +219,7 @@ MIP Map means that you provide one texture in two or three resolutions in one fi
 A procedural texture is generated from repeating one small image, plus some pseudo-random, gradient variations (called Perlin noise). Procedural textures look more natural than static rectangular textures, and they look less distorted on spheres. On big meshes, their repetitiveness is much less noticable than with tiled seamless textures. Procedural textures are ideal for irregular large-area textures like grass, soil, rock, rust, and walls. Use the <<sdk/neotexture#,jMonkeyEngine SDK NeoTexture plugin>> to create them.
 
 
-image::http://jmonkeyengine.org/wp-content/uploads/2010/10/neotexture-2.jpg[neotexture-2.jpg,width="380",height="189",align="center"]
+image::wp-uploads/neotexture-2.jpg[neotexture-2.jpg,width="380",height="189",align="center"]
 
 
 See also: link:http://gryllus.net/Blender/Lessons/Lesson05.html[Creating Materials in Blender], link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Material_Known_to_Man[Blender: Every Material Known to Man]
@@ -235,7 +235,7 @@ Unless you animate a 3D cartoon, realism of animated characters is generally a p
 === Rigging and Skinning
 
 
-image::http://pub.admc.com/misc/jme/blenderjmetut/blenderswordsman.png[blenderswordsman.png,width="195",height="151",align="right"]
+image::wp-uploads/blenderswordsman.png[blenderswordsman.png,width="195",height="151",align="right"]
 
 
 An animated character has an armature: An internal skeleton (Bones) and an external surface (Skin). The Skin is the visible outside of the character and it includes clothing. The Bones are not visible and are used to interpolate (calculate) the morphing steps of the skin.

BIN
src/docs/images/wp-uploads/blenderswordsman.png


BIN
src/docs/images/wp-uploads/glass-teapot1.png


BIN
src/docs/images/wp-uploads/neotexture-2.jpg