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Update terminology.adoc

Fixed broken links. Several remain.
mitm001 9 anni fa
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1 ha cambiato i file con 6 aggiunte e 6 eliminazioni
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      src/docs/asciidoc/jme3/terminology.adoc

+ 6 - 6
src/docs/asciidoc/jme3/terminology.adoc

@@ -49,7 +49,7 @@ You create 3D meshes in tools called mesh editors, e.g in Blender. The jMonkeyEn
 
 
 == Materials: Color, Lighting/Shading
 == Materials: Color, Lighting/Shading
 
 
-What we call “color is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc! (link:http://www.shaders.org/ifw2_textures/whatsin10.htm[External examples])
+What we call “color is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc! 
 
 
 
 
 === Color
 === Color
@@ -122,7 +122,7 @@ Got no textures? link:http://opengameart.org[Download free textures from opengam
 ==== Color Map / Diffuse Map
 ==== Color Map / Diffuse Map
 
 
 
 
-image::jme3/advanced/tank_diffuse_ss.png[tank_diffuse.jpg,with="128",height="128",align="right"]
+image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_diffuse.jpg[tank_diffuse.jpg,with="128",height="128",align="right"]
 
 
 
 
 *  A plain image file or a procedural texture that describes an object's visible surface.
 *  A plain image file or a procedural texture that describes an object's visible surface.
@@ -153,7 +153,7 @@ image::jme3/beginner/mountains512.png[mountains512.png,with="128",height="128",a
 ===== Normal Map
 ===== Normal Map
 
 
 
 
-image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Models/HoverTank/tank_normals.png[tank_normals.png,with="128",height="128",align="right"]
+image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_normals.png[tank_normals.png,with="128",height="128",align="right"]
 
 
 
 
 *  A well-done Normal Map makes a shape more detailed – without the need to add costly polygons to the mesh. It contains shading information that makes the object appear smoother and more fine-grained.
 *  A well-done Normal Map makes a shape more detailed – without the need to add costly polygons to the mesh. It contains shading information that makes the object appear smoother and more fine-grained.
@@ -164,7 +164,7 @@ image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Models/Hov
 ==== Specular Map
 ==== Specular Map
 
 
 
 
-image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Models/HoverTank/tank_specular.jpg[tank_specular.jpg,with="128",height="128",align="right"]
+image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_specular.jpg[tank_specular.jpg,with="128",height="128",align="right"]
 
 
 
 
 *  A Specular Map further improves the realism of an object's surface: It contains extra information about shininess and makes the shape appear more realistically illumated.
 *  A Specular Map further improves the realism of an object's surface: It contains extra information about shininess and makes the shape appear more realistically illumated.
@@ -175,7 +175,7 @@ image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Models/Hov
 === Seamless Tiled Textures
 === Seamless Tiled Textures
 
 
 
 
-image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,with="128",height="128",align="right"]
+image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,with="128",height="128",align="right"]
 
 
 Tiles are a very simple, commonly used type of texture. When texturing a wide area (e.g. walls, floors), you don't create one huge texture – instead you tile a small texture repeatedly to fill the area.
 Tiles are a very simple, commonly used type of texture. When texturing a wide area (e.g. walls, floors), you don't create one huge texture – instead you tile a small texture repeatedly to fill the area.
 
 
@@ -187,7 +187,7 @@ See also this tutorial on link:http://www.photoshoptextures.com/texture-tutorial
 === UV Maps / Texture Atlas
 === UV Maps / Texture Atlas
 
 
 
 
-image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Models/Ferrari/Car.jpg[Car.jpg,with="128",height="128",align="right"]
+image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,with="128",height="128",align="right"]
 
 
 
 
 Creating a texture for a cube is easy – but what about a character with a face and extremities? For more complex objects, you design the texture in the same ways as a flat sewing pattern: One image file contains the outline of the front, back, and side of the object, next to one another. Specific areas of the flat texture (UV coordinates) map onto certain areas of your 3D model (XYZ coordinates), hence the name UV map. Using UV Maps (also known as Texture Atlas), one model can have different textures on each side. You create one corresponding UV map for each texture.
 Creating a texture for a cube is easy – but what about a character with a face and extremities? For more complex objects, you design the texture in the same ways as a flat sewing pattern: One image file contains the outline of the front, back, and side of the object, next to one another. Specific areas of the flat texture (UV coordinates) map onto certain areas of your 3D model (XYZ coordinates), hence the name UV map. Using UV Maps (also known as Texture Atlas), one model can have different textures on each side. You create one corresponding UV map for each texture.