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+ 3 - 8
docs/modules/core/pages/material/j3m_material_files.adoc

@@ -1,12 +1,7 @@
 = Saving and Loading Materials with .j3m Files
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/24
 :keywords: material, texture, file, sdk, wireframe, documentation
-:relfileprefix: ../../
-:imagesdir: ../..
-:experimental:
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 In the <<jme3/advanced/material_definitions#,Material Definitions>> article you learned how to configure <<jme3/advanced/materials_overview#,Materials>>  programmatically in Java code. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into .j3m files. Then later in your code, you only need to call one setter instead of several to apply the material.
@@ -341,4 +336,4 @@ The PNG file is in the same directory, `assets/Models/Tree/…`
 
 == Related Links
 
-*  <<jme3/advanced/material_specification#,Developer specification of the jME3 material system (.j3md,.j3m)>>
+*  xref:material/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]

+ 3 - 3
docs/modules/core/pages/material/material_definitions.adoc

@@ -6,7 +6,7 @@
 
 All Geometries need a Material to be visible. Every Material is based on a Material Definition. Material definitions provide the "`logic`" for the material, and a shader draws the material according to the parameters specified in the definition. The J3MD file abstracts the shader and its configuration away from the user, allowing a simple interface where the user can simply set a few parameters on the material to change its appearance and the way its handled by the shaders.
 
-The most common Material Definitions are included in the engine, advanced users can create custom ones. In this case you will also be interested in the xref:jme3/advanced/material_specification.adoc[in-depth developer specification of the jME3 material system].
+The most common Material Definitions are included in the engine, advanced users can create custom ones. In this case you will also be interested in the xref:material/material_specification.adoc[in-depth developer specification of the jME3 material system].
 
 *Example:*
 
@@ -137,7 +137,7 @@ You can find these and other common code snippets in the jMonkeyEngine SDK Code
 
 == Creating a Custom Material Definition
 
-First read the xref:jme3/advanced/material_specification.adoc[developer specification of the jME3 material system (.j3md,.j3m)]. Also check out the xref:jme3/build_from_sources.adoc[engine source code] and have a look at how some Material Definitions are implemented.
+First read the xref:material/material_specification.adoc[developer specification of the jME3 material system (.j3md,.j3m)]. Also check out the xref:jme3/build_from_sources.adoc[engine source code] and have a look at how some Material Definitions are implemented.
 
 You can create your own Material Definitions and place them in your project's `assets/MatDefs` directory.
 
@@ -151,4 +151,4 @@ You can create your own Material Definitions and place them in your project's `a
 
 == Related Links
 
-*  xref:jme3/advanced/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]
+*  xref:material/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]

+ 2 - 6
docs/modules/core/pages/material/material_specification.adoc

@@ -1,10 +1,6 @@
 = jMonkeyEngine3 Material Specification
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 
 

+ 1 - 1
docs/modules/core/pages/material/materials_overview.adoc

@@ -449,4 +449,4 @@ a|Use this when you have meshes that have triangles really close to each over (e
 
 *Related Links*
 
-*  xref:jme3/advanced/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]
+*  xref:material/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]

+ 3 - 7
docs/modules/core/pages/shader/jme3_shadernodes.adoc

@@ -1,10 +1,6 @@
 = Shader Nodes
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 
 
@@ -53,7 +49,7 @@ In practice it's a bit more than that.A shader node is declined in several parts
 
 First ShaderNodes have to be defined either in a separate file (j3sn for jme3 shader node) or directly embed in the Technique block of the j3md file. +
 Please refer to this documentation for global structure of a j3md file
-<<jme3/advanced/material_specification#,jMonkeyEngine3 Material Specification>>
+xref:material/material_specification.adoc[jMonkeyEngine3 Material Specification]
 
 All is included in a *ShaderNodeDefinitions* bloc. This block can have several nodes defined (it's recommended to define nodes that have strong dependencies with each other in the same j3sn file). +
 A ShaderNode is declared in a *ShaderNodeDefinition* block. +

+ 1 - 1
docs/modules/sdk/pages/material_editing.adoc

@@ -88,7 +88,7 @@ mywall.setMaterial(assetManager.loadMaterial( "Materials/mat_wall.j3m"));
 
 *See also:*
 
-*  xref:ROOT:jme3/advanced/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]
+*  xref:core:material/material_specification.adoc[Developer specification of the jME3 material system (.j3md,.j3m)]
 *  xref:tutorials:beginner/hello_material.adoc[Hello Material]
 *  xref:core:material/materials_overview.adoc[Materials Overview]
 *  xref:neotexture.adoc[Neotexture] (Procedural textures)