diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/core-toc.xml b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/core-toc.xml
index cabeed099..0aad433fe 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/core-toc.xml
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/core-toc.xml
@@ -61,7 +61,7 @@
Our Mesh is ready! Now we want to see it.
m.setBuffer(Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
m.setBuffer(Type.TexCoord, 2, BufferUtils.createFloatBuffer(texCoord));
-m.setBuffer(Type.Index, 1, BufferUtils.createIntBuffer(indexes));
+m.setBuffer(Type.Index, 1, BufferUtils.createIntBuffer(indexes));
+m.updateBound();
-Let's take the example of a Control that controls an NPC Spatial. The NPC Control has to compute a lengthy pathfinding operation for each NPC. If we would execute the operations directly in the simpleUpdate() loop, it would block the game each time a NPC wants to move from A to B. Even if we move this behaviour into the update() method of a dedicated NPC Control, we would still get annoying freeze frames, because it still runs on the same event loop thread. +Let's take the example of a Control that controls an NPC Spatial. The NPC Control has to compute a lengthy pathfinding operation for each NPC. If we would execute the operations directly in the simpleUpdate() loop, it would block the game each time a NPC wants to move from A to B. Even if we move this behaviour into the update() method of a dedicated NPC Control, we would still get annoying freeze frames, because it still runs on the same update loop thread.
@@ -87,7 +87,7 @@ MyWayList wayList = null; //The future that is used to check the execution status: Future future = null;
-Here we also created the Future object to track the state of this task. +Here we also created the Future variable to track the state of this task.
@@ -198,6 +198,14 @@ private Callable<MyWayList> findWay = new Callable<MyWayList>( The cool thing about this appraoch is that every entity creates one self-contained Callable for the Executor, and they are all executed in parallel. In theory, you can have one thread per entity without changing anything else but the settings of the executor. +-You can project the Nifty GUI onto a texture, load the texture into a material, and assign it to a 3D mesh. Allthough this is possible the approach is rarely used since it is difficult to record clicks this way, you can only interact with this UI by keyboard. +You can project the Nifty GUI onto a texture, load the texture into a material, and assign it to a 3D mesh. Allthough this is possible the approach is rarely used since it is difficult to record clicks this way, you can only interact with this UI by keyboard or programmatically. (e.g. an action performed by a character standing in front of a “computer”)
/** Create a new viewport for the GUI */ ViewPort niftyView = renderManager.createPreView("NiftyView", new Camera(1024, 768)); diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html index f04428657..0c9ca1037 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html @@ -53,7 +53,7 @@ Use…