The third parameter describes the number of components of the values. Vertex postions are 3 float values, texture coordinates are 2 float values, and the indices are single ints.
+
In order for JMonkey to correctly show the mesh in the scene, it needs to know the bounds of our new mesh. This can easily be achieved by calling the updateBound() method on it.
@@ -49,7 +49,7 @@ So how do we implement multithreading in jME3?
-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.
+
\ No newline at end of file
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html
index 268d37053..2e8f1b6c3 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html
@@ -38,7 +38,7 @@ On this page, we look at the projection variant (less commonly used).
-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…
Application States to implement global game mechanics
- Example: Physics
+ Example: Physics, Global gameplay control
Custom Controls to implement entity behavior
Example: Enemy AI
diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/api_feature_mapping.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/api_feature_mapping.html
index 59adbbac4..44cf3e401 100644
--- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/api_feature_mapping.html
+++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/api_feature_mapping.html
@@ -23,8 +23,15 @@ Knowing exactly what you are looking for allows you to search more efficiently,
Attach nodes and geometries to the rootNode: rootNode.attachChild(geo);
+ com.jme3.scene.Node, com.jme3.scene.Geometry
+ node.setCullHint(CullHint.Never);
@@ -264,7 +268,8 @@ Knowing exactly what you are looking for allows you to search more efficiently,
Logger.getLogger(HelloJME3.class.getName()).log(Level.INFO, “Caps: {0}” + caps.toString());