Removes the use of the deprecated Box contructor with the mesh origin in HelloLoop. also updated the wiki and made the screenshot up to date to what the tutorial produces

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10718 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent c576d47c15
commit 191e619bcc
  1. 53
      engine/src/test/jme3test/helloworld/HelloMaterial.java

@ -59,35 +59,36 @@ public class HelloMaterial extends SimpleApplication {
public void simpleInitApp() { public void simpleInitApp() {
/** A simple textured cube -- in good MIP map quality. */ /** A simple textured cube -- in good MIP map quality. */
Box box1Mesh = new Box(1f,1f,1f); Box boxshape1 = new Box( 1f,1f,1f);
Geometry cubePlainGeo = new Geometry("My Textured Box", box1Mesh); Geometry cube = new Geometry("My Textured Box", boxshape1);
Material stlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); cube.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
Texture monkeyTex = assetManager.loadTexture("Interface/Logo/Monkey.jpg"); Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
stlMat.setTexture("ColorMap", monkeyTex); Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
cubePlainGeo.setMaterial(stlMat); mat_stl.setTexture("ColorMap", tex_ml);
cubePlainGeo.move(new Vector3f(-3f,1.1f,0f)); cube.setMaterial(mat_stl);
rootNode.attachChild(cubePlainGeo); rootNode.attachChild(cube);
/** A translucent/transparent texture, similar to a window frame. */ /** A translucent/transparent texture, similar to a window frame. */
Box box3Mesh = new Box(1f,1f,0.01f); Box boxshape3 = new Box( 1f,1f,0.01f);
Geometry windowGeo = new Geometry("window frame", box3Mesh); Geometry window_frame = new Geometry("window frame", boxshape3);
Material ttMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
ttMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
ttMat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency mat_tt.getAdditionalRenderState().setBlendMode(BlendMode.Alpha); // activate transparency
windowGeo.setQueueBucket(Bucket.Transparent); window_frame.setQueueBucket(Bucket.Transparent);
windowGeo.setMaterial(ttMat); window_frame.setMaterial(mat_tt);
rootNode.attachChild(windowGeo); rootNode.attachChild(window_frame);
/** A cube with its base color "bleeding" through a partially transparent texture */
Box box4Mesh = new Box(1f,1f,1f); /** A cube with its base color "leaking" through a partially transparent texture */
Geometry bleedCubeGeo = new Geometry("bleed-through colored cube", box4Mesh); Box boxshape4 = new Box(1f,1f,1f);
Material tlMat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
tlMat.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png")); cube_leak.setLocalTranslation(new Vector3f(3f,-1f,0f));
tlMat.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
bleedCubeGeo.setMaterial(tlMat); mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
bleedCubeGeo.move(new Vector3f(3f,-1f,0f)); mat_tl.setColor("Color", new ColorRGBA(1f,0f,1f, 1f)); // purple
rootNode.attachChild(bleedCubeGeo); cube_leak.setMaterial(mat_tl);
//bleedCubeGeo.setMaterial((Material) assetManager.loadAsset( "Materials/BleedThrough.j3m")); rootNode.attachChild(cube_leak);
// cube_leak.setMaterial((Material) assetManager.loadAsset( "Materials/LeakThrough.j3m"));
/** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */ /** A bumpy rock with a shiny light effect. To make bumpy objects you must create a NormalMap. */
Sphere sphereMesh = new Sphere(32,32, 2f); Sphere sphereMesh = new Sphere(32,32, 2f);

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