- fix images in some more help pages

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9425 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
nor..67 13 years ago
parent d49915480b
commit 4fe9fdf1f1
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      sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/headlessserver.html
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      sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/asset_packs.html
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      sdk/jme3-core/javahelp/com/jme3/gde/core/docs/wp-uploads/2011/07/terrain-blogpost-july.png

@ -37,7 +37,7 @@ The main purpose of the Vertex shader is to compute the screen coordinate of a v
This is a very simplified graphic to describe the call stack: <br/> This is a very simplified graphic to describe the call stack: <br/>
<img src="/wiki/lib/exe/fetch.php"><br/> <img src="nbdocs:/com/jme3/gde/core/docs/jme3/advanced/jme3andshaders.png"><br/>
The main program sends mesh data to the vertex shader (vertex position in object space, normals, tangents, etc..). The vertex shader computes the screen position of the vertex and sends it to the Fragment shader. The fragment shader computes the color, and the result is displayed on screen or in a texture. The main program sends mesh data to the vertex shader (vertex position in object space, normals, tangents, etc..). The vertex shader computes the screen position of the vertex and sends it to the Fragment shader. The fragment shader computes the color, and the result is displayed on screen or in a texture.
<br/> <br/>
@ -78,7 +78,7 @@ There is a large panel of variable types to be used, for more information about
<p> <p>
To understand the coming example you must know about the different spaces in 3D computer graphics, and the matrices used to translate coordinate from one space to another.<br/> To understand the coming example you must know about the different spaces in 3D computer graphics, and the matrices used to translate coordinate from one space to another.<br/>
<img src="/wiki/lib/exe/fetch.php"><br/> <img src="nbdocs:/com/jme3/gde/core/docs/jme3/advanced/jme3andshaders-1.png"><br/>
The engine passes the object space coordinates to the vertex shader. We need to compute its position in projection space. To do that we transform the object space position by the WorldViewProjectionMatrix which is a combination of the World, View, Projection matrices (who would have guessed?).<br/> The engine passes the object space coordinates to the vertex shader. We need to compute its position in projection space. To do that we transform the object space position by the WorldViewProjectionMatrix which is a combination of the World, View, Projection matrices (who would have guessed?).<br/>
@ -452,7 +452,7 @@ Those attributes are deprecated since GLSL 1.3 (opengl 3), hence JME3 global uni
<td>gl_NormalMatrix </td><td>g_NormalMatrix</td> <td>gl_NormalMatrix </td><td>g_NormalMatrix</td>
</tr> </tr>
</table></div> </table></div>
<!-- EDIT1 TABLE [11389-11700] --> <!-- EDIT1 TABLE [11313-11624] -->
</div> </div>
<h3><a>Useful links</a></h3> <h3><a>Useful links</a></h3>

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@ -325,7 +325,7 @@ You&#039;ve followed a link to a topic that doesn&#039;t exist yet. If permissio
<div> <div>
<form><div><input type="hidden" name="do" value="edit" /><input type="hidden" name="rev" value="" /><input type="submit" value="Show pagesource" class="button" accesskey="v" title="Show pagesource [V]" /></div></form> <form><div><input type="hidden" name="do" value="revisions" /><input type="submit" value="Old revisions" class="button" accesskey="o" title="Old revisions [O]" /></div></form> </div> <form><div><input type="hidden" name="do" value="edit" /><input type="hidden" name="rev" value="" /><input type="submit" value="Show pagesource" class="button" accesskey="v" title="Show pagesource [V]" /></div></form> <form><div><input type="hidden" name="do" value="revisions" /><input type="submit" value="Old revisions" class="button" accesskey="o" title="Old revisions [O]" /></div></form> </div>
<div> <div>
<form><div><input type="hidden" name="do" value="login" /><input type="hidden" name="sectok" value="68011036a6d1e292a23f3cddb33fc922" /><input type="submit" value="Login" class="button" title="Login" /></div></form> <form><div><input type="hidden" name="do" value="index" /><input type="submit" value="Sitemap" class="button" accesskey="x" title="Sitemap [X]" /></div></form> <a><input type="button" class="button" value="Back to top" onclick="window.scrollTo(0, 0)" title="Back to top" /></a>&nbsp; <form><div><input type="hidden" name="do" value="login" /><input type="hidden" name="sectok" value="fd38385946f898d792f01e400ff0e2c5" /><input type="submit" value="Login" class="button" title="Login" /></div></form> <form><div><input type="hidden" name="do" value="index" /><input type="submit" value="Sitemap" class="button" accesskey="x" title="Sitemap [X]" /></div></form> <a><input type="button" class="button" value="Back to top" onclick="window.scrollTo(0, 0)" title="Back to top" /></a>&nbsp;
</div> </div>
<div></div> <div></div>
</div--> </div-->
@ -368,7 +368,7 @@ You&#039;ve followed a link to a topic that doesn&#039;t exist yet. If permissio
</ul></div></div><!-- #wp-admin-bar --> </ul></div></div><!-- #wp-admin-bar -->
<!-- Generated in 0.225 seconds. (65 q) --> <!-- Generated in 0.240 seconds. (65 q) -->
<div> <div>
<div></div> <div></div>

@ -12,8 +12,7 @@ AssetPacks are a way to package jME3 compatible assets like models, textures, so
<div> <div>
<p> <p>
<img src="nbdocs:/com/jme3/gde/core/docs/sdk/assetpackbrowser-300x166.jpg">
<img src="/wiki/lib/exe/fetch.php">
</p> </p>
<p> <p>
@ -87,7 +86,7 @@ You can access and change the project properties by right-clicking the project a
<div> <div>
<p> <p>
<img src="/wiki/lib/exe/fetch.php"> <img src="nbdocs:/com/jme3/gde/core/docs/sdk/assetpackimport-300x222.jpg">
</p> </p>
<p> <p>
@ -126,7 +125,7 @@ With the &quot;add files&quot; button you can open a file browser to select file
</p> </p>
<p> <p>
<img src="/wiki/lib/exe/fetch.php"> <img src="nbdocs:/com/jme3/gde/core/docs/sdk/assetpackimport2-300x179.jpg">
</p> </p>
<p> <p>
@ -165,8 +164,7 @@ Supported formats for models (main files) are:
<div> <div>
<p> <p>
<img src="nbdocs:/com/jme3/gde/core/docs/sdk/assetpackdownload-263x300.jpg">
<img src="/wiki/lib/exe/fetch.php">
</p> </p>
<p> <p>

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@ -4,7 +4,7 @@
<p> <p>
The terrain editor lets you create, modify, and paint terrain. The terrain editor lets you create, modify, and paint terrain.
<img src="/wiki/lib/exe/fetch.php"> <img src="nbdocs:/com/jme3/gde/core/docs/wp-uploads/2011/07/terrain-blogpost-july.png">
</p> </p>
</div> </div>

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