- Update manual from wiki

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10177 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
nor..67 12 years ago
parent a29d0e7f0b
commit e066389127
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@ -83,7 +83,7 @@ A CollisionResult object contains information about the second party of the coll
<p>
Assume you have two collidables a and b and want to detect collisions between them. The collision parties can be Geometries, Nodes with Geometries attached (including the rootNode), Planes, Quads, Lines, or Rays. An important restriction is that you can only collide geometry vs bounding volumes or rays. (This means for example that a must be of Type Node or Geometry and b respectively of Type BoundingBox,BoundingShpere or Ray.)
Assume you have two collidables a and b and want to detect collisions between them. The collision parties can be Geometries, Nodes with Geometries attached (including the rootNode), Planes, Quads, Lines, or Rays. An important restriction is that you can only collide geometry vs bounding volumes or rays. (This means for example that a must be of Type Node or Geometry and b respectively of Type BoundingBox, BoundingSphere or Ray.)
</p>
<p>
@ -133,7 +133,7 @@ Knowing the distance of the collisions is useful for example when you intersect
</p>
</div>
<!-- EDIT5 SECTION "Code Sample" [3038-5575] -->
<!-- EDIT5 SECTION "Code Sample" [3038-5576] -->
<h2><a>Bounding Volumes</a></h2>
<div>
@ -173,7 +173,7 @@ Supported types:
</p>
</div>
<!-- EDIT6 SECTION "Bounding Volumes" [5576-7619] -->
<!-- EDIT6 SECTION "Bounding Volumes" [5577-7620] -->
<h3><a>Usage</a></h3>
<div>
@ -186,7 +186,7 @@ For example you can use Bounding Volumes on custom meshes, or complex non-physic
mesh.updateBound&#40;&#41;;</pre>
</div>
<!-- EDIT7 SECTION "Usage" [7620-7801] -->
<!-- EDIT7 SECTION "Usage" [7621-7802] -->
<h2><a>Mesh and Scene Graph Collision</a></h2>
<div>
@ -196,7 +196,7 @@ One of the supported <code>Collidable</code>s are meshes and scene graph objects
</p>
</div>
<!-- EDIT8 SECTION "Mesh and Scene Graph Collision" [7802-8622] -->
<!-- EDIT8 SECTION "Mesh and Scene Graph Collision" [7803-8623] -->
<h2><a>Intersection</a></h2>
<div>
@ -237,5 +237,5 @@ TODO:
</ul>
</div>
<!-- EDIT9 SECTION "Intersection" [8623-] -->
<!-- EDIT9 SECTION "Intersection" [8624-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:collision_and_intersection?do=export_xhtmlbody">view online version</a></em></p>

@ -244,7 +244,7 @@ See also the <object classid="java:org.netbeans.modules.javahelp.BrowserDisplaye
</p>
<p>
<object classid="java:org.netbeans.modules.javahelp.BrowserDisplayer"><param name="content" value="http://code.google.com/p/jme-glsl-shaders/"><param name="text" value="<html><u>User Contributed GLSL Shader Library</u></html>"><param name="textColor" value="blue"></object>
<a href="/com/jme3/gde/core/docs/sdk/plugin/shaderblow.html">ShaderBlow - GLSL Shader Library</a>
</p>
<ul>
<li><div> LightBlow Shader ??? blend material texture maps</div>
@ -279,7 +279,7 @@ Thanks for your awesome contributions! Keep them coming!
</p>
</div>
<!-- EDIT19 SECTION "User Contributed" [7504-8490] -->
<!-- EDIT19 SECTION "User Contributed" [7504-8465] -->
<h2><a>Particle Emitters: Explosions, Fire, Smoke</a></h2>
<div>
@ -317,5 +317,5 @@ See also:
</span></div>
</div>
<!-- EDIT20 SECTION "Particle Emitters: Explosions, Fire, Smoke" [8491-] -->
<!-- EDIT20 SECTION "Particle Emitters: Explosions, Fire, Smoke" [8466-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:effects_overview?do=export_xhtmlbody">view online version</a></em></p>

@ -199,6 +199,15 @@ The advantage of Nifty <acronym title="Graphical User Interface">GUI</acronym> i
<p>
For HUDs, you basically follow the same instructions as for creating a normal <a href="/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html">Nifty GUI</a>, you just don&#039;t pause the game while the HUD is up.
</p>
</div>
<!-- EDIT9 SECTION "Advanced HUD: Nifty GUI" [5079-5722] -->
<h2><a>See also</a></h2>
<div>
<ul>
<li><div> <a href="/com/jme3/gde/core/docs/jme3/external/fonts.html">Fonts</a></div>
</li>
</ul>
<div><span>
<a href="/wiki/doku.php/tag:gui?do=showtag&amp;tag=tag%3Agui">gui</a>,
<a href="/wiki/doku.php/tag:display?do=showtag&amp;tag=tag%3Adisplay">display</a>,
@ -207,5 +216,5 @@ For HUDs, you basically follow the same instructions as for creating a normal <a
</span></div>
</div>
<!-- EDIT9 SECTION "Advanced HUD: Nifty GUI" [5079-] -->
<!-- EDIT10 SECTION "See also" [5723-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:hud?do=export_xhtmlbody">view online version</a></em></p>

@ -4,7 +4,7 @@
<p>
jME3 is similar to Swing in that for speed and efficiency all changes to the world must be made in a single update thread. This is handled automatically for you if using Controllers or simpleUpdate however whenever you pass work to another thread you need to hand the results back to the main jME3 thread before making any changes to the scene graph.
jME3 is similar to Swing in that for speed and efficiency all changes to the world must be made in a single update thread. This is happening automatically if using Controls and AppSates update metod or simpleUpdate however whenever you pass work to another thread you need to hand the results back to the main jME3 thread before making any changes to the scene graph.
</p>
<pre> public void rotateGeography(final Geography goe, final Quaternian rot) {
mainApp.enqueue(new Callable&lt;Spatial&gt;() {
@ -25,7 +25,7 @@ If the processing thread needs to wait or needs the return value then <code>get(
</p>
</div>
<!-- EDIT1 SECTION "The jME3 Threading Model" [1-1116] -->
<!-- EDIT1 SECTION "The jME3 Threading Model" [1-1133] -->
<h1><a>Multithreading Optimization</a></h1>
<div>
@ -47,7 +47,7 @@ Effectively, each for-loop in the main update loop might be a chance for multith
</p>
</div>
<!-- EDIT2 SECTION "Multithreading Optimization" [1117-2248] -->
<!-- EDIT2 SECTION "Multithreading Optimization" [1134-2265] -->
<h2><a>Java Multithreading</a></h2>
<div>
@ -66,7 +66,7 @@ The java.util.concurrent package provides a good foundation for multithreading a
</ul>
</div>
<!-- EDIT3 SECTION "Java Multithreading" [2249-3321] -->
<!-- EDIT3 SECTION "Java Multithreading" [2266-3338] -->
<h2><a>Multithreading in jME3</a></h2>
<div>
@ -84,7 +84,7 @@ To avoid slowdown, we decide to keep the pathfinding operations in the NPC Contr
</p>
</div>
<!-- EDIT4 SECTION "Multithreading in jME3" [3322-3994] -->
<!-- EDIT4 SECTION "Multithreading in jME3" [3339-4011] -->
<h3><a>Executor</a></h3>
<div>
@ -101,17 +101,17 @@ Pool size means the executor will keep four threads alive at any time. Having mo
<p>
!!! Executor needs to be shut down when the application ends, in order to make the process die properly
In your simple application you can override the stop method and shutdown the executor :
In your simple application you can override the destroy method and shutdown the executor:
</p>
<pre> @Override
public void stop&#40;&#41; &#123;
super.stop&#40;&#41;;
public void destroy&#40;&#41; &#123;
super.destroy&#40;&#41;;
executor.shutdown&#40;&#41;;
&#125;</pre>
</div>
<!-- EDIT5 SECTION "Executor" [3995-5062] -->
<!-- EDIT5 SECTION "Executor" [4012-5087] -->
<h3><a>Control Class Fields</a></h3>
<div>
@ -131,7 +131,7 @@ Here we also created the Future variable to track the state of this task.
</p>
</div>
<!-- EDIT6 SECTION "Control Class Fields" [5063-5653] -->
<!-- EDIT6 SECTION "Control Class Fields" [5088-5678] -->
<h3><a>Control Update() Method</a></h3>
<div>
@ -179,7 +179,7 @@ Remember not to mess with the class fields after starting the thread, because th
</p>
</div>
<!-- EDIT7 SECTION "Control Update() Method" [5654-7524] -->
<!-- EDIT7 SECTION "Control Update() Method" [5679-7549] -->
<h3><a>The Callable</a></h3>
<div>
@ -231,7 +231,7 @@ private Callable&lt;MyWayList&gt; findWay = new Callable&lt;MyWayList&gt;&#40;&#
&#125;;</pre>
</div>
<!-- EDIT8 SECTION "The Callable" [7525-9891] -->
<!-- EDIT8 SECTION "The Callable" [7550-9916] -->
<h2><a>Conclusion</a></h2>
<div>
@ -250,5 +250,5 @@ The cool thing about this approach is that every entity creates one self-contain
</span></div>
</div>
<!-- EDIT9 SECTION "Conclusion" [9892-] -->
<!-- EDIT9 SECTION "Conclusion" [9917-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:multithreading?do=export_xhtmlbody">view online version</a></em></p>

@ -36,7 +36,7 @@ This is a draft of a feature that is work in progress. If you have questions or
<h3><a>User Requirements</a></h3>
<div>
<ul>
<li><div> Android 2.2 device or better</div>
<li><div> Android 2.2 device or better with development mode enabled</div>
</li>
<li><div> Graphic card that supports OpenGL ES 2.0 or better</div>
</li>
@ -45,12 +45,12 @@ This is a draft of a feature that is work in progress. If you have questions or
</ul>
</div>
<!-- EDIT4 SECTION "User Requirements" [610-925] -->
<!-- EDIT4 SECTION "User Requirements" [610-955] -->
<h2><a>Features</a></h2>
<div>
</div>
<!-- EDIT5 SECTION "Features" [926-945] -->
<!-- EDIT5 SECTION "Features" [956-975] -->
<h3><a>JMonkeyEngine3 Android Integration</a></h3>
<div>
<ul>
@ -79,7 +79,7 @@ This is a draft of a feature that is work in progress. If you have questions or
</ul>
</div>
<!-- EDIT6 SECTION "JMonkeyEngine3 Android Integration" [946-1479] -->
<!-- EDIT6 SECTION "JMonkeyEngine3 Android Integration" [976-1509] -->
<h3><a>jMonkeyEngine SDK Android Integration</a></h3>
<div>
@ -97,7 +97,7 @@ Mobile deployment is a &quot;one-click&quot; option next to Desktop/WebStart/App
</ul>
</div>
<!-- EDIT7 SECTION "jMonkeyEngine SDK Android Integration" [1480-1823] -->
<!-- EDIT7 SECTION "jMonkeyEngine SDK Android Integration" [1510-1853] -->
<h2><a>Beta Instructions</a></h2>
<div>
<ol>
@ -229,7 +229,7 @@ Activating the nbandroid plugin in the jMonkeyEngine <acronym title="Software De
</ul>
</div>
<!-- EDIT8 SECTION "Beta Instructions" [1824-6350] -->
<!-- EDIT8 SECTION "Beta Instructions" [1854-6380] -->
<h2><a>Android Considerations</a></h2>
<div>
@ -253,7 +253,7 @@ You can use the jMonkeyEngine <acronym title="Software Development Kit">SDK</acr
</p>
</div>
<!-- EDIT9 SECTION "Android Considerations" [6351-7717] -->
<!-- EDIT9 SECTION "Android Considerations" [6381-7747] -->
<h2><a>Using Android specific functions</a></h2>
<div>
@ -275,7 +275,7 @@ Note that you have to build the whole project once to make (new) classes in the
</p>
</div>
<!-- EDIT10 SECTION "Using Android specific functions" [7718-9498] -->
<!-- EDIT10 SECTION "Using Android specific functions" [7748-9528] -->
<h2><a>More Info</a></h2>
<div>
@ -301,5 +301,5 @@ The <acronym title="Software Development Kit">SDK</acronym> will later provide t
</span></div>
</div>
<!-- EDIT11 SECTION "More Info" [9499-] -->
<!-- EDIT11 SECTION "More Info" [9529-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:android?do=export_xhtmlbody">view online version</a></em></p>

@ -13,85 +13,85 @@ Next: <a href="/com/jme3/gde/core/docs/jme3/beginner/hello_node.html">Hello Node
</p>
<p>
In this tutorial series, we assume that you use the jMonkeyEngine <a href="/com/jme3/gde/core/docs/sdk.html">SDK</a>. As an intermediate or advanced Java developer, you will quickly see that, in general, you can develop jMonkeyEngine code in any integrated development environment (NetBeans IDE, Eclipse, IntelliJ) or even from the <a href="/com/jme3/gde/core/docs/jme3/simpleapplication_from_the_commandline.html">command line</a>.
Nesta s??rie de tutoriais, n??s assumimos que voc?? usa o <a href="/com/jme3/gde/core/docs/sdk.html">SDK</a> da jMonkeyEngine. Como um desenvolvedor Java intermedi??rio ou avan??ado, voc?? rapidamente ver?? que, em geral, voc?? pode desenvolver c??digo da jMonkeyEngine em qualquer ambiente de desenvolvimento integrado (NetBeans IDE, Eclipse, IntelliJ) ou mesmo da linha de comando.
</p>
<p>
OK, let&#039;s get ready to create our first jMonkeyEngine3 application.
OK, Vamos nos aprontar para criar nossa primeira aplica????o jMonkeyEngine3.
</p>
</div>
<!-- EDIT1 SECTION "jMonkeyEngine 3 Tutorial (1) - Hello SimpleApplication" [1-726] -->
<h2><a>Create a Project</a></h2>
<!-- EDIT1 SECTION "jMonkeyEngine 3 Tutorial (1) - Hello SimpleApplication" [1-723] -->
<h2><a>Crie um Projeto</a></h2>
<div>
<p>
In the jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym>:
Na <acronym title="Software Development Kit">SDK</acronym> da jMonkeyEngine:
</p>
<ol>
<li><div> Choose File???New Project??? from the main menu.</div>
<li><div> Escolha Arquivo (File)???Novo Projeto (New Project)??? do menu principal.</div>
</li>
<li><div> In the New Project wizard, select the template JME3???Basic Game. Click Next. </div>
<li><div> No assistente de Novo Projeto, selecione o modelo JME3???Jogo B??sico (Basic Game). Clique em prosseguir (Next). </div>
<ol>
<li><div> Specify a project name, e.g. &quot;HelloWorldTutorial&quot;</div>
<li><div> Especifique um nome de projeto, e.g. &quot;HelloWorldTutorial&quot;</div>
</li>
<li><div> Specify a path where to store your new project, e.g. a <code>jMonkeyProjects</code> directory in your home directory.</div>
<li><div> Especifique um caminho para armazenar seu novo projeto, e.g. um diret??rio projetosjMonkey no seu diret??rio de usu??rio.</div>
</li>
</ol>
</li>
<li><div> Click Finish. </div>
<li><div> Clique em terminar (Finish). </div>
</li>
</ol>
<p>
If you have questions, read more about <a href="/com/jme3/gde/core/docs/sdk/project_creation.html">Project Creation</a> here.
Se voc?? tem perguntas, leia mais sobre Cria????o de Projeto aqui.
</p>
<p>
<p><div>We recommend to go through the steps yourself, as described in the tutorials. Alternatively, you can create a project based on the <a href="/com/jme3/gde/core/docs/sdk/sample_code.html">JmeTests</a> template in the jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym>. It will create a project that already contains the <code>jme3test.helloworld</code> samples (and many others). For example, you can use the JmeTests project to verify whether you got the solution right.
<p><div>N??s recomendamos atravessar os passos voc?? mesmo, como descrito nos tutoriais. Alternativamente, voc?? pode criar um projeto baseado no modelo <a href="/com/jme3/gde/core/docs/sdk/sample_code.html">JmeTests</a> no <acronym title="Software Development Kit">SDK</acronym> da jMonkeyEngine. Isto criar?? um projeto que j?? cont??m as amostras jme3test.helloworld (e muitas outras). Por exemplo, voc?? pode usar o projeto JmeTests para verificar se voc?? tem a solu????o certa.
</div></p>
</p>
</div>
<!-- EDIT2 SECTION "Create a Project" [727-1588] -->
<h2><a>Write a SimpleApplication</a></h2>
<!-- EDIT2 SECTION "Crie um Projeto" [724-1670] -->
<h2><a>Escreva uma aplica????o de amostra</a></h2>
<div>
<p>
For this tutorial, you want to create a <code>jme3test.helloworld</code> package in your project, and create a file <code>HelloJME3.java</code> in it.
Para este tutorial, voc?? deseja criar um pacote jme3test.helloworld no seu projeto, e criar um arquivo <code>HelloJME3.java</code> nele.
</p>
<p>
In the jMonkeyEngine <acronym title="Software Development Kit">SDK</acronym>:
No <acronym title="Software Development Kit">SDK</acronym> da jMonkeyEngine:
</p>
<ol>
<li><div> Right-click the Source Packages node of your project.</div>
<li><div> D?? um clique com o bot??o direito no n?? pacotes de c??digo-fonte (Source Packages) de seu projeto.</div>
</li>
<li><div> Choose New??????Java Class to create a new file.</div>
<li><div> Escolha Novo (New)??? ???Classe Java (Java Class) para criar um novo arquivo.</div>
</li>
<li><div> Enter the class name: <code>HelloJME3</code></div>
<li><div> Digite o nome da classe: <code>HelloJME3</code></div>
</li>
<li><div> Enter the package name: <code>jme3test.helloworld</code>. </div>
<li><div> Digite o nome do pacote: <code>jme3test.helloworld</code>.</div>
</li>
<li><div> Click Finish.</div>
<li><div> Clique em Finalizar (Finish).</div>
</li>
</ol>
<p>
The <acronym title="Software Development Kit">SDK</acronym> creates the file HelloJME3.java for you.
O <acronym title="Software Development Kit">SDK</acronym> cria o arquivo HelloJME3.java para voc??.
</p>
</div>
<!-- EDIT3 SECTION "Write a SimpleApplication" [1589-2061] -->
<h2><a>Sample Code</a></h2>
<!-- EDIT3 SECTION "Escreva uma aplica????o de amostra" [1671-2240] -->
<h2><a>C??digo de Amostra</a></h2>
<div>
<p>
Replace the contents of the HelloJME3.java file with the following code:
Substitua os conte??dos do arquivo HelloJME3.java com o seguinte c??digo:
</p>
<pre>package jme3test.helloworld;
&nbsp;
@ -125,48 +125,48 @@ public class HelloJME3 extends SimpleApplication &#123;
&#125;</pre>
<p>
Right-click the HelloJME3 class and choose Run. If a jME3 settings dialog pops up, confirm the default settings.
D?? um clique com o bot??o direito na classe HelloJME3 class e escolha Executar (Run). Se um di??logo de configura????es da jME3 aparecer, confirme as configura????es padr??o.
</p>
<ol>
<li><div> You should see a simple window displaying a 3D cube.</div>
<li><div> Voc?? deveria ver uma janela simples exibindo um cubo 3D.</div>
</li>
<li><div> Press the WASD keys and move the mouse to navigate around.</div>
<li><div> Pressione as teclas WASD keys e mova para navegar ao redor.</div>
</li>
<li><div> Look at the FPS text and object count information in the bottom left. You will use this information during development, and you will remove it for the release. (To read the numbers correctly, consider that the 14 lines of text counts as 14 objects with 914 vertices.)</div>
<li><div> Olhe no texto do FPS e na informa????o de contagem de objeto na esquerda-fundo. Voc?? usar?? esta informa????o durante o desenvolvimento, e voc?? remover?? ela para a libera????o. (Para ler os n??meros corretamente, considere que as 14 linhas de texto contam como 14 objetos com 914 v??rtices.)</div>
</li>
<li><div> Press Escape to close the application.</div>
<li><div> Pressione Escape (Esc) para fechar a aplica????o.</div>
</li>
</ol>
<p>
Congratulations! Now let&#039;s find out how it works!
Parab??ns! Agora camos decobrir como isso funciona!
</p>
</div>
<!-- EDIT4 SECTION "Sample Code" [2062-3976] -->
<h2><a>Understanding the Code</a></h2>
<!-- EDIT4 SECTION "C??digo de Amostra" [2241-4272] -->
<h2><a>Compreendendo o c??digo</a></h2>
<div>
<p>
The code above has initialized the scene, and started the application.
O c??digo acima tem inicializado a cena, e iniciado a aplica????o.
</p>
</div>
<!-- EDIT5 SECTION "Understanding the Code" [3977-4084] -->
<h3><a>Start the SimpleApplication</a></h3>
<!-- EDIT5 SECTION "Compreendendo o c??digo" [4273-4377] -->
<h3><a>Inicie a SimpleApplication</a></h3>
<div>
<p>
Look at the first line. The HelloJME3.java class extends <code>com.jme3.app.SimpleApplication</code>.
Olhe na primeira linha. A classe HelloJME3.java estende <code>com.jme3.app.SimpleApplication</code>.
</p>
<pre>public class HelloJME3 extends SimpleApplication &#123;
// your code...
&#125;</pre>
<p>
Every JME3 game is an instance of <code>com.jme3.app.SimpleApplication</code>. The SimpleApplication class manages your 3D scene graph and automatically draws it to the screen ??? that is, in short, what a game engine does for you!
Todo jogo JME3 ?? uma inst??ncia de com.jme3.app.SimpleApplication. A classe SimpleApplication gerencia seu grafo de cena 3D e automaticamente desenha ele para a tela ??? isto ??, em breve, o que uma engine de jogo faz para voc??!
</p>
<p>
@ -188,7 +188,7 @@ This code opens your application window. Let&#039;s learn how you put something
</p>
</div>
<!-- EDIT6 SECTION "Start the SimpleApplication" [4085-5044] -->
<!-- EDIT6 SECTION "Inicie a SimpleApplication" [4378-5344] -->
<h3><a>Understanding the Terminology</a></h3>
<div>
<div><table>
@ -211,14 +211,14 @@ This code opens your application window. Let&#039;s learn how you put something
<td>You want the cube to appear in the center.</td><td>I create the Box at the origin = at <code>Vector3f.ZERO</code>.</td>
</tr>
</table></div>
<!-- EDIT8 TABLE [5086-5559] -->
<!-- EDIT8 TABLE [5386-5859] -->
<p>
If you are unfamiliar with the vocabulary, read more about <a href="/com/jme3/gde/core/docs/jme3/the_scene_graph.html">the Scene Graph</a> here.
</p>
</div>
<!-- EDIT7 SECTION "Understanding the Terminology" [5045-5652] -->
<!-- EDIT7 SECTION "Understanding the Terminology" [5345-5952] -->
<h3><a>Initialize the Scene</a></h3>
<div>
@ -288,7 +288,7 @@ A typical JME3 game has the following initialization process:
</ol>
</div>
<!-- EDIT9 SECTION "Initialize the Scene" [5653-7652] -->
<!-- EDIT9 SECTION "Initialize the Scene" [5953-7952] -->
<h2><a>Conclusion</a></h2>
<div>
@ -349,5 +349,5 @@ See also:
</span></div>
</div>
<!-- EDIT10 SECTION "Conclusion" [7653-] -->
<!-- EDIT10 SECTION "Conclusion" [7953-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_simpleapplication?do=export_xhtmlbody">view online version</a></em></p>

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@ -54,6 +54,81 @@ Its important to note that each used texture will create one separate geometry.
<h2><a>Animations</a></h2>
<div>
<p>
To create an animation from scratch do the following:
</p>
<ul>
<li><div> Create the model</div>
<ul>
<li><div> Make sure your models location, rotation and scale is applied and zero / one (see &quot;Model Checklist&quot; below)</div>
</li>
<li><div> (Did you know? You can make any model from a box by only using extrusion, this creates very clean meshes)</div>
</li>
</ul>
</li>
<li><div> Create the armature bones, don&#039;t forget to have one root bone!</div>
<ul>
<li><div> Start by placing the cursor at zero</div>
</li>
<li><div> Go to the Add???Armature???Single Bone menu and create the root bone</div>
<ul>
<li><div> <img src="nbdocs:/com/jme3/gde/core/docs/jme3/external/blender-add-bone.png"></div>
</li>
</ul>
</li>
<li><div> Select the bone and go to edit mode (press tab)</div>
</li>
<li><div> Select the root bone end and press &quot;E&quot; to extrude the bone, then start rigging your model this way</div>
</li>
<li><div> <strong>Make sure your armatures location, rotation and scale is applied (see &quot;Model Checklist&quot; below) before continuing</strong></div>
</li>
</ul>
</li>
<li><div> Make the armature the parent of the model</div>
<ul>
<li><div> Make sure you are back in object mode (press tab again)</div>
</li>
<li><div> First select the model object then select the armature object with shift pressed, then press Ctrl-P</div>
</li>
<li><div> When you do this, you can select how the bone groups will be mapped to the model vertices initially</div>
</li>
</ul>
</li>
<li><div> Set a new armature constraint in the model &quot;Object Modifiers&quot; settings and select the Armature</div>
<ul>
<li><div> <img src="nbdocs:/com/jme3/gde/core/docs/jme3/external/blender-make-armature.png"></div>
</li>
</ul>
</li>
<li><div> Voila, your model should move when you move the bones in pose mode</div>
</li>
<li><div> Go to the &quot;Dope Sheet&quot; window and select the &quot;Action editor&quot;</div>
<ul>
<li><div> <img src="nbdocs:/com/jme3/gde/core/docs/jme3/external/blender-action-editor.png"></div>
</li>
</ul>
</li>
<li><div> Add an action by pressing the plus button</div>
</li>
<li><div> Create the keyframes (select the model armature and press I) along the timeline</div>
<ul>
<li><div> <img src="nbdocs:/com/jme3/gde/core/docs/jme3/external/blender-add-keyframes.png"></div>
</li>
</ul>
</li>
<li><div> Each action will be an animation available via the animation control in jME after the import</div>
</li>
</ul>
</div>
<!-- EDIT5 SECTION "Animations" [1723-3497] -->
<h3><a>Model Checklist</a></h3>
<div>
<p>
Sometimes you do not create the model yourself and often times models from the web are not really made for OpenGL live rendering or not completely compatible with the bone system in jME.
</p>
<p>
To export an animated model in Blender make sure the following conditions are met:
@ -130,7 +205,7 @@ Also check out these videos and resources:
</ul>
</div>
<!-- EDIT5 SECTION "Animations" [1723-5066] -->
<!-- EDIT6 SECTION "Model Checklist" [3498-7032] -->
<h1><a>NormalMap baking</a></h1>
<div>
@ -140,7 +215,7 @@ Models for live rendering should have a low polygon count. To increase the perce
</p>
</div>
<!-- EDIT6 SECTION "NormalMap baking" [5067-5398] -->
<!-- EDIT7 SECTION "NormalMap baking" [7033-7364] -->
<h2><a>Blender modeling lowPoly &amp; highPoly</a></h2>
<div>
@ -198,7 +273,7 @@ Now go into Render Tab, and bake a normalMap using same configuration as here:
</p>
</div>
<!-- EDIT7 SECTION "Blender modeling lowPoly & highPoly" [5399-6468] -->
<!-- EDIT8 SECTION "Blender modeling lowPoly & highPoly" [7365-8434] -->
<h2><a>Fixing the normal colors in Blender</a></h2>
<div>
@ -247,7 +322,7 @@ After rendering, save the file to a destination you want and use it with the JME
</p>
</div>
<!-- EDIT8 SECTION "Fixing the normal colors in Blender" [6469-7262] -->
<!-- EDIT9 SECTION "Fixing the normal colors in Blender" [8435-9228] -->
<h1><a>LightMap baking</a></h1>
<div>
@ -257,7 +332,7 @@ The goal of this tutorial is to explain briefly how to bake light map in blender
</p>
</div>
<!-- EDIT9 SECTION "LightMap baking" [7263-7466] -->
<!-- EDIT10 SECTION "LightMap baking" [9229-9432] -->
<h2><a>Blender modeling + texturing</a></h2>
<div>
@ -303,7 +378,7 @@ then the light map<br/>
</p>
</div>
<!-- EDIT10 SECTION "Blender modeling + texturing" [7467-8578] -->
<!-- EDIT11 SECTION "Blender modeling + texturing" [9433-10544] -->
<h2><a>Importing the model in the SDK and creating the appropriate material</a></h2>
<div>
@ -332,7 +407,7 @@ The blend file, the ogre xml files and the textures can be found in the download
</p>
</div>
<!-- EDIT11 SECTION "Importing the model in the SDK and creating the appropriate material" [8579-9263] -->
<!-- EDIT12 SECTION "Importing the model in the SDK and creating the appropriate material" [10545-11229] -->
<h1><a>SkyBox baking</a></h1>
<div>
@ -457,7 +532,7 @@ If you want to do it from code, here is an example:
</p>
</div>
<!-- EDIT12 SECTION "SkyBox baking" [9264-13871] -->
<!-- EDIT13 SECTION "SkyBox baking" [11230-15837] -->
<h3><a>Further reading</a></h3>
<div>
<ul>
@ -468,5 +543,5 @@ If you want to do it from code, here is an example:
</ul>
</div>
<!-- EDIT13 SECTION "Further reading" [13872-] -->
<!-- EDIT14 SECTION "Further reading" [15838-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:external:blender?do=export_xhtmlbody">view online version</a></em></p>

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@ -11,12 +11,12 @@ iOS deployment works via cross-compilation to native iOS ARM code, there is no v
</p>
<p>
<p><div>Note that at the moment this option is in pre-alpha state and the system runs on a null renderer. This means there is no visual output. You can however use the current system to explore the options and test cross-compiling your applications.
<p><div>Note that at the moment this option is in pre-alpha state and the system runs on a null renderer. This means there is no visual or audio output. You can however use the current system to explore the options and test cross-compiling your applications.
</div></p>
</p>
</div>
<!-- EDIT1 SECTION "iOS Deployment" [1-755] -->
<!-- EDIT1 SECTION "iOS Deployment" [1-764] -->
<h3><a>Enabling iOS deployment</a></h3>
<div>
@ -25,16 +25,21 @@ To enable iOS deployment, go to the project settings and under &quot;Application
</p>
<p>
Note: When you do this for the first time or any time that the Avian library and OpenJDK is updated, they will be extracted to your <acronym title="Software Development Kit">SDK</acronym> settings folder, wait until it has been extracted before building an iOS-enabled project.
<img src="nbdocs:/com/jme3/gde/core/docs/jme3/ios-deployment.png">
</p>
<p>
After enabling deployment, a new <code>ios</code> directory is created in the project root that contains a <code>project</code> and a <code>src</code> folder. The <code>ios/project</code> folder contains an Xcode project that you will use to build and run the final iOS application for both iPhone and iOS. The <code>ios/src</code> folder contains java and native source files for bridging iOS and native code, you can add .java and .m files with your own iOS code here.
</p>
<p>
<p><div>When you enable iOS deployment for the first time or any time that the Avian library and OpenJDK is updated, they will be extracted to your <acronym title="Software Development Kit">SDK</acronym> settings folder, wait until it has been extracted before building an iOS-enabled project.
</div></p>
</p>
</div>
<!-- EDIT2 SECTION "Enabling iOS deployment" [756-1614] -->
<!-- EDIT2 SECTION "Enabling iOS deployment" [765-1685] -->
<h3><a>Building the iOS binaries</a></h3>
<div>
@ -51,16 +56,19 @@ After the iOS classpath has been created the avian compiler is used to create a
</p>
</div>
<!-- EDIT3 SECTION "Building the iOS binaries" [1615-2436] -->
<!-- EDIT3 SECTION "Building the iOS binaries" [1686-2507] -->
<h3><a>Running and deploying the application</a></h3>
<div>
<p>
To run the application, open the Xcode project in Xcode and press the run button. You can make changes to the UI and native invocation classes in the Xcode project as well. From here you can also deploy the application to your devices or the App Store.
To run the application, open the Xcode project under <code>ios/project</code> in Xcode and press the run button. You can make changes to the UI and native invocation classes in the Xcode project as well. From here you can also deploy the application to your devices or the App Store.
<p><div>Note that you should also adapt the project settings like application name and registration package in Xcode before deploying the final application.
</div></p>
</p>
</div>
<!-- EDIT4 SECTION "Running and deploying the application" [2437-2738] -->
<!-- EDIT4 SECTION "Running and deploying the application" [2508-2996] -->
<h3><a>Creating native and java code for iOS</a></h3>
<div>
@ -73,7 +81,7 @@ The JmeAppHarness.java class is initialized and called from native code through
</p>
<p>
Effectively native code can reside in both the Xcode project and in the <code>ios/src</code> folder. To keep the dependencies clean and make code reusable you should try to put generic native code that does not depend on the Xcode project in the <code>ios/src</code> folder.
Effectively native code can reside in both the Xcode project and in the <code>ios/src</code> folder. To keep the dependencies clean and make code reusable you should try to put generic native code that does not depend on the Xcode project in the <code>ios/src</code> folder. You can also mix and match ARC and non-ARC code through this by converting the main project to use ARC and putting code with manual memory management in the <code>ios/src</code> folder.
</p>
<p>
@ -89,5 +97,5 @@ Java code for iOS should be in the <code>ios/src</code> folder as well for clean
</span></div>
</div>
<!-- EDIT5 SECTION "Creating native and java code for iOS" [2739-] -->
<!-- EDIT5 SECTION "Creating native and java code for iOS" [2997-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/jme3:ios?do=export_xhtmlbody">view online version</a></em></p>

@ -26,10 +26,11 @@ While typing Java code in the source code editor, you will see popups that help
</p>
<p>
Code Completion
<strong>Code Completion</strong>
</p>
<ul>
<li><div> Complete keyword / method / variable: <strong>Ctrl-Space</strong> (Alternatively use <strong>Ctrl-\</strong>)</div>
<li><div> Complete keyword / method / variable: <strong>Ctrl-Space</strong> <br/>
Alternatively you can also use <strong>Ctrl-\</strong>.</div>
<ul>
<li><div> Customize Code Completion options: Tools &gt; Options &gt; Editor &gt; Code Completion </div>
</li>
@ -43,7 +44,7 @@ Code Completion
<p>
Code Generation
<strong>Code Generation</strong>
</p>
<ul>
<li><div> Auto-fix import statements: <strong>Ctrl-Shift-I</strong></div>
@ -65,7 +66,7 @@ Code Generation
</ul>
</div>
<!-- EDIT2 SECTION "Code Completion and Code Generation" [441-1663] -->
<!-- EDIT2 SECTION "Code Completion and Code Generation" [441-1686] -->
<h2><a>Semantic and Syntactic Coloring</a></h2>
<div>
@ -108,7 +109,7 @@ To customize Colors and indentation:
</ul>
</div>
<!-- EDIT3 SECTION "Semantic and Syntactic Coloring" [1664-2420] -->
<!-- EDIT3 SECTION "Semantic and Syntactic Coloring" [1687-2443] -->
<h2><a>Editor Hints and Quick Fixes (a.k.a. Lightbulbs)</a></h2>
<div>
@ -127,7 +128,7 @@ Editor hints and quick fixes show as lightbulbs along the left edge of the edito
</ul>
</div>
<!-- EDIT4 SECTION "Editor Hints and Quick Fixes (a.k.a. Lightbulbs)" [2421-2828] -->
<!-- EDIT4 SECTION "Editor Hints and Quick Fixes (a.k.a. Lightbulbs)" [2444-2851] -->
<h2><a>Javadoc</a></h2>
<div>
<ul>
@ -156,7 +157,7 @@ To display a javadoc popup in the editor, place the caret in a line and press <s
</ul>
</div>
<!-- EDIT5 SECTION "Javadoc" [2829-3530] -->
<!-- EDIT5 SECTION "Javadoc" [2852-3553] -->
<h2><a>Navigating the jME3 Source</a></h2>
<div>
@ -166,7 +167,7 @@ When the JavaDoc does not deliver enough information, you can have a look at the
</p>
</div>
<!-- EDIT6 SECTION "Navigating the jME3 Source" [3531-3844] -->
<!-- EDIT6 SECTION "Navigating the jME3 Source" [3554-3867] -->
<h2><a>Palette</a></h2>
<div>
@ -189,7 +190,7 @@ Tip: Choose Tools &gt; Add to Palette??? from the menu to add your own code snip
</p>
</div>
<!-- EDIT7 SECTION "Palette" [3845-4278] -->
<!-- EDIT7 SECTION "Palette" [3868-4301] -->
<h2><a>Keyboard Shortcuts</a></h2>
<div>
@ -224,7 +225,7 @@ By default, jMonkeyEngine uses the same <object classid="java:org.netbeans.modul
</ul>
</div>
<!-- EDIT8 SECTION "Keyboard Shortcuts" [4279-5036] -->
<!-- EDIT8 SECTION "Keyboard Shortcuts" [4302-5059] -->
<h2><a>Tips and Tricks</a></h2>
<div>
<ul>
@ -256,5 +257,5 @@ See also
</span></div>
</div>
<!-- EDIT9 SECTION "Tips and Tricks" [5037-] -->
<!-- EDIT9 SECTION "Tips and Tricks" [5060-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:code_editor?do=export_xhtmlbody">view online version</a></em></p>

@ -26,8 +26,6 @@ Creating the plugin project (in jMonkeyEngine <acronym title="Software Developme
</li>
<li><div> Enter a &quot;Module Display Name&quot; for your plugin like &quot;My Library&quot;</div>
</li>
<li><div> Check the &quot;Generate <acronym title="Extensible Markup Language">XML</acronym> Layer&quot; checkbox</div>
</li>
<li><div> Press Finish</div>
</li>
</ul>
@ -71,8 +69,11 @@ You will notice a new file &quot;MyLibrary.xml&quot; is created in the plugins b
</p>
<p>
After you are done, you can <a href="/com/jme3/gde/core/docs/sdk/development/setup#jmonkeyengine_sdk_contributions_update_center.html">contribute the plugin in the jMonkeyEngine SDK contribution update center</a>.
Note that the files in the release folder are <strong>not</strong> automatically updated when the library changes, you have to pack and replace the jar and zip files manually. See the build script extension in the link below on how you can make your module build script do that automatically.
</p>
<p>
After you are done, you can <a href="/com/jme3/gde/core/docs/sdk/development/setup#jmonkeyengine_sdk_contributions_update_center.html">contribute the plugin in the jMonkeyEngine SDK contribution update center</a>.
</p>
</div>

@ -50,7 +50,7 @@ Most &quot;files&quot; that you encounter in the <acronym title="Software Develo
<div>
<p>
When you add a new file type for a model format or other asset file that can be loaded in jME3 you can start by using new file type template (New File???Module Development???File Type). Change the DataObject to extend AssetDataObject (general), SpatialAssetDataObject (some type of model) or BinaryModelDataObject (basically a j3o savable file). And possibly override the loadAsset and saveAsset methods which are used by the AssetData object.
When you add a new file type for a model format or other asset file that can be loaded in jME3 you can start by using new file type template (New File???Module Development???File Type). Change the DataObject to extend AssetDataObject (general), SpatialAssetDataObject (some type of model) or BinaryModelDataObject (basically a j3o savable file). And possibly override the loadAsset and saveAsset methods which are used by the AssetData object to return the correct AssetKey type (needed for import properties to work).
</p>
<pre>public class BlenderDataObject extends SpatialAssetDataObject &#123;

@ -13,7 +13,7 @@ If your plugin brings in its own SceneGraph objects you can still have them work
</p>
<p>
You will have to create your own class that extends org.openide.nodes.Node and implement the interface com.jme3.gde.core.sceneexplorer.nodes.SceneExplorerNode. Then you register that class by adding
If you want to support special properties of your objects that are not exposed by the <acronym title="Software Development Kit">SDK</acronym> automatically, you will have to create your own class that extends org.openide.nodes.Node and implement the interface com.jme3.gde.core.sceneexplorer.nodes.AbstractSceneExplorerNode. Then you register that class by adding
</p>
<pre>@org.openide.util.lookup.ServiceProvider(service=SceneExplorerNode.class)</pre>
@ -22,7 +22,7 @@ You will have to create your own class that extends org.openide.nodes.Node and i
</p>
<p>
Theres also AbstractSceneExplorerNode which brings some other useful features you might want to include like automatic creation of properly threaded properties etc. JmeSpatial for example bases on it. A simple SceneExplorerNode example for an object extending Spatial would be JmeGeometry (see below). Editors for special variable types can be added using the SceneExplorerPropertyEditor interface, which can be registered as a ServiceProvider as well.
AbstractSceneExplorerNode brings some other useful features you might want to include like automatic creation of properly threaded properties etc. JmeSpatial for example bases on it. A simple SceneExplorerNode example for an object extending Spatial would be JmeGeometry (see below). Editors for special variable types can be added using the SceneExplorerPropertyEditor interface, which can be registered as a ServiceProvider as well.
</p>
<p>
@ -35,7 +35,7 @@ The SceneExplorerNode can be used for Spatial and Control type objects.
</ul>
</div>
<!-- EDIT2 SECTION "Adding Node types to SceneExplorer" [33-1415] -->
<!-- EDIT2 SECTION "Adding Node types to SceneExplorer" [33-1510] -->
<h3><a>Spatial Example</a></h3>
<div>
<pre>@org.openide.util.lookup.ServiceProvider&#40;service=SceneExplorerNode.class&#41;
@ -101,7 +101,7 @@ public class JmeGeometry extends JmeSpatial &#123;
&#125;</pre>
</div>
<!-- EDIT3 SECTION "Spatial Example" [1416-3357] -->
<!-- EDIT3 SECTION "Spatial Example" [1511-3452] -->
<h3><a>Control Example</a></h3>
<div>
<pre>@org.openide.util.lookup.ServiceProvider&#40;service=SceneExplorerNode.class&#41;
@ -203,7 +203,7 @@ public class JmeGhostControl extends AbstractSceneExplorerNode &#123;
&#125;</pre>
</div>
<!-- EDIT4 SECTION "Control Example" [3358-6769] -->
<!-- EDIT4 SECTION "Control Example" [3453-6864] -->
<h2><a>Adding items to the add and tools menus</a></h2>
<div>
@ -401,5 +401,5 @@ public class AddSkyboxAction extends AbstractNewSpatialWizardAction &#123;
</p>
</div>
<!-- EDIT5 SECTION "Adding items to the add and tools menus" [6770-] -->
<!-- EDIT5 SECTION "Adding items to the add and tools menus" [6865-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:development:sceneexplorer?do=export_xhtmlbody">view online version</a></em></p>

@ -36,12 +36,12 @@ Note that the creation of a Module Suite is only necessary if you want to upload
</li>
<li><div> To use core <acronym title="Software Development Kit">SDK</acronym> or jME3 functions, add &quot;<acronym title="Software Development Kit">SDK</acronym> Core&quot; and &quot;<acronym title="Software Development Kit">SDK</acronym> Engine&quot; via &quot;Module Properties???Library???Add Dependency&quot;</div>
</li>
<li><div> Write your plugin </div>
<li><div> Write your plugin (e.g. <a href="/com/jme3/gde/core/docs/sdk/development.html">create a new editor</a> or <a href="/com/jme3/gde/core/docs/sdk/development/extension_library.html">wrap a jar library</a>)</div>
</li>
</ul>
</div>
<!-- EDIT2 SECTION "Using jMonkeyEngine SDK for development" [179-1286] -->
<!-- EDIT2 SECTION "Using jMonkeyEngine SDK for development" [179-1392] -->
<h3><a>jMonkeyEngine SDK Contributions Update Center</a></h3>
<div>
@ -130,6 +130,10 @@ And thats it, from now on each time you commit changes to your module it will be
<h4><a>Building library jar files on the server</a></h4>
<div>
<p>
You can just build your library locally and update and commit the jar file and javadoc/sources zip files to the contrib repo, the users plugins will automatically be updated with the new jar files. You can however also build the whole library project on the server.
</p>
<p>
As only the module project is being built on the server, any projects that create the actual jar files for library plugins (&quot;normal&quot; projects from the <acronym title="Software Development Kit">SDK</acronym>/NetBeans) have to be built from the module build file. To do that simply add the following ant targets to the module build file:
@ -147,5 +151,5 @@ As only the module project is being built on the server, any projects that creat
</p>
</div>
<!-- EDIT3 SECTION "jMonkeyEngine SDK Contributions Update Center" [1287-] -->
<!-- EDIT3 SECTION "jMonkeyEngine SDK Contributions Update Center" [1393-] -->
<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:development:setup?do=export_xhtmlbody">view online version</a></em></p>

@ -28,25 +28,15 @@ Mac users navigate to <code>Contents/Resources/jmonkeyplatform/etc/</code>.</div
</div>
<!-- EDIT2 SECTION "Specifying the JDK location" [48-766] -->
<h3><a>Preferences and Settings</a></h3>
<h3><a>Graphics Card Driver</a></h3>
<div>
<p>
To completely remove and/or reinstall the <acronym title="Software Development Kit">SDK</acronym> it is vital that the settings folder is deleted too. The location can be seen through the &quot;about&quot; menu and is as following for the different <acronym title="Operating System">OS</acronym>&#039;s:
<strong>On Windows and Linux make sure you have the latest driver installed. Make sure its the one supplied by the card manufacturer and not just the <acronym title="Operating System">OS</acronym>-default one.</strong>
</p>
<ul>
<li><div> Windows: <code>C:\Users\&lt;username&gt;\AppData\Roaming\.jmonkeyplatform</code></div>
</li>
<li><div> Windows (alt): <code>C:\Users\&lt;username&gt;\.jmonkeyplatform\</code></div>
</li>
<li><div> MacOSX: <code>/Users/&lt;username&gt;/Library/Application Support/jmonkeyplatform</code></div>
</li>
<li><div> Ubuntu: <code>/home/&lt;username&gt;/.jmonkeyplatform</code></div>
</li>
</ul>
</div>
<!-- EDIT3 SECTION "Preferences and Settings" [767-1255] -->
<!-- EDIT3 SECTION "Graphics Card Driver" [767-960] -->
<h3><a>Stability / Graphics issues</a></h3>
<div>
@ -56,15 +46,6 @@ On some Linux and Windows systems, the <acronym title="Software Development Kit"
</div>
<h4><a>Graphics Driver</a></h4>
<div>
<p>
On Windows and Linux make sure you have the latest driver installed. Make sure its the one supplied by the card manufacturer and not just the <acronym title="Operating System">OS</acronym>-default one.
</p>
</div>
<h4><a>Heavyweight Canvas</a></h4>
<div>
@ -98,16 +79,35 @@ Compiz on Linux might cause issues, if you set its rendering quality to &quot;me
</p>
</div>
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<h3><a>Updating problems</a></h3>
<div>
<p>
If you have problems updating the <acronym title="Software Development Kit">SDK</acronym>, try deleting all files from <code>jmonkeyplatform/update/download</code> and/or <code>[settings folder]/update/download</code> depending on your system (look above for the settings folder location).
If you have problems updating the <acronym title="Software Development Kit">SDK</acronym>, try deleting all files from <code>jmonkeyplatform/update/download</code> and/or <code>[settings folder]/update/download</code> depending on your system (see below for the settings folder location).
</p>
</div>
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<h3><a>Preferences and Settings</a></h3>
<div>
<p>
To completely remove and/or reinstall the <acronym title="Software Development Kit">SDK</acronym> it is vital that the settings folder is deleted too. The location can be seen through the &quot;about&quot; menu and is as following for the different <acronym title="Operating System">OS</acronym>&#039;s:
</p>
<ul>
<li><div> Windows: <code>C:\Users\&lt;username&gt;\AppData\Roaming\.jmonkeyplatform</code></div>
</li>
<li><div> Windows (alt): <code>C:\Users\&lt;username&gt;\.jmonkeyplatform\</code></div>
</li>
<li><div> MacOSX: <code>/Users/&lt;username&gt;/Library/Application Support/jmonkeyplatform</code></div>
</li>
<li><div> Ubuntu: <code>/home/&lt;username&gt;/.jmonkeyplatform</code></div>
</li>
</ul>
</div>
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<h3><a>Getting error messages and reporting issues</a></h3>
<div>
@ -116,7 +116,7 @@ When an exception happens in the <acronym title="Software Development Kit">SDK</
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<h3><a>Known Issues</a></h3>
<div>
@ -132,5 +132,5 @@ For a list of known issues and possible workarounds see the following link:
</span></div>
</div>
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<p><em><a href="http://jmonkeyengine.org/wiki/doku.php/sdk:troubleshooting?do=export_xhtmlbody">view online version</a></em></p>
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