diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html index e60ce64e5..2f45d2bf8 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html @@ -83,7 +83,7 @@ A CollisionResult object contains information about the second party of the coll

-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.)

@@ -133,7 +133,7 @@ Knowing the distance of the collisions is useful for example when you intersect

- +

Bounding Volumes

@@ -173,7 +173,7 @@ Supported types:

- +

Usage

@@ -186,7 +186,7 @@ For example you can use Bounding Volumes on custom meshes, or complex non-physic mesh.updateBound();
- +

Mesh and Scene Graph Collision

@@ -196,7 +196,7 @@ One of the supported Collidables are meshes and scene graph objects

- +

Intersection

@@ -237,5 +237,5 @@ TODO:
- +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html index eaa86a300..1800e8584 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html @@ -244,7 +244,7 @@ See also the +ShaderBlow - GLSL Shader Library

- +

Multithreading in jME3

@@ -84,7 +84,7 @@ To avoid slowdown, we decide to keep the pathfinding operations in the NPC Contr

- +

Executor

@@ -101,17 +101,17 @@ Pool size means the executor will keep four threads alive at any time. Having mo

!!! 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:

    @Override
-    public void stop() {
-        super.stop();
+    public void destroy() {
+        super.destroy();
         executor.shutdown();
     }
- +

Control Class Fields

@@ -131,7 +131,7 @@ Here we also created the Future variable to track the state of this task.

- +

Control Update() Method

@@ -179,7 +179,7 @@ Remember not to mess with the class fields after starting the thread, because th

- +

The Callable

@@ -231,7 +231,7 @@ private Callable<MyWayList> findWay = new Callable<MyWayList>(&# };
- +

Conclusion

@@ -250,5 +250,5 @@ The cool thing about this approach is that every entity creates one self-contain
- +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html index 5e73690f2..f17ab85b5 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html @@ -36,7 +36,7 @@ This is a draft of a feature that is work in progress. If you have questions or

User Requirements

- +

Features

- +

JMonkeyEngine3 Android Integration

- +

jMonkeyEngine SDK Android Integration

@@ -97,7 +97,7 @@ Mobile deployment is a "one-click" option next to Desktop/WebStart/App
- +

Beta Instructions

    @@ -229,7 +229,7 @@ Activating the nbandroid plugin in the jMonkeyEngine +

    Android Considerations

    @@ -253,7 +253,7 @@ You can use the jMonkeyEngine SDK
    - +

    Using Android specific functions

    @@ -275,7 +275,7 @@ Note that you have to build the whole project once to make (new) classes in the

    - +

    More Info

    @@ -301,5 +301,5 @@ The SDK will later provide t
- +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html index 48d9ef7d7..ce5547a3a 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html @@ -13,85 +13,85 @@ Next: Hello Node

-In this tutorial series, we assume that you use the jMonkeyEngine SDK. 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 command line. +Nesta s??rie de tutoriais, n??s assumimos que voc?? usa o SDK 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.

-OK, let's get ready to create our first jMonkeyEngine3 application. +OK, Vamos nos aprontar para criar nossa primeira aplica????o jMonkeyEngine3.

- -

Create a Project

+ +

Crie um Projeto

-In the jMonkeyEngine SDK: +Na SDK da jMonkeyEngine:

    -
  1. Choose File???New Project??? from the main menu.
    +
  2. Escolha Arquivo (File)???Novo Projeto (New Project)??? do menu principal.
  3. -
  4. In the New Project wizard, select the template JME3???Basic Game. Click Next.
    +
  5. No assistente de Novo Projeto, selecione o modelo JME3???Jogo B??sico (Basic Game). Clique em prosseguir (Next).
      -
    1. Specify a project name, e.g. "HelloWorldTutorial"
      +
    2. Especifique um nome de projeto, e.g. "HelloWorldTutorial"
    3. -
    4. Specify a path where to store your new project, e.g. a jMonkeyProjects directory in your home directory.
      +
    5. Especifique um caminho para armazenar seu novo projeto, e.g. um diret??rio projetosjMonkey no seu diret??rio de usu??rio.
  6. -
  7. Click Finish.
    +
  8. Clique em terminar (Finish).

-If you have questions, read more about Project Creation here. +Se voc?? tem perguntas, leia mais sobre Cria????o de Projeto aqui.

-

We recommend to go through the steps yourself, as described in the tutorials. Alternatively, you can create a project based on the JmeTests template in the jMonkeyEngine SDK. It will create a project that already contains the jme3test.helloworld samples (and many others). For example, you can use the JmeTests project to verify whether you got the solution right. +

N??s recomendamos atravessar os passos voc?? mesmo, como descrito nos tutoriais. Alternativamente, voc?? pode criar um projeto baseado no modelo JmeTests no SDK 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.

- -

Write a SimpleApplication

+ +

Escreva uma aplica????o de amostra

-For this tutorial, you want to create a jme3test.helloworld package in your project, and create a file HelloJME3.java in it. +Para este tutorial, voc?? deseja criar um pacote jme3test.helloworld no seu projeto, e criar um arquivo HelloJME3.java nele.

-In the jMonkeyEngine SDK: +No SDK da jMonkeyEngine:

    -
  1. Right-click the Source Packages node of your project.
    +
  2. D?? um clique com o bot??o direito no n?? pacotes de c??digo-fonte (Source Packages) de seu projeto.
  3. -
  4. Choose New??????Java Class to create a new file.
    +
  5. Escolha Novo (New)??? ???Classe Java (Java Class) para criar um novo arquivo.
  6. -
  7. Enter the class name: HelloJME3
    +
  8. Digite o nome da classe: HelloJME3
  9. -
  10. Enter the package name: jme3test.helloworld.
    +
  11. Digite o nome do pacote: jme3test.helloworld.
  12. -
  13. Click Finish.
    +
  14. Clique em Finalizar (Finish).

-The SDK creates the file HelloJME3.java for you. +O SDK cria o arquivo HelloJME3.java para voc??.

- -

Sample Code

+ +

C??digo de Amostra

-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:

package jme3test.helloworld;
  
@@ -125,48 +125,48 @@ public class HelloJME3 extends SimpleApplication {
 }

-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.

    -
  1. You should see a simple window displaying a 3D cube.
    +
  2. Voc?? deveria ver uma janela simples exibindo um cubo 3D.
  3. -
  4. Press the WASD keys and move the mouse to navigate around.
    +
  5. Pressione as teclas WASD keys e mova para navegar ao redor.
  6. -
  7. 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.)
    +
  8. 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.)
  9. -
  10. Press Escape to close the application.
    +
  11. Pressione Escape (Esc) para fechar a aplica????o.

-Congratulations! Now let's find out how it works! +Parab??ns! Agora camos decobrir como isso funciona!

- -

Understanding the Code

+ +

Compreendendo o c??digo

-The code above has initialized the scene, and started the application. +O c??digo acima tem inicializado a cena, e iniciado a aplica????o.

- -

Start the SimpleApplication

+ +

Inicie a SimpleApplication

-Look at the first line. The HelloJME3.java class extends com.jme3.app.SimpleApplication. +Olhe na primeira linha. A classe HelloJME3.java estende com.jme3.app.SimpleApplication.

public class HelloJME3 extends SimpleApplication {
   // your code...
 }

-Every JME3 game is an instance of com.jme3.app.SimpleApplication. 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??!

@@ -188,7 +188,7 @@ This code opens your application window. Let's learn how you put something

- +

Understanding the Terminology

@@ -211,14 +211,14 @@ This code opens your application window. Let's learn how you put something
You want the cube to appear in the center.I create the Box at the origin = at Vector3f.ZERO.
- +

If you are unfamiliar with the vocabulary, read more about the Scene Graph here.

- +

Initialize the Scene

@@ -288,7 +288,7 @@ A typical JME3 game has the following initialization process:
- +

Conclusion

@@ -349,5 +349,5 @@ See also:
- +

view online version

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Animations

+

+To create an animation from scratch do the following: +

+ + +
+ +

Model Checklist

+
+ +

+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. +

+

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:

- +

NormalMap baking

@@ -140,7 +215,7 @@ Models for live rendering should have a low polygon count. To increase the perce

- +

Blender modeling lowPoly & highPoly

@@ -198,7 +273,7 @@ Now go into Render Tab, and bake a normalMap using same configuration as here:

- +

Fixing the normal colors in Blender

@@ -247,7 +322,7 @@ After rendering, save the file to a destination you want and use it with the JME

- +

LightMap baking

@@ -257,7 +332,7 @@ The goal of this tutorial is to explain briefly how to bake light map in blender

- +

Blender modeling + texturing

@@ -303,7 +378,7 @@ then the light map

- +

Importing the model in the SDK and creating the appropriate material

@@ -332,7 +407,7 @@ The blend file, the ogre xml files and the textures can be found in the download

- +

SkyBox baking

@@ -457,7 +532,7 @@ If you want to do it from code, here is an example:

- +

Further reading

- +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/ios-deployment.png b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/ios-deployment.png new file mode 100644 index 000000000..68e6fe883 Binary files /dev/null and b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/ios-deployment.png differ diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/ios.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/ios.html index dc032b1ce..a68a98334 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/ios.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/ios.html @@ -11,12 +11,12 @@ iOS deployment works via cross-compilation to native iOS ARM code, there is no v

-

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. +

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.

- +

Enabling iOS deployment

@@ -25,16 +25,21 @@ To enable iOS deployment, go to the project settings and under "Application

-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 SDK settings folder, wait until it has been extracted before building an iOS-enabled project. +

After enabling deployment, a new ios directory is created in the project root that contains a project and a src folder. The ios/project folder contains an Xcode project that you will use to build and run the final iOS application for both iPhone and iOS. The ios/src 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. +

+ +

+

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 SDK settings folder, wait until it has been extracted before building an iOS-enabled project. +

- +

Building the iOS binaries

@@ -51,16 +56,19 @@ After the iOS classpath has been created the avian compiler is used to create a

- +

Running and deploying the application

-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 ios/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. +

Note that you should also adapt the project settings like application name and registration package in Xcode before deploying the final application. +

+

- +

Creating native and java code for iOS

@@ -73,7 +81,7 @@ The JmeAppHarness.java class is initialized and called from native code through

-Effectively native code can reside in both the Xcode project and in the ios/src 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 ios/src folder. +Effectively native code can reside in both the Xcode project and in the ios/src 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 ios/src 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 ios/src folder.

@@ -89,5 +97,5 @@ Java code for iOS should be in the ios/src folder as well for clean

- +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/code_editor.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/code_editor.html index a7e4491b6..606de5f4a 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/code_editor.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/code_editor.html @@ -26,10 +26,11 @@ While typing Java code in the source code editor, you will see popups that help

-Code Completion +Code Completion

- +

Javadoc

- +

Navigating the jME3 Source

@@ -166,7 +167,7 @@ When the JavaDoc does not deliver enough information, you can have a look at the

- +

Palette

@@ -189,7 +190,7 @@ Tip: Choose Tools > Add to Palette??? from the menu to add your own code snip

- +

Keyboard Shortcuts

@@ -224,7 +225,7 @@ By default, jMonkeyEngine uses the same +

Tips and Tricks

    @@ -256,5 +257,5 @@ See also
- +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/extension_library.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/extension_library.html index 503407121..e7656cd36 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/extension_library.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/extension_library.html @@ -26,8 +26,6 @@ Creating the plugin project (in jMonkeyEngine XML Layer" checkbox -
  • Press Finish
  • @@ -71,8 +69,11 @@ You will notice a new file "MyLibrary.xml" is created in the plugins b

    -After you are done, you can contribute the plugin in the jMonkeyEngine SDK contribution update center. +Note that the files in the release folder are not 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. +

    +

    +After you are done, you can contribute the plugin in the jMonkeyEngine SDK contribution update center.

    diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/projects_assets.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/projects_assets.html index b573d28c7..9ec8ba80a 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/projects_assets.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/projects_assets.html @@ -50,7 +50,7 @@ Most "files" that you encounter in the SDK 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

    @org.openide.util.lookup.ServiceProvider(service=SceneExplorerNode.class)
    @@ -22,7 +22,7 @@ You will have to create your own class that extends org.openide.nodes.Node and i

    -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.

    @@ -35,7 +35,7 @@ The SceneExplorerNode can be used for Spatial and Control type objects. - +

    Spatial Example

    @org.openide.util.lookup.ServiceProvider(service=SceneExplorerNode.class)
    @@ -101,7 +101,7 @@ public class JmeGeometry extends JmeSpatial {
     }
    - +

    Control Example

    @org.openide.util.lookup.ServiceProvider(service=SceneExplorerNode.class)
    @@ -203,7 +203,7 @@ public class JmeGhostControl extends AbstractSceneExplorerNode {
     }
    - +

    Adding items to the add and tools menus

    @@ -401,5 +401,5 @@ public class AddSkyboxAction extends AbstractNewSpatialWizardAction {

    - +

    view online version

    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/setup.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/setup.html index 8a6e7464b..1ebceeb47 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/setup.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/development/setup.html @@ -36,12 +36,12 @@ Note that the creation of a Module Suite is only necessary if you want to upload
  • To use core SDK or jME3 functions, add "SDK Core" and "SDK Engine" via "Module Properties???Library???Add Dependency"
  • -
  • Write your plugin
    +
  • Write your plugin (e.g. create a new editor or wrap a jar library)
  • - +

    jMonkeyEngine SDK Contributions Update Center

    @@ -130,6 +130,10 @@ And thats it, from now on each time you commit changes to your module it will be

    Building library jar files on the server

    +

    +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. +

    +

    As only the module project is being built on the server, any projects that create the actual jar files for library plugins ("normal" projects from the SDK/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

    - +

    view online version

    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/troubleshooting.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/troubleshooting.html index 81d2efc7e..6577d7378 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/troubleshooting.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/troubleshooting.html @@ -28,25 +28,15 @@ Mac users navigate to Contents/Resources/jmonkeyplatform/etc/.
    -

    Preferences and Settings

    +

    Graphics Card Driver

    -To completely remove and/or reinstall the SDK it is vital that the settings folder is deleted too. The location can be seen through the "about" menu and is as following for the different OS's: +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 OS-default one.

    -
      -
    • Windows: C:\Users\<username>\AppData\Roaming\.jmonkeyplatform
      -
    • -
    • Windows (alt): C:\Users\<username>\.jmonkeyplatform\
      -
    • -
    • MacOSX: /Users/<username>/Library/Application Support/jmonkeyplatform
      -
    • -
    • Ubuntu: /home/<username>/.jmonkeyplatform
      -
    • -
    - +

    Stability / Graphics issues

    @@ -56,15 +46,6 @@ On some Linux and Windows systems, the -

    Graphics Driver

    -
    - -

    -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 OS-default one. -

    - -
    -

    Heavyweight Canvas

    @@ -98,16 +79,35 @@ Compiz on Linux might cause issues, if you set its rendering quality to "me

    - +

    Updating problems

    -If you have problems updating the SDK, try deleting all files from jmonkeyplatform/update/download and/or [settings folder]/update/download depending on your system (look above for the settings folder location). +If you have problems updating the SDK, try deleting all files from jmonkeyplatform/update/download and/or [settings folder]/update/download depending on your system (see below for the settings folder location).

    - + +

    Preferences and Settings

    +
    + +

    +To completely remove and/or reinstall the SDK it is vital that the settings folder is deleted too. The location can be seen through the "about" menu and is as following for the different OS's: +

    +
      +
    • Windows: C:\Users\<username>\AppData\Roaming\.jmonkeyplatform
      +
    • +
    • Windows (alt): C:\Users\<username>\.jmonkeyplatform\
      +
    • +
    • MacOSX: /Users/<username>/Library/Application Support/jmonkeyplatform
      +
    • +
    • Ubuntu: /home/<username>/.jmonkeyplatform
      +
    • +
    + +
    +

    Getting error messages and reporting issues

    @@ -116,7 +116,7 @@ When an exception happens in the SDK
    - +

    Known Issues

    @@ -132,5 +132,5 @@ For a list of known issues and possible workarounds see the following link:
    - +

    view online version

    \ No newline at end of file