anchor.diff:  
   Here are some common examples what this means:
   
  -image::/jme3/beginner/road_normal.png[The Normal Map of one of the terrain textures depicts the bumpiness of a paved surface,width="",height="",align="right"]
  +[.right.text-left]
  +image::jme3/beginner/road_normal.png[The Normal Map of one of the terrain textures depicts the bumpiness of a paved surface,width="",height=""]
   
   
   *  3 Alpha + 11 Diffuse + 1 Normal.
  
positive.code: == Geo Mip Mapping
  
  
  image::jme3/advanced/terrain-lod-high-medium-low.png[The wiremesh of a terrain with visible differences in levels of detail (LOD),width="",height="",align="right"]
  
  
  You have seen GeoMipMapping implemented in games before. This is where the farther away terrain has fewer polygons, and as you move closer, more polygons fill in. The whole terrain is divided into a grid of patches, and each one has its own level of detail (LOD). The GeoMipMapping algorithm looks at each patch, and its neighbours, to determine how to render the geometry. It will seam the edges between two patches with different LOD.
  
negative.code: ***  `DiffuseMap_1`, `DiffuseMap_1_scale`, `NormalMap_1`
  ***  `DiffuseMap_2`, `DiffuseMap_2_scale`, `NormalMap_2`
  ***  `DiffuseMap_3`, `DiffuseMap_3_scale`, `NormalMap_3` 
  image:jme3/beginner/alphamap.png[An alpha map can describe where 4 textures are painted onto the terrain.,width="128",height="128",align="right"]
  
  ***  `DiffuseMap_4`, `DiffuseMap_4_scale`, `NormalMap_4`
  ***  …
  