anchor.diff:  
   == Colored or Textured
   
  -Every Material must have at least Material Colors or Textures. Some optional material features also require a combination of both. 
  +Every Material must have at least Material Colors or Textures. Some optional material features also require a combination of both.
   
   
   
  
positive.code: mat.setColor("GlowColor", ColorRGBA.Black);
  ----
  
  Learn more about <<jme3/advanced/bloom_and_glow#,Bloom and Glow>>.
  
  
  
  
negative.code: 
  [TIP]
  ====
  It is possible to load a DiffuseMap texture that has an Alpha channel, and combine it with an underlying Material Color.
  
  [source,java]
  ----
  mat.setBoolean("UseAlpha",true);
  ----
  
  The Material Color bleeds through the transparent areas of the top-layer DiffuseMap texture. In this case you do not need BlendMode Alpha – because it's not the whole Material that is transparent, but only one of the texture layers. You use this bleed-through effect, for example, to generate differently colored uniforms, animals, or plants, where each Material uses the same "`template`" DiffuseMap texture but combines it with a different color.
  ====
  
  
  