anchor.diff:  Advantages of the AssetManager:
   
   *  The paths stay the same, no matter whether the game runs on Windows, Mac, Linux, etc!
  -*  The AssetManager automatically caches and optimizes the handling of OpenGL objects. +For example, the same textures are not uploaded to the graphics card multiple times when multiple models use them.
  +*  The AssetManager automatically caches and optimizes the handling of OpenGL objects. +
  +For example, the same textures are not uploaded to the graphics card multiple times when multiple models use them.
   *  The <<sdk/default_build_script#,default build script>> automatically bundles the contents of the `assets` directory into the executable. 
   
   Advanced users can write a custom build and packaging script, and can register custom paths to the AssetManager, but this is up to you then. 
  
positive.code: 
  [IMPORTANT]
  ====
  Store textures in `assets/Textures/` before you work with them in a mesh editor! Export and save 3D model files (.mesh.xml+.material, .mtl+.obj, .blend) into the `assets/Textures/` (!) before you convert the model to binary format (.j3o)! This ensures that texture paths correctly point to the `assets/Textures` directory. +After the conversion, you move the .j3o file into the `assets/Models/` or `assets/Scenes/` directories. This way, you can reuse textures, your binaries consistently link the correct textures, and the `assets/Models` and `assets/Scenes` directories don't become cluttered.
  ====
  
  
  
negative.code: [source,java]
  ----
  
  assetManager.registerLocator("https://storage.googleapis.com/"
      + "google-code-archive-downloads/v2/code.google.com/"
      + "jmonkeyengine/wildhouse.zip", HttpZipLocator.class);
  Spatial scene = assetManager.loadModel("main.scene");
  rootNode.attachChild(scene);
  
  