anchor.diff:  
   You create a Cube Map to represent your environment; Sphere Maps are also possible, but often look distorted. Basically you give the environment map a set of images showing a "`360°`" view of the background scene – very similar to a skybox. The renderer maps the environment on the texture of the reflective surface, which results in an acceptable "`glass/mirror/water`" effect. Just like a skybox, the reflection map is static, so dynamic things (such as the player walking) are not part of the reflection. (!)
   
  -See also: <<jme3/advanced/water#,Water>>.
  +See also: xref:ROOT:jme3/advanced/water.adoc[Water].
   
   
   === MIP Map Texture
  
positive.code: = 3D Game Development Terminology
  :author:
  :revnumber: 2.0
  :revdate: 2-28-2020
  :relfileprefix: ../
  :imagesdir: ..
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  Before you start, make certain you are familiar with the following concepts and terminology.
  
negative.code: 
  Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.
  
  xref:intermediate/math.adoc[Learn more about 3D maths here.]
  
  
  == Game Developer Jargon
  