anchor.diff:  
   [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.
  +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.
   ====
   
   
  
positive.code: 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 <<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. 
  
negative.code: 
  
  === Common AssetManager Tasks
  [cols="15,85", options="header"]
  |===
  
  a| Task? 
  