anchor.diff:  
   ==== Slerp
   
  -Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple “animation in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
  -
  -Example: A burning meteorite Geometry slerps from “position p1, rotation r1, scale s1 in the sky down to “p2, r2, s2 into a crater.
  +Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple "`animation`" in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
  +
  +Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.
   
   <<jme3/math#,Learn more about 3D maths here.>>
   
  
positive.code: 
  Textures are part of Materials. In the simplest case, an object could have just one texture, the Color Map, loaded from one image file. When you think back of old computer games you'll remember this looks quite plain.
  
  The more information you (the game designer) provide additionally to the Color Map, the higher the degree of detail and realism. Whether you want photo-realistic rendering or “toon rendering (Cel Shading), everything depends on the quality of your materials and textures. Modern 3D graphics use several layers of information to describe one material, each mapped layer is a texture.
  
  
  [TIP]
  
negative.code: 
  Environment Mapping or Reflection Mapping is used to create the impression of reflections and refractions in real time. It's faster (but less accurate) than the raytracing methods used in offline rendering applications.
  
  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>>.
  
  
  === MIP Map Texture
  
  MIP Map means that you provide one texture in two or three resolutions in one file (MIP = "`multum`" in parvo = "`many`" in one). Depending on how close (or far) the camera is, the engine automatically renders a more (or less) detailed texture for the object. Thus objects look detailed at close up, but also look good when viewed from far away. Good for everything, but requires more time to create and more space to store textures. If you don't provide custom ones, the jMonkeyEngine creates basic MIP maps automatically as an optimization.
  
  
  === Procedural Textures
  