anchor.diff:  
   [TIP]
   ====
  -It can happen that you load textures at different scales, for example, your blades of grass may look as big as twigs, or your spaceship's heat tiles may look like small bathroom tiles. Then you need to adjust the texture scale, either bigger (< 1.0f) or smaller (< 1.0f). 
  +It can happen that you load textures at different scales, for example, your blades of grass may look as big as twigs, or your spaceship's heat tiles may look like small bathroom tiles. Then you need to adjust the texture scale, either bigger (> 1.0f) or smaller (< 1.0f). 
   
   [source,java]
   ----
  
positive.code: a|Disables writing of the pixel's depth value to the depth buffer.
  a|Deactivate this on Materials if you expect two or more transparent/translucent objects to be obscuring one another, but you want to see through both.
  
  a|getAdditionalRenderState().setAlphaTest(true) +getAdditionalRenderState().setAlphaFallOff(0.5f);
  a|Enables Alpha Testing and uses an AlphaDiscardThreshold as alpha fall-off value. This means that gradients in the AlphaMap are no longer interpreted as soft translucency, but parts of the texture become either fully opaque or fully transparent. Only pixels above the alpha threshold (e.g. 0.5f) are rendered. 
  a|Activate Alpha Testing for (partially) *transparent* objects such as foliage, hair, etc. +Deactivate Alpha Testing for gradually *translucent* objects, such as colored glass, smoked glass, ghosts.
  
  |===
  
  
negative.code: 
  To activate Shininess (this only makes sense for illuminated Materials):
  
  .  Specify the `Shininess` intensity the Material. +
  Shininess is a float value between 1 (rough surface with blurry shininess) and 128 (very smooth surface with focused shininess)
  [source,java]
  ----
  mat.setFloat("Shininess", 5f);
  