anchor.diff:  
   === UV Maps / Texture Atlas
   
  -
  -image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,128,128,align="right"]
  +[.right]
  +image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,128,128]
   
   
   Creating a texture for a cube is easy – but what about a character with a face and extremities? For more complex objects, you design the texture in the same ways as a flat sewing pattern: One image file contains the outline of the front, back, and side of the object, next to one another. Specific areas of the flat texture (UV coordinates) map onto certain areas of your 3D model (XYZ coordinates), hence the name UV map. Using UV Maps (also known as Texture Atlas), one model can have different textures on each side. You create one corresponding UV map for each texture.
  
positive.code: 
  === Seamless Tiled Textures
  
  
  image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,128,128,align="right"]
  
  Tiles are a very simple, commonly used type of texture. When texturing a wide area (e.g. walls, floors), you don't create one huge texture – instead you tile a small texture repeatedly to fill the area.
  
  
negative.code: 
  === Polygon, Mesh, Vertex
  
  [.right]
  image::jme3/dolphin-mesh.png[Models (here a dolphin) are made up of polygon meshes,width="",height=""]
  
  
  Most visible objects in a 3D scene are made up of polygon meshes – characters, terrains, buildings, etc. A mesh is a grid-like structure that represents a complex shape. The advantage of a mesh is that it is mathematically simple enough to render in real time, and detailed enough to be recognizable.
  