anchor.diff:  A Geometry (mesh) is just the shape of the object. jMonkeyEngine cannot render a shape without knowing anything about its surface properties. You need to apply a color or texture to the surface of your Geometries to make them visible. In jMonkeyEngine, colors and textures are represented as Material objects. (An alternative would also be to load a model that includes materials generated by a mesh editor, such as Blender.)
   
   *  All Geometries must have Materials that defines color or texture.
  -*  Each Material is based on a Material Definition file. +Examples of included Material Definitions: Lighting.j3md, Unshaded.j3md
  +*  Each Material is based on a Material Definition file. +
  +Examples of included Material Definitions: Lighting.j3md, Unshaded.j3md
   
   You want to make the most of your 3D models by specifying good looking material parameters. The developers must be in contact with the graphic designers regarding which of the <<jme3/advanced/materials_overview#,Material properties>> they intend to use in their 3D models. You must have an understanding what <<jme3/terminology#materialstextures,texture maps>> are, to be able to use texture-mapped materials. 
   
  
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: viewPort.addProcessor(fpp);
  ----
  
  .  Specify a `Glow` color. +
  A ColorRGBA value of your choice, e.g. choose a warm or cold color for different effects, or white for a neutral glow.
  [source,java]
  ----
  mat.setColor("GlowColor",ColorRGBA.White);
  ----
  
  .  (Optional) Specify a `GlowMap` texture. +
  This texture outlines in detail where the DiffuseMap texture glows. If you don't supply a GlowMap, the whole material glows everwhere.  
  [source,java]
  ----
  mat.setTexture("GlowMap", assetManager.loadTexture("Textures/alien_glow.png"));
  