anchor.diff:  === Seamless Tiled Textures
   
   
  -image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,with="128",height="128",align="right"]
  +image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,with="128",height="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.
   
  
positive.code: 
  == Materials: Color, Lighting/Shading
  
  What we call “color is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc! (link:http://www.shaders.org/ifw2_textures/whatsin10.htm[External examples])
  
  
  === Color
  
negative.code: ==== Specular Map
  
  
  image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_specular.jpg[tank_specular.jpg,with="128",height="128",align="right"]
  
  
  *  A Specular Map further improves the realism of an object's surface: It contains extra information about shininess and makes the shape appear more realistically illumated.
  