anchor.diff:  a| A solid skyblue, or use with a custom SkyDome texture. +
   See also: <<jme3/advanced/sky#,Sky>> 
   a| setTexture(“TextureCubeMap, assetManager.loadTexture(“)); +
  -setBoolean(“SphereMap,true); +setVector3(“NormalScale, new Vector3f(0,0,0)); 
  +setBoolean(“SphereMap,true); +
  +setVector3(“NormalScale, new Vector3f(0,0,0)); 
   
   a| Common/MatDefs/Terrain/Terrain.j3md 
   a| Splat textures for e.g. terrains. +
   See also: <<jme3/beginner/hello_terrain#,Hello Terrain>> 
  -a| setTexture(“Tex1, assetManager.loadTexture(“)); (red) +
  +a| setTexture(“Tex1, assetManager.loadTexture(“)); +
  +(red) +
   setFloat(“Tex1Scale,1f); +
  -setTexture(“Tex2, assetManager.loadTexture(“)); (green) +
  +setTexture(“Tex2, assetManager.loadTexture(“)); +
  +(green) +
   setFloat(“Tex2Scale,1f); +
  -setTexture(“Tex3, assetManager.loadTexture(“)); (blue) +
  +setTexture(“Tex3, assetManager.loadTexture(“)); +
  +(blue) +
   setFloat(“Tex3Scale,1f); +
   setTexture(“Alpha, assetManager.loadTexture(“)); 
   
  
positive.code: mat.setBoolean("UseAlpha",true);
  ----
  
  Later, put the Geometry (not the Material!) in the appropriate render queue
  
  *  
  [source,java]
  ----
  geo.setQueueBucket(Bucket.Translucent);
  ----
  
  *  
  [source,java]
  ----
  geo.setQueueBucket(Bucket.Transparent);
  
negative.code: setTexture(“AlphaMap, assetManager.loadTexture(“)); +
  setFloat(“AlphaDiscardThreshold,1f); +
  setTexture(“ColorRamp, assetManager.loadTexture(“)); +
  *Glow* +
  setTexture(“GlowMap, assetManager.loadTexture(“)); +
  setColor(“GlowColor, ColorRGBA.White); +
  *Performance and quality* +
  setBoolean(“VertexLighting,true); +
  