anchor.diff:  
   <a| Common/MatDefs/Light/ +
   Reflection.j3md
  -a| Reflective glass material with environment map (CubeMap/SphereMap). See also: link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/texture/TestCubeMap.java[TestCubeMap.java]
  +a| Reflective glass material with environment map (CubeMap/SphereMap).
  +
  +See also: link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/texture/TestCubeMap.java[TestCubeMap.java]
   a| setTexture("`Texture`", assetManager.loadTexture("`name`")); +
   setBoolean("`SphereMap`",true);
   
  
positive.code: 
  a| Common/MatDefs/Misc/ +
  Unshaded.j3md
  a| Standard, non-illuminated Materials. +
  Use this for simple coloring and texturing, glow, and transparency. +
  See also: <<jme3/beginner/hello_material#,Hello Material>>
  a| *Texture Maps* +
  setTexture("`ColorMap`", assetManager.loadTexture("`name`")); +
  
negative.code: 
  a|getAdditionalRenderState() +
  .setFaceCullMode(FaceCullMode.Back);
  a|Activates back-face culling. Mesh faces that are facing away from the camera are not rendered, which saves time.
  
  *Backface culling is activated by default as a major optimization.*
  a|The invisible backsides and insides of models are not calculated.
  
  a|getAdditionalRenderState() +
  