anchor.diff:  
   <a| Common/MatDefs/Misc/ +
   Particle.j3md
  -a| Used with texture masks for particle effects, or for point sprites. +
  -The Quadratic value scales the particle for perspective view (link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/effect/ParticleEmitter.java[formula]). +
  -Does support an optional colored glow effect. +
  +a| Used with texture masks for particle effects, or for point sprites.
  +
  +The Quadratic value scales the particle for perspective view (link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/effect/ParticleEmitter.java[formula]).
  +
  +Does support an optional colored glow effect.
  +
   See also: <<jme3/beginner/hello_effects#,Hello Effects>>
   a| setTexture("`Texture`", assetManager.loadTexture("`name`")); +
   setTexture("`GlowMap`", assetManager.loadTexture("`name`")); +
  
positive.code: a|Use this on Materials if you have several transparent/translucent objects obscuring one another, but you want to see through both.
  
  a|getAdditionalRenderState() +
  .setAlphaFallOff(0.5f); +
  getAdditionalRenderState() +
  .setAlphaTest(true)
  a|Enables Alpha Testing with a "`AlphaDiscardThreshold`" in the AlphaMap.
  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.
  
  a|getAdditionalRenderState() +
  .setBlendMode(BlendMode.Additive);
  a|Additive alpha blending adds colors in a commutative way, i.e. the result does not depend on the order of transparent layers, since it adds the scene's background pixel color to the current pixel color. This is useful if you have lots of transparent textures overlapping and don't care about the order. +
  *Note:* Viewed in front of a white background, Additive textures become fully transparent!
  a| This is the default for Particle.j3md-based textures that have a black color background.
  
  
negative.code: 
  <a| Common/MatDefs/Misc/ +
  Sky.j3md
  a| A solid skyblue, or use with a custom SkyDome texture.
  
  See also: <<jme3/advanced/sky#,Sky>>
  a| setTexture("`TextureCubeMap`", assetManager.loadTexture("`name`")); +
  setBoolean("`SphereMap`",true); +
  