anchor.diff:  .  Load the texture `cube2Tex` into the `ColorMap` layer of the material `cube2Mat`.
   .  Apply the material to the cube, and attach the cube to the rootnode.
   
  -*Tip:* Learn more about creating PNG images with an alpha layer in the help system of your graphic editor.
  +
  +
  +[TIP]
  +====
  +Learn more about creating PNG images with an alpha layer in the help system of your graphic editor.
  +====
  +
   
   
   == Shininess and Bumpiness
  
positive.code: ----
  
  ..  Set the Material's Shininess to a value between 1 and 128. For a rock, a low fuzzy shininess is appropriate. Use material colors to define the shiny Specular color. 
  [source,java]
  ----
  
  
negative.code: ----
  
  ..  You must generate TangentBinormals for the mesh so you can use the NormalMap layer of the texture.
  +
  [source,java]
  ----
  
  