anchor.diff:  
   To activate glow:
   
  -.  Add one xref:Root:jme3/advanced/bloom_and_glow.adoc[BloomFilter PostProcessor] in your simpleInitApp() method (only once, it is used by all glowing objects).
  +.  Add one xref:ROOT:jme3/advanced/bloom_and_glow.adoc[BloomFilter PostProcessor] in your simpleInitApp() method (only once, it is used by all glowing objects).
   +
   [source,java]
   ----
  
positive.code: *  Each Material is based on a Material Definition file. +
  Examples of included Material Definitions: Lighting.j3md, Unshaded.j3md
  
  You want to make the most of your 3D models by specifying good looking material parameters. The developers must be in contact with the graphic designers regarding which of the xref:Root:jme3/advanced/materials_overview.adoc[Material properties] they intend to use in their 3D models. You must have an understanding what <<terminology.adoc#materials-textures,texture maps>> are, to be able to use texture-mapped materials.
  
  
  [IMPORTANT]
  ====
  Don't forget to add a xref:Root:jme3/advanced/light_and_shadow.adoc[Light Source] to the scene! All Materials (except "`Unshaded`" ones) are *invisible* without a light source.
  ====
  
  If you want more advanced background info: You can learn more about xref:Root:jme3/advanced/material_definitions.adoc[Material Definitions] in general here. You can find the full list of Material Parameters in the xref:Root:jme3/advanced/materials_overview.adoc[Material Definitions Properties] overview. The following sections introduce you to the most commonly used cases. You typically initialize Material objects in the `simpleInitApp()` method, and configure them using the setters described here. Then load the Materials using `myGeometry.setMaterial(mat)`.
  
  
  
  
negative.code: mat.setColor("GlowColor", ColorRGBA.Black);
  ----
  
  Learn more about xref:ROOT:jme3/advanced/bloom_and_glow.adoc[Bloom and Glow].
  
  
  
  