anchor.diff:  a|Type
   a|Description
   
  -a|.mesh.xml, .meshxml
  +l|.mesh.xml, .meshxml
   a|3D model
   a|Ogre Mesh XML 
   
  -a|.scene
  +l|.scene
   a|3D scene
   a|Ogre DotScene 
   
  -a|.OBJ, .MTL
  +l|.OBJ, .MTL
   a|3D model
   a|Wavefront
   
  -a|.blend
  +l|.blend
   a|3D model
   a|Blender version 2.49 onwards (tested up to 2.65)
   
  
positive.code: a|image
  a|Textures, icons
  
  a|.DDS
  a|image
  a|Direct Draw Surface texture
  
  a|.HDR
  a|image
  a|High Dynamic Range texture
  
  a|.TGA
  a|image
  a|Targa Image File texture
  
  a|.PFM
  a|image
  a|Portable Float Map texture
  
  a|.fnt
  a|bitmap font
  a|AngelCode font for +++<abbr title="Graphical User Interface">GUI</abbr>+++ and HUD
  
  a|.WAV
  a|audio
  a|Wave music and sounds
  
  a|.OGG
  a|audio
  a|OGG Vorbis music and sounds
  
  
negative.code: a|Usage
  a|Learn more
  
  l|.j3o
  a|Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. +During alpha and earlier development phases (when models still change a lot) you can alternatively load OgreXML/OBJ models directly.
  a|<<sdk/model_loader_and_viewer#,Model Loader and Viewer>> 
  
  l|.j3m
  a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
  a|<<jme3/advanced/materials_overview#,Materials Overview>> +<<sdk/material_editing#,Material Editing>> 
  
  l|.j3md
  a|A Material definition. These are pre-defined templates for shader-based Materials. +Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions. 
  a| <<jme3/advanced/materials_overview#,Materials Overview>> 
  
  l|.j3f
  a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters. 
  a| <<sdk/filters#,Filters>> +<<jme3/advanced/effects_overview#,Effects Overview>> 
  
  