diff --git a/getting-started/using-the-ide.md b/getting-started/using-the-ide.md index 2cfadf7..e289c05 100644 --- a/getting-started/using-the-ide.md +++ b/getting-started/using-the-ide.md @@ -37,7 +37,7 @@ or by pressing `Shift` two times again, the search will look not only in your ow ### Recent Window -Another useful tool in IntelliJ is the `Recent` window. You can open it with the Shortcut `CTRL + E`. In there you can jump to the files, which you have already visited and open tool windows, such as the [`Structure`](useful-ide#structure-of-a-class) or [`Bookmarks`](useful-ide#bookmarks) window. +Another useful tool in IntelliJ is the `Recent` window. You can open it with the Shortcut `CTRL + E`. In there you can jump to the files, which you have already visited and open tool windows, such as the [`Structure`](#structure-of-a-class) or [`Bookmarks`](#bookmarks) window. ![Recent window](./_assets/traversing_04.png) diff --git a/items/armor.md b/items/armor.md index 0b00451..f5e2daa 100644 --- a/items/armor.md +++ b/items/armor.md @@ -196,7 +196,7 @@ You will need to create two sets of textures: ### Item Textures And Model -These textures are no different to other items - you must create the textures, and create a generic generated item model - which was covered in the [Creating Your First Item](/items#adding-a-texture-and-model) guide. +These textures are no different to other items - you must create the textures, and create a generic generated item model - which was covered in the [Creating Your First Item](/items/#adding-a-texture-and-model) guide. For the sake of it, I have supplied example armor item textures you can use, and an example model json: diff --git a/rendering/matrices.md b/rendering/matrices.md index 155a3f7..51037e7 100644 --- a/rendering/matrices.md +++ b/rendering/matrices.md @@ -13,7 +13,7 @@ prev: Matrices provide an easy way to transform rendered elements. They also allow content to be transformed into world space properly. -Assuming you're coming from the [Introduction To Rendering](/rendering) page, you've already met them. In fact, they're everywhere, which is a good thing, since that means that we can transform about anything. +Assuming you're coming from the [Introduction To Rendering](/rendering/) page, you've already met them. In fact, they're everywhere, which is a good thing, since that means that we can transform about anything. ## The Minecraft Implementation Minecraft has a wrapper around this entire mechanism, called the `MatrixStack`. It's a stack of matrices, which means that you can `push()` and `pop()` from it. These 2 methods will come in very handy later, since they essentially allow you to back up (`push()`) the current state, and then restore the correct backup later (`pop()`). @@ -21,7 +21,7 @@ Minecraft has a wrapper around this entire mechanism, called the `MatrixStack`. ## Using a MatrixStack When rendering anything, you usually have to pass in a MatrixStack from somewhere else. Since we also have access to the MatrixStack, we can make a backup of it (`push()`), transform it in any way we want, render with it, then restore it before passing it along to the next component (`pop()`). -Let's take our old example from the [Introduction To Rendering](/rendering) page for this example: +Let's take our old example from the [Introduction To Rendering](/rendering/) page for this example: ```java HudRenderCallback.EVENT.register((drawContext, tickDelta) -> { diff --git a/rendering/world.md b/rendering/world.md index 8e1efce..4cc6094 100644 --- a/rendering/world.md +++ b/rendering/world.md @@ -9,7 +9,7 @@ prev: # Worldspace Rendering ::: warning -This page assumes you have a basic understanding of [matrices.](./_assets/matrices) +This page assumes you have a basic understanding of [matrices.](/rendering/matrices) ::: ## What's the challenge? @@ -36,7 +36,7 @@ WorldRenderEvents.END.register(context -> { }); ``` -Next, we will re-use the example from the [Introduction To Rendering](/rendering) page: +Next, we will re-use the example from the [Introduction To Rendering](/rendering/) page: ```java WorldRenderEvents.END.register(context -> {