Pārlūkot izejas kodu

resolve the remaining javadoc errors

Stephen Gold 4 gadi atpakaļ
vecāks
revīzija
31e54c70af
24 mainītis faili ar 54 papildinājumiem un 55 dzēšanām
  1. 2 2
      jme3-android/src/main/java/com/jme3/app/AndroidHarness.java
  2. 4 4
      jme3-android/src/main/java/com/jme3/app/AndroidHarnessFragment.java
  3. 2 2
      jme3-android/src/main/java/com/jme3/app/state/VideoRecorderAppState.java
  4. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler.java
  5. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler14.java
  6. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput.java
  7. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput14.java
  8. 2 2
      jme3-desktop/src/main/java/com/jme3/app/state/VideoRecorderAppState.java
  9. 6 5
      jme3-desktop/src/main/java/com/jme3/system/NativeLibraryLoader.java
  10. 2 2
      jme3-effects/src/main/java/com/jme3/post/filters/CrossHatchFilter.java
  11. 3 3
      jme3-effects/src/main/java/com/jme3/post/filters/FXAAFilter.java
  12. 2 2
      jme3-effects/src/main/java/com/jme3/post/filters/PosterizationFilter.java
  13. 1 1
      jme3-examples/src/main/java/jme3test/bullet/TestPhysicsRayCast.java
  14. 2 2
      jme3-examples/src/main/java/jme3test/bullet/shape/TestGimpactShape.java
  15. 2 2
      jme3-examples/src/main/java/jme3test/renderer/TestBlendEquations.java
  16. 4 4
      jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java
  17. 3 3
      jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java
  18. 2 2
      jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGrid.java
  19. 2 2
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/MidpointDisplacementHeightMap.java
  20. 1 3
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/ParticleDepositionHeightMap.java
  21. 1 1
      jme3-vr/src/main/java/com/jme3/app/VRApplication.java
  22. 1 1
      jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusVR.java
  23. 2 2
      jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java
  24. 2 2
      jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRenderer.java

+ 2 - 2
jme3-android/src/main/java/com/jme3/app/AndroidHarness.java

@@ -75,8 +75,8 @@ public class AndroidHarness extends Activity implements TouchListener, DialogInt
     protected int eglDepthBits = 16;
 
     /**
-     * Sets the number of samples to use for multisampling.</br>
-     * Leave 0 (default) to disable multisampling.</br>
+     * Sets the number of samples to use for multisampling.<br>
+     * Leave 0 (default) to disable multisampling.<br>
      * Set to 2 or 4 to enable multisampling.
      */
     protected int eglSamples = 0;

+ 4 - 4
jme3-android/src/main/java/com/jme3/app/AndroidHarnessFragment.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -103,8 +103,8 @@ public class AndroidHarnessFragment extends Fragment implements
     protected int eglDepthBits = 16;
 
     /**
-     * Sets the number of samples to use for multisampling.</br>
-     * Leave 0 (default) to disable multisampling.</br>
+     * Sets the number of samples to use for multisampling.<br>
+     * Leave 0 (default) to disable multisampling.<br>
      * Set to 2 or 4 to enable multisampling.
      */
     protected int eglSamples = 0;
@@ -128,7 +128,7 @@ public class AndroidHarnessFragment extends Fragment implements
      * If the surfaceview is rectangular, the longest side (width or height)
      * will have the resolution set to a maximum of maxResolutionDimension.
      * The other direction will be set to a value that maintains the aspect
-     * ratio of the surfaceview. </br>
+     * ratio of the surfaceview. <br>
      * Any value less than 0 (default = -1) will result in the surfaceview having the
      * same resolution as the view layout (ie. no max resolution).
      */

+ 2 - 2
jme3-android/src/main/java/com/jme3/app/state/VideoRecorderAppState.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -55,7 +55,7 @@ import java.util.logging.Logger;
 
 /**
  * A Video recording AppState that records the screen output into an AVI file with
- * M-JPEG content. The file should be playable on any OS in any video player.<br/>
+ * M-JPEG content. The file should be playable on any OS in any video player.<br>
  * The video recording starts when the state is attached and stops when it is detached
  * or the application is quit. You can set the fileName of the file to be written when the
  * state is detached, else the old file will be overwritten. If you specify no file

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -47,7 +47,7 @@ import java.util.logging.Logger;
 /**
  * <code>AndroidInput</code> is the main class that connects the Android system
  * inputs to jME. It receives the inputs from the Android View and passes them
- * to the appropriate classes based on the source of the input.</br>
+ * to the appropriate classes based on the source of the input.<br>
  * This class is to be extended when new functionality is released in Android.
  *
  * @author iwgeric

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler14.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -41,7 +41,7 @@ import java.util.logging.Logger;
 
 /**
  * <code>AndroidInputHandler14</code> extends <code>AndroidInputHandler</code> to
- * add the onHover and onGenericMotion events that where added in Android rev 14 (Android 4.0).</br>
+ * add the onHover and onGenericMotion events that where added in Android rev 14 (Android 4.0).<br>
  * The onGenericMotion events are the main interface to Joystick axes.  They
  * were actually released in Android rev 12.
  *

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2015 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -51,7 +51,7 @@ import java.util.logging.Logger;
 /**
  * Main class that manages various joystick devices.  Joysticks can be many forms
  * including a simulated joystick to communicate the device orientation as well
- * as physical gamepads. </br>
+ * as physical gamepads. <br>
  * This class manages all the joysticks and feeds the inputs from each back
  * to jME's InputManager.
  *

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput14.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2015 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -39,7 +39,7 @@ import java.util.logging.Logger;
 
 /**
  * <code>AndroidJoyInput14</code> extends <code>AndroidJoyInput</code>
- * to include support for physical joysticks/gamepads.</br>
+ * to include support for physical joysticks/gamepads.
  *
  * @author iwgeric
  */

+ 2 - 2
jme3-desktop/src/main/java/com/jme3/app/state/VideoRecorderAppState.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -54,7 +54,7 @@ import java.util.logging.Logger;
 
 /**
  * A Video recording AppState that records the screen output into an AVI file with
- * M-JPEG content. The file should be playable on any OS in any video player.<br/>
+ * M-JPEG content. The file should be playable on any OS in any video player.<br>
  * The video recording starts when the state is attached and stops when it is detached
  * or the application is quit. You can set the fileName of the file to be written when the
  * state is detached, else the old file will be overwritten. If you specify no file

+ 6 - 5
jme3-desktop/src/main/java/com/jme3/system/NativeLibraryLoader.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -50,19 +50,19 @@ import java.util.logging.Logger;
  * using {@link #loadNativeLibrary(java.lang.String, boolean) }.
  * <br>
  * Example:<br>
- * <code><pre>
+ * <pre>
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Windows32, "native/windows/mystuff.dll");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Windows64, "native/windows/mystuff64.dll");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Linux32,   "native/linux/libmystuff.so");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Linux64,   "native/linux/libmystuff64.so");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.MacOSX32,  "native/macosx/libmystuff.jnilib");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.MacOSX64,  "native/macosx/libmystuff.jnilib");
- * </pre></code>
+ * </pre>
  * <br>
  * This will register the library. Load it via: <br>
- * <code><pre>
+ * <pre>
  * NativeLibraryLoader.loadNativeLibrary("mystuff", true);
- * </pre></code>
+ * </pre>
  * It will load the right library automatically based on the platform.
  * 
  * @author Kirill Vainer
@@ -246,6 +246,7 @@ public final class NativeLibraryLoader {
      * called <code>natives_&lt;hash&gt;</code> where &lt;hash&gt;
      * is computed automatically as the XOR of the classpath hash code
      * and the last modified date of this class.
+     * </ul>
      * 
      * @return Path where natives will be extracted to.
      */

+ 2 - 2
jme3-effects/src/main/java/com/jme3/post/filters/CrossHatchFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -44,7 +44,7 @@ import com.jme3.renderer.ViewPort;
  * Try combining this with a cartoon edge filter to obtain manga style visuals.
  *
  * Based on an article from Geeks3D:
- *    <a href="http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/" rel="nofollow">http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/</a>
+ *    <a href="http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/">http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/</a>
  *
  * @author Roy Straver a.k.a. Baal Garnaal
  */

+ 3 - 3
jme3-effects/src/main/java/com/jme3/post/filters/FXAAFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -38,8 +38,8 @@ import com.jme3.renderer.RenderManager;
 import com.jme3.renderer.ViewPort;
 
 /**
- * <a href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/" rel="nofollow">http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-<span class="domtooltips" title="OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics." id="domtooltipsspan11">opengl</span>-test-radeon-geforce/3/</a>
- * <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf" rel="nofollow">http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf</a>
+ * <a href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/">demo</a>
+ * <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf">whitepaper</a>
  *
  * @author Phate666 (adapted to jme3)
  *

+ 2 - 2
jme3-effects/src/main/java/com/jme3/post/filters/PosterizationFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2018 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -45,7 +45,7 @@ import com.jme3.renderer.ViewPort;
  * to give nice results.
  *
  * Based on an article from Geeks3D:
- *    <a href="http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/" rel="nofollow">http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/</a>
+ *    <a href="http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/">http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/</a>
  *
  * @author Roy Straver a.k.a. Baal Garnaal
  */

+ 1 - 1
jme3-examples/src/main/java/jme3test/bullet/TestPhysicsRayCast.java

@@ -15,7 +15,7 @@ import java.util.List;
 
 /**
  *
- * @author @wezrule
+ * @author wezrule
  */
 public class TestPhysicsRayCast extends SimpleApplication {
 

+ 2 - 2
jme3-examples/src/main/java/jme3test/bullet/shape/TestGimpactShape.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -80,7 +80,7 @@ import jme3test.bullet.PhysicsTestHelper;
  * eventually, generally a larger scales for this test.
  * </li>
  * <li>
- * Some shapes such as PQTorus & signpost never go inactive at larger scales for both Native and JBullet (test
+ * Some shapes such as PQTorus and signpost never go inactive at larger scales for both Native and JBullet (test
  * at 1.5 and 1.9 scale)
  * </li>
  * </ol>

+ 2 - 2
jme3-examples/src/main/java/jme3test/renderer/TestBlendEquations.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -44,7 +44,7 @@ import com.jme3.scene.Spatial;
 import com.jme3.scene.shape.Quad;
 
 /**
- * This test demonstrates the usage of customized blend equations and factors on a material.<br/>
+ * This test demonstrates the usage of customized blend equations and factors on a material.<br>
  * Customized blend equations and factors always requires {@link com.jme3.material.RenderState.BlendMode#Custom}.
  *
  * @author the_Minka

+ 4 - 4
jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -182,7 +182,7 @@ public class PhysicsSpace {
     private com.bulletphysics.linearmath.Transform sweepTrans2 = new com.bulletphysics.linearmath.Transform(new javax.vecmath.Matrix3f());
 
     /**
-     * Get the current PhysicsSpace <b>running on this thread</b><br/>
+     * Get the current PhysicsSpace <b>running on this thread</b><br>
      * For parallel physics, this can also be called from the OpenGL thread to receive the PhysicsSpace
      * @return the PhysicsSpace running on this thread
      */
@@ -791,7 +791,7 @@ public class PhysicsSpace {
     }
 
     /**
-     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
+     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br>
      * You have to use different Transforms for start and end (at least distance greater than 0.4f).
      * SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
      */
@@ -807,7 +807,7 @@ public class PhysicsSpace {
     }
 
     /**
-     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
+     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br>
      * You have to use different Transforms for start and end (at least distance greater than 0.4f).
      * SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
      */

+ 3 - 3
jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -308,7 +308,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
     }
 
     /**
-     * Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br/>
+     * Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br>
      * This avoids the problem of fast objects moving through other objects, set to zero to disable (default)
      * @param threshold
      */
@@ -367,7 +367,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
     }
 
     /**
-     * Set the local gravity of this PhysicsRigidBody<br/>
+     * Set the local gravity of this PhysicsRigidBody<br>
      * Set this after adding the node to the PhysicsSpace,
      * the PhysicsSpace assigns its current gravity to the physics node when its added.
      * @param gravity the gravity vector to set

+ 2 - 2
jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGrid.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -61,7 +61,7 @@ import java.util.logging.Logger;
 
 /**
  * <p>
- * TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.</p>
+ * TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.
  * </p><p>
  * The grid is indexed by cells. Each cell has an integer XZ coordinate originating at 0,0.
  * TerrainGrid will piggyback on the TerrainLodControl so it can use the camera for its

+ 2 - 2
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/MidpointDisplacementHeightMap.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -102,7 +102,7 @@ public class MidpointDisplacementHeightMap extends AbstractHeightMap {
      *          The factor by which the range will evolve at each iteration.
      *          A value of 0.5f will halve the range at each iteration and is
      *          typically a good choice
-     * @throws JMException if size is not a power of two plus one.
+     * @throws IllegalArgumentException if size is not a power of two plus one.
      */
     public MidpointDisplacementHeightMap(int size, float range, float persistence) throws Exception {
         this(size, range, persistence, new Random().nextLong());

+ 1 - 3
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/ParticleDepositionHeightMap.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -374,8 +374,6 @@ public class ParticleDepositionHeightMap extends AbstractHeightMap {
      * <code>setMaxParticles</code> sets the maximum number of particles
      * for a single jump.
      * @param maxParticles the maximum number of particles for a single jump.
-     * @throws Exception if maxParticles is negative or less than
-     *              the current number of minParticles.
      */
     public void setMaxParticles(int maxParticles) {
         this.maxParticles = maxParticles;

+ 1 - 1
jme3-vr/src/main/java/com/jme3/app/VRApplication.java

@@ -394,7 +394,7 @@ public abstract class VRApplication implements Application, SystemListener {
 
     
     /**
-        we do NOT want to get & modify the distortion scene camera, so
+        we do NOT want to get and modify the distortion scene camera, so
         return the left viewport camera instead if we are in VR mode
     */
     @Override

+ 1 - 1
jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusVR.java

@@ -29,7 +29,7 @@ import static org.lwjgl.system.MemoryUtil.*;
  * A few notes about the Oculus coordinate system:
  * <ul>
  * <li>Matrices should be transposed</li>
- * <li>Quaternions should be inverted<li/>
+ * <li>Quaternions should be inverted</li>
  * <li>Vectors should have their X and Z axes flipped, but apparently not Y.</li>
  * </ul>
  *

+ 2 - 2
jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java

@@ -1,7 +1,7 @@
 package com.jme3.shadow;
 
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -58,7 +58,7 @@ import java.io.IOException;
  * the shadow map.<br> This results in a better quality shadow than standard
  * shadow mapping.<br> for more informations on this read this <a
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
- * <p/>
+ *
  * @author Rémy Bouquet aka Nehon
  * @author reden - phr00t - https://github.com/phr00t
  * @author Julien Seinturier - COMEX SA - <a href="http://www.seinturier.fr">http://www.seinturier.fr</a>

+ 2 - 2
jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRenderer.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2018 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -42,7 +42,7 @@ import com.jme3.shadow.DirectionalLightShadowRenderer;
  * the shadow map.<br> This results in a better quality shadow than standard
  * shadow mapping.<br> for more informations on this read this <a
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
- * <p/>
+ *
  * @author Rémy Bouquet aka Nehon
  */
 public class VRDirectionalLightShadowRenderer extends DirectionalLightShadowRenderer {