Bladeren bron

#1107-Fix Javadoc warnings in OpenJDK 9+ (#1112)

Stephen Gold 6 jaren geleden
bovenliggende
commit
a582b7d1ca

+ 3 - 3
jme3-core/src/main/java/com/jme3/bounding/BoundingBox.java

@@ -79,9 +79,9 @@ public class BoundingBox extends BoundingVolume {
      * Instantiate a <code>BoundingBox</code> with given center and extents.
      *
      * @param c the coordinates of the center of the box (not null, not altered)
-     * @param x the X-extent of the box (>=0, may be +Infinity)
-     * @param y the Y-extent of the box (>=0, may be +Infinity)
-     * @param z the Z-extent of the box (>=0, may be +Infinity)
+     * @param x the X-extent of the box (0 or greater, may be +Infinity)
+     * @param y the Y-extent of the box (0 or greater, may be +Infinity)
+     * @param z the Z-extent of the box (0 or greater, may be +Infinity)
      */
     public BoundingBox(Vector3f c, float x, float y, float z) {
         this.center.set(c);

+ 5 - 5
jme3-core/src/main/java/com/jme3/bounding/BoundingSphere.java

@@ -173,11 +173,11 @@ public class BoundingSphere extends BoundingVolume {
 
     /**
      * Calculates a minimum bounding sphere for the set of points. The algorithm
-     * was originally found in C++ at
-     * <p><a href="http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1">
-     * http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1</a><br><strong>broken link</strong></p>
-     * <p>and translated to java by Cep21</p>
-     *
+     * was originally found in C++ at <br>
+     * <a href="http://flipcode.com/archives/Smallest_Enclosing_Spheres.shtml">
+     * http://flipcode.com/archives/Smallest_Enclosing_Spheres.shtml</a> <br> 
+     * and translated to java by Cep21
+     *  
      * @param points
      *            The points to calculate the minimum bounds from.
      */

+ 1 - 1
jme3-core/src/main/java/com/jme3/cinematic/events/CameraEvent.java

@@ -41,7 +41,7 @@ import java.io.IOException;
 
 /**
  *
- * @author Rickard <neph1 @ github>
+ * @author Rickard (neph1 @ github)
  */
 public class CameraEvent extends AbstractCinematicEvent{
 

+ 9 - 9
jme3-core/src/main/java/com/jme3/material/RenderState.java

@@ -272,27 +272,27 @@ public class RenderState implements Cloneable, Savable {
         /**
          * Additive blending. For use with glows and particle emitters.
          * <p>
-         * Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
+         * Result = Source Color + Destination Color -&gt; (GL_ONE, GL_ONE)
          */
         Additive,
         /**
          * Premultiplied alpha blending, for use with premult alpha textures.
          * <p>
-         * Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
+         * Result = Source Color + (Dest Color * (1 - Source Alpha) ) -&gt; (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
          */
         PremultAlpha,
         /**
          * Additive blending that is multiplied with source alpha.
          * For use with glows and particle emitters.
          * <p>
-         * Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
+         * Result = (Source Alpha * Source Color) + Dest Color -&gt; (GL_SRC_ALPHA, GL_ONE)
          */
         AlphaAdditive,
         /**
          * Color blending, blends in color from dest color
          * using source color.
          * <p>
-         * Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
+         * Result = Source Color + (1 - Source Color) * Dest Color -&gt; (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
          */
         Color,
         /**
@@ -300,26 +300,26 @@ public class RenderState implements Cloneable, Savable {
          * using source alpha.
          * <p>
          * Result = Source Alpha * Source Color +
-         *          (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
+         *          (1 - Source Alpha) * Dest Color -&gt; (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
          */
         Alpha,
         /**
          * Multiplies the source and dest colors.
          * <p>
-         * Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
+         * Result = Source Color * Dest Color -&gt; (GL_DST_COLOR, GL_ZERO)
          */
         Modulate,
         /**
          * Multiplies the source and dest colors then doubles the result.
          * <p>
-         * Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
+         * Result = 2 * Source Color * Dest Color -&gt; (GL_DST_COLOR, GL_SRC_COLOR)
          */
         ModulateX2,
         /**
          * Opposite effect of Modulate/Multiply. Invert both colors, multiply and
          * then invert the result.
          * <p>
-         * Result = 1 - (1 - Source Color) * (1 - Dest Color) -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
+         * Result = 1 - (1 - Source Color) * (1 - Dest Color) -&gt; (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
          */
         Screen,
         /**
@@ -327,7 +327,7 @@ public class RenderState implements Cloneable, Savable {
          * operation.  This is directly equivalent to Photoshop's "Exclusion" blend.
          * <p>
          * Result = (Source Color * (1 - Dest Color)) + (Dest Color * (1 - Source Color))
-         *  -> (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR) 
+         *  -&gt; (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR) 
          */
         Exclusion,
         /**

+ 1 - 1
jme3-core/src/main/java/com/jme3/material/Technique.java

@@ -169,7 +169,7 @@ public final class Technique {
     /**
      * Get the {@link DefineList} for dynamic defines.
      * 
-     * Dynamic defines are used to implement material parameter -> define
+     * Dynamic defines are used to implement material parameter -- define
      * bindings as well as {@link TechniqueDefLogic} specific functionality.
      * 
      * @return all dynamic defines.

+ 3 - 2
jme3-core/src/main/java/com/jme3/math/FastMath.java

@@ -91,7 +91,7 @@ final public class FastMath {
      * Get the next power of two of the given number.
      * 
      * E.g. for an input 100, this returns 128.
-     * Returns 1 for all numbers <= 1.
+     * Returns 1 for all numbers less than or equal to 1.
      * 
      * @param number The number to obtain the POT for.
      * @return The next power of two.
@@ -942,7 +942,8 @@ final public class FastMath {
      * Converts a single precision (32 bit) floating point value
      * into half precision (16 bit).
      *
-     * <p>Source: <a href="ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf</a>
+     * <p>Source: <a href="ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf">
+     * ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf</a>
      *
      * @param half The half floating point value as a short.
      * @return floating point value of the half.

+ 3 - 2
jme3-core/src/main/java/com/jme3/math/Ray.java

@@ -43,8 +43,9 @@ import java.io.IOException;
 /**
  * <code>Ray</code> defines a line segment which has an origin and a direction.
  * That is, a point and an infinite ray is cast from this point. The ray is
- * defined by the following equation: R(t) = origin + t*direction for t >= 0.
- * 
+ * defined by the following equation: {@literal
+ * R(t) = origin + t*direction for t >= 0.
+ * }
  * @author Mark Powell
  * @author Joshua Slack
  */

+ 1 - 1
jme3-core/src/main/java/com/jme3/renderer/Caps.java

@@ -238,7 +238,7 @@ public enum Caps {
     TextureBuffer,
 
     /**
-     * Supports floating point & half textures (Format.RGB16F)
+     * Supports floating point and half textures (Format.RGB16F)
      */
     FloatTexture,
     

+ 350 - 33
jme3-core/src/main/java/com/jme3/renderer/opengl/GL.java

@@ -249,40 +249,357 @@ public interface GL {
     public long glGetQueryObjectui64(int query, int pname);
     public int glGetQueryObjectiv(int query, int pname);
     public void glGetShader(int shader, int pname, IntBuffer params);
-	public String glGetShaderInfoLog(int shader, int maxSize);
-	public String glGetString(int name);
-	public int glGetUniformLocation(int program, String name);
-	public boolean glIsEnabled(int cap);
-	public void glLineWidth(float width);
-	public void glLinkProgram(int program);
-	public void glPixelStorei(int pname, int param);
-	public void glPolygonOffset(float factor, float units);
-	public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
-        public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
-	public void glScissor(int x, int y, int width, int height);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glGetShaderInfoLog">Reference Page</a></p>
+     * <p>
+     * Returns the information log for a shader object.
+     *
+     * @param shader  the shader object whose information log is to be queried.
+     * @param maxSize the size of the character buffer for storing the returned information log.
+     */
+    public String glGetShaderInfoLog(int shader, int maxSize);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glGetString">Reference Page</a></p>
+     * <p>
+     * Return strings describing properties of the current GL context.
+     *
+     * @param name the property to query. One of:<br><table><tr><td>{@link #GL_RENDERER RENDERER}</td><td>{@link #GL_VENDOR VENDOR}</td><td>{@link #GL_EXTENSIONS EXTENSIONS}</td><td>{@link #GL_VERSION VERSION}</td><td>{@link GL2#GL_SHADING_LANGUAGE_VERSION SHADING_LANGUAGE_VERSION}</td></tr></table>
+     */
+    public String glGetString(int name);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glGetUniformLocation">Reference Page</a></p>
+     * <p>
+     * Returns the location of a uniform variable.
+     *
+     * @param program the program object to be queried.
+     * @param name    a null terminated string containing the name of the uniform variable whose location is to be queried.
+     */
+    public int glGetUniformLocation(int program, String name);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glIsEnabled">Reference Page</a></p>
+     * <p>
+     * Determines if {@code cap} is currently enabled (as with {@link #glEnable Enable}) or disabled.
+     *
+     * @param cap the enable state to query.
+     */
+    public boolean glIsEnabled(int cap);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glLineWidth">Reference Page</a></p>
+     *
+     * Sets the width of rasterized line segments. The default width is 1.0.
+     *
+     * @param width the line width.
+     */
+    public void glLineWidth(float width);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glLinkProgram">Reference Page</a></p>
+     *
+     * Links a program object.
+     *
+     * @param program the program object to be linked.
+     */
+    public void glLinkProgram(int program);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glPixelStorei">Reference Page</a></p>
+     * <p>
+     * Sets the integer value of a pixel store parameter.
+     *
+     * @param pname the pixel store parameter to set.
+     * @param param the parameter value
+     */
+    public void glPixelStorei(int pname, int param);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glPolygonOffset">Reference Page</a></p>
+     * <p>
+     * The depth values of all fragments generated by the rasterization of a polygon may be offset by a single value that is computed for that polygon. This
+     * function determines that value.
+     * <p>
+     * <p>{@code factor} scales the maximum depth slope of the polygon, and {@code units} scales an implementation-dependent constant that relates to the usable
+     * resolution of the depth buffer. The resulting values are summed to produce the polygon offset value.</p>
+     *
+     * @param factor the maximum depth slope factor.
+     * @param units  the constant scale.
+     */
+    public void glPolygonOffset(float factor, float units);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a></p>
+     * <p>
+     * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
+     * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the
+     * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
+     * for those pixels are undefined. When {@link GLFbo#GL_READ_FRAMEBUFFER_BINDING_EXT READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
+     * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
+     *
+     * @param x      the left pixel coordinate
+     * @param y      the lower pixel coordinate
+     * @param width  the number of pixels to read in the x-dimension
+     * @param height the number of pixels to read in the y-dimension
+     * @param format the pixel format.
+     * @param type   the pixel type.
+     * @param data   a buffer in which to place the returned pixel data.
+     */
+    public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
+
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a></p>
+     * <p>
+     * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
+     * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the
+     * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
+     * for those pixels are undefined. When {@link GLFbo#GL_READ_FRAMEBUFFER_BINDING_EXT READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
+     * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
+     *
+     * @param x      the left pixel coordinate
+     * @param y      the lower pixel coordinate
+     * @param width  the number of pixels to read in the x-dimension
+     * @param height the number of pixels to read in the y-dimension
+     * @param format the pixel format.
+     * @param type   the pixel type.
+     * @param offset a buffer in which to place the returned pixel data/
+     */
+    public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glScissor">Reference Page</a></p>
+     * <p>
+     * Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using {@link #glEnable Enable} or {@link #glDisable Disable}
+     * with the symbolic constant {@link #GL_SCISSOR_TEST SCISSOR_TEST}. When disabled, it is as if the scissor test always passes. When enabled, if
+     * left &lt;= x<sub>w</sub> &lt; left + width and bottom &lt;= y<sub>w</sub> &lt; bottom + height for the scissor rectangle, then the scissor
+     * test passes. Otherwise, the test fails and the fragment is discarded.
+     *
+     * @param x      the left scissor rectangle coordinate.
+     * @param y      the bottom scissor rectangle coordinate.
+     * @param width  the scissor rectangle width.
+     * @param height the scissor rectangle height.
+     */
+    public void glScissor(int x, int y, int width, int height);
 	public void glShaderSource(int shader, String[] string, IntBuffer length);
-	public void glStencilFuncSeparate(int face, int func, int ref, int mask);
-	public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
+    public void glStencilFuncSeparate(int face, int func, int ref, int mask);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glStencilOpSeparate">Reference Page</a></p>
+     * <p>
+     * Sets front and/or back stencil test actions.
+     *
+     * @param face   whether front and/or back stencil state is updated. One of:<br><table><tr><td>{@link GL#GL_FRONT FRONT}</td><td>{@link GL#GL_BACK BACK}</td><td>{@link GL#GL_FRONT_AND_BACK FRONT_AND_BACK}</td></tr></table>
+     * @param sfail  the action to take when the stencil test fails. The initial value is GL_KEEP. One of:<br><table><tr><td>{@link GL#GL_KEEP KEEP}</td><td>{@link GL#GL_ZERO ZERO}</td><td>{@link GL#GL_REPLACE REPLACE}</td><td>{@link GL#GL_INCR INCR}</td><td>{@link GL#GL_INCR_WRAP INCR_WRAP}</td><td>{@link GL#GL_DECR DECR}</td><td>{@link GL#GL_DECR_WRAP DECR_WRAP}</td><td>{@link GL#GL_INVERT INVERT}</td></tr></table>
+     * @param dpfail the stencil action when the stencil test passes, but the depth test fails. The initial value is GL_KEEP.
+     * @param dppass the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth
+     *               testing is not enabled. The initial value is GL_KEEP.
+     */
+    public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
 	public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
-	public void glTexParameterf(int target, int pname, float param);
-	public void glTexParameteri(int target, int pname, int param);
+    public void glTexParameterf(int target, int pname, float param);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glTexParameteri">Reference Page</a></p>
+     * <p>
+     * Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment.
+     *
+     * @param target the texture target.
+     * @param pname  the parameter to set.
+     * @param param  the parameter value.
+     */
+    public void glTexParameteri(int target, int pname, int param);
 	public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
-	public void glUniform1(int location, FloatBuffer value);
-	public void glUniform1(int location, IntBuffer value);
-	public void glUniform1f(int location, float v0);
-	public void glUniform1i(int location, int v0);
-	public void glUniform2(int location, IntBuffer value);
-	public void glUniform2(int location, FloatBuffer value);
-	public void glUniform2f(int location, float v0, float v1);
-	public void glUniform3(int location, IntBuffer value);
-	public void glUniform3(int location, FloatBuffer value);
-	public void glUniform3f(int location, float v0, float v1, float v2);
-	public void glUniform4(int location, FloatBuffer value);
-	public void glUniform4(int location, IntBuffer value);
-	public void glUniform4f(int location, float v0, float v1, float v2, float v3);
-	public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
-	public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
-	public void glUseProgram(int program);
-	public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
-	public void glViewport(int x, int y, int width, int height);
+    public void glUniform1(int location, FloatBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single int uniform variable or a int uniform variable array for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniform1(int location, IntBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a float uniform variable for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param v0       the uniform value.
+     */
+    public void glUniform1f(int location, float v0);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of an int uniform variable for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param v0       the uniform value.
+     */
+    public void glUniform1i(int location, int v0);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniform2(int location, IntBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniform2(int location, FloatBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a vec2 uniform variable for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param v0       the uniform x value.
+     * @param v1       the uniform y value.
+     */
+    public void glUniform2f(int location, float v0, float v1);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniform3(int location, IntBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniform3(int location, FloatBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a vec3 uniform variable for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param v0       the uniform x value.
+     * @param v1       the uniform y value.
+     * @param v2       the uniform z value.
+     */
+    public void glUniform3f(int location, float v0, float v1, float v2);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniform4(int location, FloatBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniform4(int location, IntBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a vec4 uniform variable for the current program object.
+     *
+     * @param location the location of the uniform variable to be modified.
+     * @param v0       the uniform x value.
+     * @param v1       the uniform y value.
+     * @param v2       the uniform z value.
+     * @param v3       the uniform w value.
+     */
+    public void glUniform4f(int location, float v0, float v1, float v2, float v3);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.
+     *
+     * @param location  the location of the uniform variable to be modified.
+     * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable.
+     * @param value     a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
+     * <p>
+     * Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.
+     *
+     * @param location  the location of the uniform variable to be modified.
+     * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable.
+     * @param value     a pointer to an array of {@code count} values that will be used to update the specified uniform variable.
+     */
+    public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glUseProgram">Reference Page</a></p>
+     * <p>
+     * Installs a program object as part of current rendering state.
+     *
+     * @param program the program object whose executables are to be used as part of current rendering state.
+     */
+    public void glUseProgram(int program);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glVertexAttribPointer">Reference Page</a></p>
+     * <p>
+     * Specifies the location and organization of a vertex attribute array.
+     *
+     * @param index      the index of the generic vertex attribute to be modified
+     * @param size       the number of values per vertex that are stored in the array.
+     * @param type       the data type of each component in the array. The initial value is GL_FLOAT.
+     * @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
+     * @param stride     the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
+     *                   the array. The initial value is 0.
+     * @param pointer    the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
+     *                   currently bound to the {@link GL#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
+     */
+    public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
+
+    /**
+     * <p><a target="_blank" href="http://docs.gl/gl4/glViewport">Reference Page</a></p>
+     * <p>
+     * Specifies the viewport transformation parameters for all viewports.
+     * <p>
+     * <p>In the initial state, {@code width} and {@code height} for each viewport are set to the width and height, respectively, of the window into which the GL is to do
+     * its rendering. If the default framebuffer is bound but no default framebuffer is associated with the GL context, then {@code width} and {@code height} are
+     * initially set to zero.</p>
+     *
+     * @param x      the left viewport coordinate.
+     * @param y      the bottom viewport coordinate.
+     * @param width  the viewport width.
+     * @param height the viewport height.
+     */
+    public void glViewport(int x, int y, int width, int height);
 }

+ 1 - 1
jme3-core/src/main/java/com/jme3/system/SystemListener.java

@@ -32,7 +32,7 @@
 package com.jme3.system;
 
 /**
- * The <code>ContextListener> provides a means for an application
+ * The {@code SystemListener} provides a means for an application
  * to receive events relating to a context.
  */
 public interface SystemListener {

+ 5 - 3
jme3-core/src/main/java/com/jme3/texture/Texture.java

@@ -278,21 +278,23 @@ public abstract class Texture implements CloneableSmartAsset, Savable, Cloneable
          */
         Off,
 
-        /**
+        /** 
+         * {@code
          * Compares the 3rd texture coordinate R to the value
          * in this depth texture. If R <= texture value then result is 1.0,
          * otherwise, result is 0.0. If filtering is set to bilinear or trilinear
          * the implementation may sample the texture multiple times to provide
-         * smoother results in the range [0, 1].
+         * smoother results in the range [0, 1].}
          */
         LessOrEqual,
 
         /**
+         * {@code
          * Compares the 3rd texture coordinate R to the value
          * in this depth texture. If R >= texture value then result is 1.0,
          * otherwise, result is 0.0. If filtering is set to bilinear or trilinear
          * the implementation may sample the texture multiple times to provide
-         * smoother results in the range [0, 1].
+         * smoother results in the range [0, 1].}
          */
         GreaterOrEqual
     }

+ 8 - 8
jme3-core/src/main/java/com/jme3/texture/TextureCubeMap.java

@@ -44,14 +44,14 @@ import java.util.ArrayList;
  * Describes a cubemap texture.
  * The image specified by setImage must contain 6 data units,
  * each data contains a 2D image representing a cube's face.
- * The slices are specified in this order:<br/>
- * <br/>
- * 0 => Positive X (+x)<br/>
- * 1 => Negative X (-x)<br/>
- * 2 => Positive Y (+y)<br/>
- * 3 => Negative Y (-y)<br/>
- * 4 => Positive Z (+z)<br/>
- * 5 => Negative Z (-z)<br/>
+ * The slices are specified in this order:<br>
+ * <br>
+ * 0 -- Positive X (+x)<br>
+ * 1 -- Negative X (-x)<br>
+ * 2 -- Positive Y (+y)<br>
+ * 3 -- Negative Y (-y)<br>
+ * 4 -- Positive Z (+z)<br>
+ * 5 -- Negative Z (-z)<br>
  *
  * @author Joshua Slack
  */

+ 3 - 2
jme3-core/src/main/java/com/jme3/util/ListSort.java

@@ -52,12 +52,13 @@ import java.util.Comparator;
  * for optimal performance, but can be called several times if the length of the
  * list changes
  *
+ * {@code
  * Disclaimer : I was intrigued by the use of val >>> 1 in java 7 Timsort class
  * instead of val / 2 (integer division). Micro benching revealed that val >>> 1
  * is twice faster than val / 2 in java 6 and has similar perf in java 7. The
  * following code uses val >>> 1 when ever a value needs to be divided by 2 and
  * rounded to its floor
- *
+ * }
  *
  * @author Nehon
  */
@@ -66,7 +67,7 @@ public class ListSort<T> {
     /**
      * Threshold for binary sort vs merge. Original algorithm use 64, java7
      * TimSort uses 32 and I used 128, see this post for explanations :
-     * http://hub.jmonkeyengine.org/groups/development-discussion-jme3/forum/topic/i-got-that-sorted-out-huhuhu/
+     * https://hub.jmonkeyengine.org/t/i-got-that-sorted-out-huhuhu/24478
      */
     private static final int MIN_SIZE = 128;
     private T[] array;

+ 1 - 1
jme3-core/src/main/java/com/jme3/util/SortUtil.java

@@ -47,7 +47,7 @@ public class SortUtil {
     private static final int INSERTION_SORT_THRESHOLD = 7;
     
     
-    /**
+    /*
  procedure optimizedGnomeSort(a[])
     pos := 1
     last := 0

+ 1 - 1
jme3-core/src/plugins/java/com/jme3/export/binary/ByteUtils.java

@@ -452,7 +452,7 @@ public class ByteUtils {
      * of bytes have been read.
      * 
      * @param store
-     *            the byte array to store in. Should have a length > bytes
+     *            the byte array to store in. Array length must be greater than bytes param.
      * @param bytes
      *            the number of bytes to read.
      * @param is

+ 8 - 10
jme3-core/src/plugins/java/com/jme3/material/plugins/ConditionParser.java

@@ -78,15 +78,13 @@ public class ConditionParser {
      * parse a condition and returns the list of defines of this condition.
      * additionally this methods updates the formattedExpression with uppercased
      * defines names
-     * 
-     * supported expression syntax example: 
-     * <code>
-     * "(LightMap && SeparateTexCoord) || !ColorMap"
-     * "#if (defined(LightMap) && defined(SeparateTexCoord)) || !defined(ColorMap)"
-     * "#ifdef LightMap"
-     * "#ifdef (LightMap && SeparateTexCoord) || !ColorMap"
-     * </code>
-     * 
+     *
+     * supported expression syntax example:<br><br>
+     * {@code "(LightMap && SeparateTexCoord) || !ColorMap"}<br><br>
+     * {@code "#if (defined(LightMap) && defined(SeparateTexCoord)) || !defined(ColorMap)"}<br><br>
+     * {@code "#ifdef LightMap"}<br><br>
+     * {@code "#ifdef (LightMap && SeparateTexCoord) || !ColorMap"}<br>
+     *
      * @param expression the expression to parse
      * @return the list of defines
      */
@@ -111,4 +109,4 @@ public class ConditionParser {
     public String getFormattedExpression() {
         return formattedExpression;
     }
-}
+}

+ 2 - 2
jme3-core/src/plugins/java/com/jme3/material/plugins/ShaderNodeLoaderDelegate.java

@@ -984,11 +984,11 @@ public class ShaderNodeLoaderDelegate {
     }
 
     /**
-     * merges 2 condition with the given operator
+     * Merges 2 conditions with the given operator
      *
      * @param condition1 the first condition
      * @param condition2 the second condition
-     * @param operator the operator ("&&" or "||&)
+     * @param operator the operator {@literal ("&&" or "||&)}
      * @return the merged condition
      */
     public String mergeConditions(String condition1, String condition2, String operator) {

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/serializing/Serializer.java

@@ -153,7 +153,7 @@ public abstract class Serializer {
     
     /**
      *  When set to true, classes that do not have intrinsic IDs in their
-     *  @Serializable will not be auto-registered during write.  Defaults
+     *  {@code @Serializable } will not be auto-registered during write.  Defaults
      *  to true since this is almost never desired behavior with the way
      *  this code works.  Set to false to get the old permissive behavior.
      */