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* @SuppressWarnings("fallthrough") to prevent warnings
* Fixed rest of the warnings

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7241 75d07b2b-3a1a-0410-a2c5-0572b91ccdca

sha..rd hace 14 años
padre
commit
d729da9e78

+ 7 - 0
engine/src/core-plugins/com/jme3/export/binary/BinaryOutputCapsule.java

@@ -416,6 +416,13 @@ final class BinaryOutputCapsule implements OutputCapsule {
         return Arrays.equals(bytes, other);
     }
 
+    @Override
+    public int hashCode() {
+        int hash = 7;
+        hash = 23 * hash + Arrays.hashCode(this.bytes);
+        return hash;
+    }
+
     public void finish() {
         // renamed to finish as 'finalize' in java.lang.Object should not be
         // overridden like this

+ 7 - 3
engine/src/core/com/jme3/math/Matrix3f.java

@@ -170,6 +170,7 @@ public final class Matrix3f implements Savable, Cloneable {
      *            the colum index.
      * @return the value at (i, j).
      */
+    @SuppressWarnings("fallthrough")
     public float get(int i, int j) {
         switch (i) {
         case 0:
@@ -489,6 +490,7 @@ public final class Matrix3f implements Savable, Cloneable {
      *            the value for (i, j).
      * @return this
      */
+    @SuppressWarnings("fallthrough")
     public Matrix3f set(int i, int j, float value) {
         switch (i) {
         case 0:
@@ -846,7 +848,6 @@ public final class Matrix3f implements Savable, Cloneable {
      * @return This matrix, after the multiplication
      */
     public Matrix3f multLocal(Matrix3f mat) {
-        
         return mult(mat, this);
     }
 
@@ -1050,8 +1051,9 @@ public final class Matrix3f implements Savable, Cloneable {
      * 
      * @return the string representation of this object.
      */
+    @Override
     public String toString() {
-        StringBuffer result = new StringBuffer("Matrix3f\n[\n");
+        StringBuilder result = new StringBuilder("Matrix3f\n[\n");
         result.append(" ");
         result.append(m00);
         result.append("  ");
@@ -1085,6 +1087,7 @@ public final class Matrix3f implements Savable, Cloneable {
      * @return the hashcode for this instance of Matrix4f.
      * @see java.lang.Object#hashCode()
      */
+    @Override
     public int hashCode() {
         int hash = 37;
         hash = 37 * hash + Float.floatToIntBits(m00);
@@ -1109,6 +1112,7 @@ public final class Matrix3f implements Savable, Cloneable {
      *            the object to compare for equality
      * @return true if they are equal
      */
+    @Override
     public boolean equals(Object o) {
         if (!(o instanceof Matrix3f) || o == null) {
             return false;
@@ -1270,7 +1274,7 @@ public final class Matrix3f implements Savable, Cloneable {
     	m22 *= scale.z;
     }
 
-    static final boolean equalIdentity(Matrix3f mat) {
+    static boolean equalIdentity(Matrix3f mat) {
 		if (Math.abs(mat.m00 - 1) > 1e-4) return false;
 		if (Math.abs(mat.m11 - 1) > 1e-4) return false;
 		if (Math.abs(mat.m22 - 1) > 1e-4) return false;

+ 2 - 0
engine/src/core/com/jme3/math/Matrix4f.java

@@ -280,6 +280,7 @@ public final class Matrix4f implements Savable, Cloneable {
      *            the colum index.
      * @return the value at (i, j).
      */
+    @SuppressWarnings("fallthrough")
     public float get(int i, int j) {
         switch (i) {
             case 0:
@@ -450,6 +451,7 @@ public final class Matrix4f implements Savable, Cloneable {
      * @param value
      *            the value for (i, j).
      */
+    @SuppressWarnings("fallthrough")
     public void set(int i, int j, float value) {
         switch (i) {
             case 0:

+ 246 - 245
engine/src/core/com/jme3/scene/shape/Surface.java

@@ -20,264 +20,265 @@ import com.jme3.util.BufferUtils;
  * @author Marcin Roguski (Kealthas)
  */
 public class Surface extends Mesh {
-	private SplineType type;						//the type of the surface
-	private List<List<Vector4f>> controlPoints;		//space control points and their weights
-	private List<Float>[] knots;					//knots of the surface
-	private int basisUFunctionDegree;				//the degree of basis U function
-	private int basisVFunctionDegree;				//the degree of basis V function
-	private int uSegments;							//the amount of U segments
-	private int vSegments;							//the amount of V segments
 
-	/**
-	 * Constructor. Constructs required surface.
-	 * @param controlPoints space control points
-	 * @param nurbKnots knots of the surface
-	 * @param uSegments the amount of U segments
-	 * @param vSegments the amount of V segments
-	 * @param basisUFunctionDegree the degree of basis U function
-	 * @param basisVFunctionDegree the degree of basis V function
-	 */
-	private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, 
-					int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
-		this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
-		this.type = SplineType.Nurb;
-		this.uSegments = uSegments;
-		this.vSegments = vSegments;
-		this.controlPoints = controlPoints;
-		this.knots = nurbKnots;
-		this.basisUFunctionDegree = basisUFunctionDegree;
-		CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
-		if(nurbKnots[1]!=null) {
-			this.basisVFunctionDegree = basisVFunctionDegree;
-			CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
-		}
-		
-		this.buildSurface();
-	}
+    private SplineType type;						//the type of the surface
+    private List<List<Vector4f>> controlPoints;		//space control points and their weights
+    private List<Float>[] knots;					//knots of the surface
+    private int basisUFunctionDegree;				//the degree of basis U function
+    private int basisVFunctionDegree;				//the degree of basis V function
+    private int uSegments;							//the amount of U segments
+    private int vSegments;							//the amount of V segments
 
-	/**
-	 * This method creates a NURBS surface.
-	 * @param controlPoints space control points
-	 * @param nurbKnots knots of the surface
-	 * @param uSegments the amount of U segments
-	 * @param vSegments the amount of V segments
-	 * @param basisUFunctionDegree the degree of basis U function
-	 * @param basisVFunctionDegree the degree of basis V function
-	 * @return an instance of NURBS surface
-	 */
-	public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots, 
-			int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
-		Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
-		result.type = SplineType.Nurb;
-		return result;
-	}
-	
-	/**
-	 * This method creates the surface.
-	 */
-	private void buildSurface() {
-		boolean smooth = true;//TODO: take smoothing into consideration
-		float minUKnot = this.getMinUNurbKnot();
-		float maxUKnot = this.getMaxUNurbKnot();
-		float deltaU = (maxUKnot - minUKnot)/uSegments;
-		
-		float minVKnot = this.getMinVNurbKnot();
-		float maxVKnot = this.getMaxVNurbKnot();
-		float deltaV = (maxVKnot - minVKnot)/vSegments;
-		
-		Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
-		
-		float u = minUKnot, v = minVKnot;
-		int arrayIndex = 0;
-		
-		for(int i=0;i<=vSegments; ++i) {
-			for(int j=0;j<=uSegments; ++j) {
-				Vector3f interpolationResult = new Vector3f();
-				CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
-				vertices[arrayIndex++] = interpolationResult;
-				u += deltaU;
-			}
-			u = minUKnot;
-			v += deltaV;
-		}
-		
-		//adding indexes
-		int uVerticesAmount = uSegments + 1;
-		int[] indices = new int[uSegments * vSegments * 6];
-		arrayIndex = 0;
-		for(int i=0;i<vSegments; ++i) {
-			for(int j=0;j<uSegments; ++j) {
-				indices[arrayIndex++] = j + i*uVerticesAmount;
-				indices[arrayIndex++] = j + i*uVerticesAmount + 1;
-				indices[arrayIndex++] = j + i*uVerticesAmount + uVerticesAmount;
-				indices[arrayIndex++] = j + i*uVerticesAmount + 1;
-				indices[arrayIndex++] = j + i*uVerticesAmount + uVerticesAmount + 1;
-				indices[arrayIndex++] = j + i*uVerticesAmount + uVerticesAmount;
-			}
-		}
-		
-		//normalMap merges normals of faces that will be rendered smooth
-		Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
-		for(int i=0;i<indices.length;i+=3) {
-			Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
-			this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
-		}
-		//preparing normal list (the order of normals must match the order of vertices)
-		float[] normals = new float[vertices.length * 3];
-		arrayIndex = 0;
-		for(int i=0;i<vertices.length;++i) {
-			Vector3f n = normalMap.get(vertices[i]);
-			normals[arrayIndex++] = n.x;
-			normals[arrayIndex++] = n.y;
-			normals[arrayIndex++] = n.z;
-		}
-		
-		this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
-		this.setBuffer(VertexBuffer.Type.Index, 3, indices);
-		this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
-		this.updateBound();
-		this.updateCounts();
-	}
-	
-	public List<List<Vector4f>> getControlPoints() {
-		return controlPoints;
-	}
-	
-	/**
-	 * This method returns the amount of U control points.
-	 * @return the amount of U control points
-	 */
-	public int getUControlPointsAmount() {
-		return controlPoints.size();
-	}
-	
-	/**
-	 * This method returns the amount of V control points.
-	 * @return the amount of V control points
-	 */
-	public int getVControlPointsAmount() {
-		return controlPoints.get(0)==null ? 0 : controlPoints.get(0).size();
-	}
-	
-	/**
-	 * This method returns the degree of basis U function.
-	 * @return the degree of basis U function
-	 */
-	public int getBasisUFunctionDegree() {
-		return basisUFunctionDegree;
-	}
-	
-	/**
-	 * This method returns the degree of basis V function.
-	 * @return the degree of basis V function
-	 */
-	public int getBasisVFunctionDegree() {
-		return basisVFunctionDegree;
-	}
-	
-	/**
-	 * This method returns the knots for specified dimension (U knots - value: '0',
-	 * V knots - value: '1').
-	 * @param dim an integer specifying if the U or V knots are required
-	 * @return an array of knots
-	 */
-	public List<Float> getKnots(int dim) {
-		return knots[dim];
-	}
-	
-	/**
-	 * This method returns the type of the surface.
-	 * @return the type of the surface
-	 */
-	public SplineType getType() {
-		return type;
-	}
-	
     /**
-	 * This method returns the minimum nurb curve U knot value.
-	 * @return the minimum nurb curve knot value
-	 */
+     * Constructor. Constructs required surface.
+     * @param controlPoints space control points
+     * @param nurbKnots knots of the surface
+     * @param uSegments the amount of U segments
+     * @param vSegments the amount of V segments
+     * @param basisUFunctionDegree the degree of basis U function
+     * @param basisVFunctionDegree the degree of basis V function
+     */
+    private Surface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
+            int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
+        this.validateInputData(controlPoints, nurbKnots, uSegments, vSegments);
+        this.type = SplineType.Nurb;
+        this.uSegments = uSegments;
+        this.vSegments = vSegments;
+        this.controlPoints = controlPoints;
+        this.knots = nurbKnots;
+        this.basisUFunctionDegree = basisUFunctionDegree;
+        CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[0], basisUFunctionDegree);
+        if (nurbKnots[1] != null) {
+            this.basisVFunctionDegree = basisVFunctionDegree;
+            CurveAndSurfaceMath.prepareNurbsKnots(nurbKnots[1], basisVFunctionDegree);
+        }
+
+        this.buildSurface();
+    }
+
+    /**
+     * This method creates a NURBS surface.
+     * @param controlPoints space control points
+     * @param nurbKnots knots of the surface
+     * @param uSegments the amount of U segments
+     * @param vSegments the amount of V segments
+     * @param basisUFunctionDegree the degree of basis U function
+     * @param basisVFunctionDegree the degree of basis V function
+     * @return an instance of NURBS surface
+     */
+    public static final Surface createNurbsSurface(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
+            int uSegments, int vSegments, int basisUFunctionDegree, int basisVFunctionDegree) {
+        Surface result = new Surface(controlPoints, nurbKnots, uSegments, vSegments, basisUFunctionDegree, basisVFunctionDegree);
+        result.type = SplineType.Nurb;
+        return result;
+    }
+
+    /**
+     * This method creates the surface.
+     */
+    private void buildSurface() {
+        boolean smooth = true;//TODO: take smoothing into consideration
+        float minUKnot = this.getMinUNurbKnot();
+        float maxUKnot = this.getMaxUNurbKnot();
+        float deltaU = (maxUKnot - minUKnot) / uSegments;
+
+        float minVKnot = this.getMinVNurbKnot();
+        float maxVKnot = this.getMaxVNurbKnot();
+        float deltaV = (maxVKnot - minVKnot) / vSegments;
+
+        Vector3f[] vertices = new Vector3f[(uSegments + 1) * (vSegments + 1)];
+
+        float u = minUKnot, v = minVKnot;
+        int arrayIndex = 0;
+
+        for (int i = 0; i <= vSegments; ++i) {
+            for (int j = 0; j <= uSegments; ++j) {
+                Vector3f interpolationResult = new Vector3f();
+                CurveAndSurfaceMath.interpolate(u, v, controlPoints, knots, basisUFunctionDegree, basisVFunctionDegree, interpolationResult);
+                vertices[arrayIndex++] = interpolationResult;
+                u += deltaU;
+            }
+            u = minUKnot;
+            v += deltaV;
+        }
+
+        //adding indexes
+        int uVerticesAmount = uSegments + 1;
+        int[] indices = new int[uSegments * vSegments * 6];
+        arrayIndex = 0;
+        for (int i = 0; i < vSegments; ++i) {
+            for (int j = 0; j < uSegments; ++j) {
+                indices[arrayIndex++] = j + i * uVerticesAmount;
+                indices[arrayIndex++] = j + i * uVerticesAmount + 1;
+                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
+                indices[arrayIndex++] = j + i * uVerticesAmount + 1;
+                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount + 1;
+                indices[arrayIndex++] = j + i * uVerticesAmount + uVerticesAmount;
+            }
+        }
+
+        //normalMap merges normals of faces that will be rendered smooth
+        Map<Vector3f, Vector3f> normalMap = new HashMap<Vector3f, Vector3f>(vertices.length);
+        for (int i = 0; i < indices.length; i += 3) {
+            Vector3f n = FastMath.computeNormal(vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
+            this.addNormal(n, normalMap, smooth, vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]]);
+        }
+        //preparing normal list (the order of normals must match the order of vertices)
+        float[] normals = new float[vertices.length * 3];
+        arrayIndex = 0;
+        for (int i = 0; i < vertices.length; ++i) {
+            Vector3f n = normalMap.get(vertices[i]);
+            normals[arrayIndex++] = n.x;
+            normals[arrayIndex++] = n.y;
+            normals[arrayIndex++] = n.z;
+        }
+
+        this.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(vertices));
+        this.setBuffer(VertexBuffer.Type.Index, 3, indices);
+        this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
+        this.updateBound();
+        this.updateCounts();
+    }
+
+    public List<List<Vector4f>> getControlPoints() {
+        return controlPoints;
+    }
+
+    /**
+     * This method returns the amount of U control points.
+     * @return the amount of U control points
+     */
+    public int getUControlPointsAmount() {
+        return controlPoints.size();
+    }
+
+    /**
+     * This method returns the amount of V control points.
+     * @return the amount of V control points
+     */
+    public int getVControlPointsAmount() {
+        return controlPoints.get(0) == null ? 0 : controlPoints.get(0).size();
+    }
+
+    /**
+     * This method returns the degree of basis U function.
+     * @return the degree of basis U function
+     */
+    public int getBasisUFunctionDegree() {
+        return basisUFunctionDegree;
+    }
+
+    /**
+     * This method returns the degree of basis V function.
+     * @return the degree of basis V function
+     */
+    public int getBasisVFunctionDegree() {
+        return basisVFunctionDegree;
+    }
+
+    /**
+     * This method returns the knots for specified dimension (U knots - value: '0',
+     * V knots - value: '1').
+     * @param dim an integer specifying if the U or V knots are required
+     * @return an array of knots
+     */
+    public List<Float> getKnots(int dim) {
+        return knots[dim];
+    }
+
+    /**
+     * This method returns the type of the surface.
+     * @return the type of the surface
+     */
+    public SplineType getType() {
+        return type;
+    }
+
+    /**
+     * This method returns the minimum nurb curve U knot value.
+     * @return the minimum nurb curve knot value
+     */
     private float getMinUNurbKnot() {
-    	return knots[0].get(basisUFunctionDegree - 1);
+        return knots[0].get(basisUFunctionDegree - 1);
     }
-    
+
     /**
-	 * This method returns the maximum nurb curve U knot value.
-	 * @return the maximum nurb curve knot value
-	 */
+     * This method returns the maximum nurb curve U knot value.
+     * @return the maximum nurb curve knot value
+     */
     private float getMaxUNurbKnot() {
-    	return knots[0].get(knots[0].size() - basisUFunctionDegree);
+        return knots[0].get(knots[0].size() - basisUFunctionDegree);
     }
-    
+
     /**
-	 * This method returns the minimum nurb curve U knot value.
-	 * @return the minimum nurb curve knot value
-	 */
+     * This method returns the minimum nurb curve U knot value.
+     * @return the minimum nurb curve knot value
+     */
     private float getMinVNurbKnot() {
-    	return knots[1].get(basisVFunctionDegree - 1);
+        return knots[1].get(basisVFunctionDegree - 1);
     }
-    
+
     /**
-	 * This method returns the maximum nurb curve U knot value.
-	 * @return the maximum nurb curve knot value
-	 */
+     * This method returns the maximum nurb curve U knot value.
+     * @return the maximum nurb curve knot value
+     */
     private float getMaxVNurbKnot() {
-    	return knots[1].get(knots[1].size() - basisVFunctionDegree);
+        return knots[1].get(knots[1].size() - basisVFunctionDegree);
     }
-    
+
     /**
-	 * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
-	 * @param normalToAdd
-	 *            a normal to be added
-	 * @param normalMap
-	 *            merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
-	 * @param smooth
-	 *            the variable that indicates wheather to merge normals (creating the smooth mesh) or not
-	 * @param vertices
-	 *            a list of vertices read from the blender file
-	 */
-	private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
-		for(Vector3f v : vertices) {
-			Vector3f n = normalMap.get(v);
-			if(!smooth || n == null) {
-				normalMap.put(v, normalToAdd.clone());
-			} else {
-				n.addLocal(normalToAdd).normalizeLocal();
-			}
-		}
-	}
-    
-	/**
-	 * This method validates the input data. It throws {@link IllegalArgumentException} if
-	 * the data is invalid.
-	 * @param controlPoints space control points
-	 * @param nurbKnots knots of the surface
-	 * @param uSegments the amount of U segments
-	 * @param vSegments the amount of V segments
-	 */
-	private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
-								   int uSegments, int vSegments) {
-		int uPointsAmount = controlPoints.get(0).size();
-		for(int i=1;i<controlPoints.size();++i) {
-			if(controlPoints.get(i).size()!=uPointsAmount) {
-				throw new IllegalArgumentException("The amount of 'U' control points is invalid!");
-			}
-		}
-		if(uSegments<=0) {
-			throw new IllegalArgumentException("U segments amount should be positive!");
-		}
-		if(vSegments<0) {
-			throw new IllegalArgumentException("V segments amount cannot be negative!");
-		}
-		if (nurbKnots.length != 2) {
-			throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
-		}
-		for (int i = 0; i < nurbKnots.length; ++i) {
-			for (int j = 0; j < nurbKnots[i].size() - 1; ++j) {
-				if (nurbKnots[i].get(j) > nurbKnots[i].get(j+1)) {
-					throw new IllegalArgumentException("The knots' values cannot decrease!");
-				}
-			}
-		}
-	}
+     * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
+     * @param normalToAdd
+     *            a normal to be added
+     * @param normalMap
+     *            merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
+     * @param smooth
+     *            the variable that indicates wheather to merge normals (creating the smooth mesh) or not
+     * @param vertices
+     *            a list of vertices read from the blender file
+     */
+    private void addNormal(Vector3f normalToAdd, Map<Vector3f, Vector3f> normalMap, boolean smooth, Vector3f... vertices) {
+        for (Vector3f v : vertices) {
+            Vector3f n = normalMap.get(v);
+            if (!smooth || n == null) {
+                normalMap.put(v, normalToAdd.clone());
+            } else {
+                n.addLocal(normalToAdd).normalizeLocal();
+            }
+        }
+    }
+
+    /**
+     * This method validates the input data. It throws {@link IllegalArgumentException} if
+     * the data is invalid.
+     * @param controlPoints space control points
+     * @param nurbKnots knots of the surface
+     * @param uSegments the amount of U segments
+     * @param vSegments the amount of V segments
+     */
+    private void validateInputData(List<List<Vector4f>> controlPoints, List<Float>[] nurbKnots,
+            int uSegments, int vSegments) {
+        int uPointsAmount = controlPoints.get(0).size();
+        for (int i = 1; i < controlPoints.size(); ++i) {
+            if (controlPoints.get(i).size() != uPointsAmount) {
+                throw new IllegalArgumentException("The amount of 'U' control points is invalid!");
+            }
+        }
+        if (uSegments <= 0) {
+            throw new IllegalArgumentException("U segments amount should be positive!");
+        }
+        if (vSegments < 0) {
+            throw new IllegalArgumentException("V segments amount cannot be negative!");
+        }
+        if (nurbKnots.length != 2) {
+            throw new IllegalArgumentException("Nurb surface should have two rows of knots!");
+        }
+        for (int i = 0; i < nurbKnots.length; ++i) {
+            for (int j = 0; j < nurbKnots[i].size() - 1; ++j) {
+                if (nurbKnots[i].get(j) > nurbKnots[i].get(j + 1)) {
+                    throw new IllegalArgumentException("The knots' values cannot decrease!");
+                }
+            }
+        }
+    }
 }

+ 3 - 7
engine/src/core/com/jme3/scene/shape/Torus.java

@@ -153,13 +153,9 @@ public class Torus extends Mesh {
                 float sinPhi = FastMath.sin(phi);
                 tempNormal.set(radialAxis).multLocal(cosPhi);
                 tempNormal.z += sinPhi;
-                if (true)
-                    fnb.put(tempNormal.x).put(tempNormal.y).put(
-                            tempNormal.z);
-                else
-                    fnb.put(-tempNormal.x).put(-tempNormal.y)
-                            .put(-tempNormal.z);
-
+                fnb.put(tempNormal.x).put(tempNormal.y).put(
+                        tempNormal.z);
+       
                 tempNormal.multLocal(innerRadius).addLocal(torusMiddle);
                 fpb.put(tempNormal.x).put(tempNormal.y).put(
                         tempNormal.z);

+ 3 - 0
engine/src/desktop-fx/com/jme3/shadow/PssmShadowRenderer.java

@@ -286,6 +286,7 @@ public class PssmShadowRenderer implements SceneProcessor {
         this.direction.set(direction).normalizeLocal();
     }
 
+    @SuppressWarnings("fallthrough") 
     public void postQueue(RenderQueue rq) {
         GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);        
         if (occluders.size() == 0)
@@ -317,6 +318,8 @@ public class PssmShadowRenderer implements SceneProcessor {
         shadowCam.updateViewProjection();
 
         PssmShadowUtil.updateFrustumSplits(splitsArray, viewCam.getFrustumNear(), zFar, lambda);
+
+
         switch (splitsArray.length){
             case 5:
                 splits.a = splitsArray[4];

+ 5 - 0
engine/src/lwjgl-ogl/com/jme3/renderer/lwjgl/LwjglRenderer.java

@@ -82,6 +82,7 @@ import java.util.logging.Logger;
 //import org.lwjgl.opengl.ARBVertexArrayObject;
 //import org.lwjgl.opengl.ARBHalfFloatVertex;
 //import org.lwjgl.opengl.ARBVertexArrayObject;
+//import jme3tools.converters.MipMapGenerator;
 import org.lwjgl.opengl.ARBDrawBuffers;
 //import org.lwjgl.opengl.ARBDrawInstanced;
 import org.lwjgl.opengl.ARBDrawInstanced;
@@ -168,6 +169,7 @@ public class LwjglRenderer implements Renderer {
         return caps;
     }
 
+    @SuppressWarnings("fallthrough") 
     public void initialize() {
         ContextCapabilities ctxCaps = GLContext.getCapabilities();
         if (ctxCaps.OpenGL20) {
@@ -1514,6 +1516,7 @@ public class LwjglRenderer implements Renderer {
         }
     }
 
+    @SuppressWarnings("fallthrough") 
     private void setupTextureParams(Texture tex) {
         Image image = tex.getImage();
         int target = convertTextureType(tex.getType(), image != null ? image.getMultiSamples() : 1);
@@ -1618,6 +1621,8 @@ public class LwjglRenderer implements Renderer {
                     || img.getWidth() != img.getHeight()){
                     logger.log(Level.WARNING, "Encountered NPOT texture {0}, "
                                             + "it might not display correctly.", img);
+
+                    //MipMapGenerator.resizeToPowerOf2(img);
                 }
             }
         }