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simple corrections to comments/javadoc (A-L)

Stephen Gold 3 ani în urmă
părinte
comite
e79340addd
96 a modificat fișierele cu 253 adăugiri și 254 ștergeri
  1. 3 3
      jme3-android/src/main/java/com/jme3/app/AndroidHarnessFragment.java
  2. 3 3
      jme3-android/src/main/java/com/jme3/app/jmeSurfaceView/JmeSurfaceView.java
  3. 1 1
      jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput.java
  4. 1 1
      jme3-android/src/main/java/com/jme3/system/android/JmeAndroidSystem.java
  5. 2 2
      jme3-bullet/src/common/java/com/jme3/bullet/control/KinematicRagdollControl.java
  6. 1 1
      jme3-core/src/main/java/com/jme3/anim/Joint.java
  7. 1 1
      jme3-core/src/main/java/com/jme3/animation/AnimChannel.java
  8. 2 2
      jme3-core/src/main/java/com/jme3/app/ChaseCameraAppState.java
  9. 2 2
      jme3-core/src/main/java/com/jme3/app/LegacyApplication.java
  10. 1 1
      jme3-core/src/main/java/com/jme3/app/state/AppStateManager.java
  11. 1 1
      jme3-core/src/main/java/com/jme3/asset/ImplHandler.java
  12. 1 1
      jme3-core/src/main/java/com/jme3/audio/AudioNode.java
  13. 1 1
      jme3-core/src/main/java/com/jme3/audio/AudioSource.java
  14. 2 2
      jme3-core/src/main/java/com/jme3/audio/openal/ALAudioRenderer.java
  15. 2 2
      jme3-core/src/main/java/com/jme3/audio/openal/EFX.java
  16. 4 4
      jme3-core/src/main/java/com/jme3/cinematic/Cinematic.java
  17. 4 4
      jme3-core/src/main/java/com/jme3/cinematic/events/AnimationEvent.java
  18. 3 3
      jme3-core/src/main/java/com/jme3/environment/LightProbeFactory.java
  19. 1 1
      jme3-core/src/main/java/com/jme3/environment/util/EnvMapUtils.java
  20. 3 3
      jme3-core/src/main/java/com/jme3/font/LetterQuad.java
  21. 2 2
      jme3-core/src/main/java/com/jme3/font/Letters.java
  22. 3 3
      jme3-core/src/main/java/com/jme3/input/ChaseCamera.java
  23. 1 1
      jme3-core/src/main/java/com/jme3/input/InputManager.java
  24. 1 1
      jme3-core/src/main/java/com/jme3/input/JoystickCompatibilityMappings.java
  25. 1 1
      jme3-core/src/main/java/com/jme3/light/DirectionalLight.java
  26. 3 3
      jme3-core/src/main/java/com/jme3/light/LightProbe.java
  27. 1 1
      jme3-core/src/main/java/com/jme3/math/Line.java
  28. 3 3
      jme3-core/src/main/java/com/jme3/opencl/Kernel.java
  29. 4 4
      jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java
  30. 1 1
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLImageFormats.java
  31. 10 10
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
  32. 1 1
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLTracer.java
  33. 4 4
      jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
  34. 3 3
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java
  35. 2 2
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowFilter.java
  36. 1 1
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java
  37. 1 1
      jme3-core/src/main/java/com/jme3/system/JmeSystem.java
  38. 24 24
      jme3-core/src/main/java/com/jme3/texture/Image.java
  39. 9 9
      jme3-core/src/main/java/com/jme3/util/ListSort.java
  40. 1 1
      jme3-core/src/main/java/com/jme3/util/clone/IdentityCloneFunction.java
  41. 1 2
      jme3-core/src/plugins/java/com/jme3/asset/plugins/ClasspathLocator.java
  42. 5 5
      jme3-core/src/plugins/java/com/jme3/asset/plugins/HttpZipLocator.java
  43. 1 1
      jme3-core/src/plugins/java/com/jme3/material/plugins/J3MLoader.java
  44. 1 1
      jme3-core/src/plugins/java/com/jme3/shader/plugins/GLSLLoader.java
  45. 1 1
      jme3-core/src/test/java/com/jme3/anim/JointCloneTest.java
  46. 7 7
      jme3-core/src/test/java/com/jme3/light/LightFilterTest.java
  47. 3 3
      jme3-core/src/test/java/com/jme3/light/LightSortTest.java
  48. 16 16
      jme3-core/src/tools/java/jme3tools/optimize/LodGenerator.java
  49. 2 2
      jme3-desktop/src/main/java/com/jme3/system/AWTFrameProcessor.java
  50. 1 1
      jme3-desktop/src/main/java/jme3tools/converters/ImageToAwt.java
  51. 1 1
      jme3-effects/src/main/java/com/jme3/post/filters/CartoonEdgeFilter.java
  52. 1 1
      jme3-effects/src/main/java/com/jme3/post/filters/DepthOfFieldFilter.java
  53. 4 4
      jme3-effects/src/main/java/com/jme3/post/filters/FadeFilter.java
  54. 1 1
      jme3-examples/src/main/java/jme3test/helloworld/HelloAudio.java
  55. 1 1
      jme3-examples/src/main/java/jme3test/model/anim/EraseTimer.java
  56. 1 1
      jme3-lwjgl/src/main/java/com/jme3/opencl/lwjgl/LwjglEvent.java
  57. 3 3
      jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglAbstractDisplay.java
  58. 2 2
      jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglCanvas.java
  59. 1 1
      jme3-lwjgl3/src/main/java/com/jme3/input/lwjgl/GlfwMouseInput.java
  60. 2 2
      jme3-lwjgl3/src/main/java/com/jme3/opencl/lwjgl/LwjglEvent.java
  61. 3 3
      jme3-lwjgl3/src/main/java/com/jme3/system/lwjgl/LwjglWindow.java
  62. 6 6
      jme3-networking/src/main/java/com/jme3/network/base/DefaultServer.java
  63. 1 1
      jme3-networking/src/main/java/com/jme3/network/base/KernelAdapter.java
  64. 4 4
      jme3-networking/src/main/java/com/jme3/network/base/protocol/GreedyMessageBuffer.java
  65. 4 4
      jme3-networking/src/main/java/com/jme3/network/base/protocol/LazyMessageBuffer.java
  66. 1 1
      jme3-networking/src/main/java/com/jme3/network/kernel/Endpoint.java
  67. 1 1
      jme3-networking/src/main/java/com/jme3/network/kernel/Kernel.java
  68. 1 1
      jme3-networking/src/main/java/com/jme3/network/rmi/LocalObject.java
  69. 1 1
      jme3-networking/src/main/java/com/jme3/network/serializing/serializers/FieldSerializer.java
  70. 1 1
      jme3-networking/src/main/java/com/jme3/network/service/rmi/ClassInfoRegistry.java
  71. 2 2
      jme3-niftygui/src/main/java/com/jme3/niftygui/InputSystemJme.java
  72. 7 7
      jme3-niftygui/src/main/java/com/jme3/niftygui/JmeBatchRenderBackend.java
  73. 2 2
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/anim/FbxAnimLayer.java
  74. 1 1
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/file/FbxDump.java
  75. 1 1
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/file/FbxReader.java
  76. 3 3
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/material/FbxMaterial.java
  77. 3 3
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/material/FbxMaterialProperties.java
  78. 1 1
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/mesh/FbxLayerElement.java
  79. 4 4
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/node/FbxNode.java
  80. 2 2
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/objects/FbxMesh.java
  81. 1 1
      jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/ExtensionLoader.java
  82. 1 1
      jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/ExtrasLoader.java
  83. 1 1
      jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfLoader.java
  84. 4 4
      jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfModelKey.java
  85. 1 1
      jme3-plugins/src/main/java/com/jme3/scene/plugins/IrUtils.java
  86. 1 1
      jme3-plugins/src/xml/java/com/jme3/export/xml/DOMInputCapsule.java
  87. 1 1
      jme3-plugins/src/xml/java/com/jme3/export/xml/DOMOutputCapsule.java
  88. 1 1
      jme3-terrain/src/main/java/com/jme3/terrain/GeoMap.java
  89. 2 2
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/CombinerHeightMap.java
  90. 4 4
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/FluidSimHeightMap.java
  91. 6 6
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/HillHeightMap.java
  92. 1 1
      jme3-vr/src/main/java/com/jme3/input/lwjgl/GlfwMouseInputVR.java
  93. 1 1
      jme3-vr/src/main/java/com/jme3/input/vr/lwjgl_openvr/LWJGLOpenVRInput.java
  94. 1 1
      jme3-vr/src/main/java/com/jme3/input/vr/lwjgl_openvr/LWJGLOpenVRViewManager.java
  95. 5 5
      jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java
  96. 3 3
      jme3-vr/src/main/java/com/jme3/system/lwjgl/LwjglWindowVR.java

+ 3 - 3
jme3-android/src/main/java/com/jme3/app/AndroidHarnessFragment.java

@@ -130,7 +130,7 @@ public class AndroidHarnessFragment extends Fragment implements
      * The other direction will be set to a value that maintains the aspect
      * 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).
+     * same resolution as the view layout (i.e. no max resolution).
      */
     protected int maxResolutionDimension = -1;
 
@@ -312,7 +312,7 @@ public class AndroidHarnessFragment extends Fragment implements
     }
 
     /**
-     * When the Fragment resumes (ie. after app resumes or device screen turned
+     * When the Fragment resumes (i.e. after app resumes or device screen turned
      * back on), call the gainFocus() in the jME application.
      */
     @Override
@@ -324,7 +324,7 @@ public class AndroidHarnessFragment extends Fragment implements
     }
 
     /**
-     * When the Fragment pauses (ie. after home button pressed on the device
+     * When the Fragment pauses (i.e. after home button pressed on the device
      * or device screen turned off) , call the loseFocus() in the jME application.
      */
     @Override

+ 3 - 3
jme3-android/src/main/java/com/jme3/app/jmeSurfaceView/JmeSurfaceView.java

@@ -138,7 +138,7 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
 
         /**
          * Replaces the current application state.
-         * @param legacyApplication the new app instance holding the game state (including {@link AssetLoader}s, {@link AudioNode}s, {@link Spatial}s,...etc).
+         * @param legacyApplication the new app instance holding the game state (including {@link AssetLoader}s, {@link AudioNode}s, {@link Spatial}s, etcetera).
          */
         protected static void setLegacyApplication(LegacyApplication legacyApplication) {
             GameState.legacyApplication = legacyApplication;
@@ -146,7 +146,7 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
 
         /**
          * Returns the current application state.
-         * @return game state instance, holding jme3 states(JmeContext, AssetManager, StateManager, Graphics, Sound, Input, Spatial/Nodes in place,....etc).
+         * @return game state instance, holding jME3 states (JmeContext, AssetManager, StateManager, Graphics, Sound, Input, Spatial/Nodes in place, etcetera).
          */
         protected static LegacyApplication getLegacyApplication() {
             return legacyApplication;
@@ -415,7 +415,7 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
 
     @Override
     public void requestClose(boolean esc) {
-        /*skip if its not enabled or the input is null*/
+        /*skip if it's not enabled or the input is null*/
         if (legacyApplication == null || (!isExitOnEscPressed())) {
             return;
         }

+ 1 - 1
jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput.java

@@ -57,7 +57,7 @@ import java.util.logging.Logger;
  *
  * This handler also supports the joystick.rumble(rumbleAmount) method.  In this
  * case, when joystick.rumble(rumbleAmount) is called, the Android device will vibrate
- * if the device has a built in vibrate motor.
+ * if the device has a built-in vibrate motor.
  *
  * Because Android does not allow for the user to define the intensity of the
  * vibration, the rumble amount (ie strength) is converted into vibration pulses

+ 1 - 1
jme3-android/src/main/java/com/jme3/system/android/JmeAndroidSystem.java

@@ -166,7 +166,7 @@ public class JmeAndroidSystem extends JmeSystemDelegate {
                 // When created this way, the directory is automatically removed by the Android
                 //   system when the app is uninstalled.
                 // The directory is also accessible by a PC connected to the device
-                //   so the files can be copied to the PC (ie. screenshots)
+                //   so the files can be copied to the PC (i.e. screenshots)
                 storageFolder = storageFolders.get(type);
                 if (storageFolder == null) {
                     String state = Environment.getExternalStorageState();

+ 2 - 2
jme3-bullet/src/common/java/com/jme3/bullet/control/KinematicRagdollControl.java

@@ -60,7 +60,7 @@ import java.util.logging.Logger;
  * model from Ogre or blender.<br> Note enabling/disabling the control
  * add/removes it from the physics space<br>
  * <p>
- * This control creates collision shapes for each bones of the skeleton when you
+ * This control creates collision shapes for all bones in the skeleton when you
  * invoke spatial.addControl(ragdollControl). <ul> <li>The shape is
  * HullCollision shape based on the vertices associated with each bone and based
  * on a tweakable weight threshold (see setWeightThreshold)</li> <li>If you
@@ -554,7 +554,7 @@ public class KinematicRagdollControl extends AbstractPhysicsControl implements P
         model.setLocalRotation(Quaternion.IDENTITY);
         model.setLocalScale(1);
         //HACK ALERT change this
-        //I remove the skeletonControl and readd it to the spatial to make sure it's after the ragdollControl in the stack
+        // I remove the SkeletonControl and re-add it to the Spatial to make sure it's after the ragdoll control in the stack.
         //Find a proper way to order the controls.
         SkeletonControl sc = model.getControl(SkeletonControl.class);
         if(sc == null){

+ 1 - 1
jme3-core/src/main/java/com/jme3/anim/Joint.java

@@ -119,7 +119,7 @@ public class Joint implements Savable, JmeCloneable, HasLocalTransform {
      * if not null.
      * <p>
      * The model transform of this bone is computed by combining the parent's
-     * model transform with this bones' local transform.
+     * model transform with this bone's local transform.
      */
     public final void updateModelTransforms() {
         jointModelTransform.updateModelTransform(localTransform, parent);

+ 1 - 1
jme3-core/src/main/java/com/jme3/animation/AnimChannel.java

@@ -38,7 +38,7 @@ import java.util.BitSet;
 
 /**
  * <code>AnimChannel</code> provides controls, such as play, pause,
- * fast forward, etcetera, for an animation. The animation
+ * fast-forward, etcetera, for an animation. The animation
  * channel may influence the entire model or specific bones of the model's
  * skeleton. A single model may have multiple animation channels influencing
  * various parts of its body. For example, a character model may have an

+ 2 - 2
jme3-core/src/main/java/com/jme3/app/ChaseCameraAppState.java

@@ -381,8 +381,8 @@ public class ChaseCameraAppState extends AbstractAppState implements ActionListe
     }
 
     /**
-     * Sets the rotate amount when user moves his mouse, the lower the value,
-     * the slower the camera will rotate. default is 1.
+     * Sets the rotate amount when user moves his mouse. The lower the value,
+     * the slower the camera will rotate. Default is 1.
      *
      * @param rotationSpeed Rotation speed on mouse movement, default is 1.
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/app/LegacyApplication.java

@@ -647,7 +647,7 @@ public class LegacyApplication implements Application, SystemListener {
 //        timer.update();
         timer.reset();
 
-        // user code here..
+        // user code here
     }
 
     /**
@@ -781,7 +781,7 @@ public class LegacyApplication implements Application, SystemListener {
             audioRenderer.update(timer.getTimePerFrame());
         }
 
-        // user code here..
+        // user code here
     }
 
     protected void destroyInput(){

+ 1 - 1
jme3-core/src/main/java/com/jme3/app/state/AppStateManager.java

@@ -90,7 +90,7 @@ public class AppStateManager {
      */
     private final ConcurrentMap<String, AppState> stateIndex = new ConcurrentHashMap<>();
  
-    // All of the above lists need to be thread safe but access will be
+    // All of the above lists need to be thread-safe, but access will be
     // synchronized separately.... but always on the states list.  This
     // is to avoid deadlocking that may occur and the most common use case
     // is that they are all modified from the same thread anyway.

+ 1 - 1
jme3-core/src/main/java/com/jme3/asset/ImplHandler.java

@@ -200,7 +200,7 @@ final class ImplHandler {
     }
     
     public void clearCache(){
-        // The iterator of the values collection is thread safe
+        // The iterator over the values collection is thread-safe.
         synchronized (classToCacheMap) {
             for (AssetCache cache : classToCacheMap.values()){
                 cache.clearCache();

+ 1 - 1
jme3-core/src/main/java/com/jme3/audio/AudioNode.java

@@ -550,7 +550,7 @@ public class AudioNode extends Node implements AudioSource {
     }
 
     /**
-     * @return Max distance for this audio node.
+     * @return Maximum distance for this audio node.
      *
      * @see AudioNode#setMaxDistance(float)
      */

+ 1 - 1
jme3-core/src/main/java/com/jme3/audio/AudioSource.java

@@ -161,7 +161,7 @@ public interface AudioSource {
     public Filter getReverbFilter();
 
     /**
-     * @return Max distance for this audio source.
+     * @return Maximum distance for this audio source.
      * 
      * @see AudioNode#setMaxDistance(float)
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/audio/openal/ALAudioRenderer.java

@@ -1098,8 +1098,8 @@ public class ALAudioRenderer implements AudioRenderer, Runnable {
             if (src.getStatus() == Status.Playing) {
                 return;
             } else if (src.getStatus() == Status.Stopped) {
-                //Assertion removed as it seems it's not possible to have 
-                //something different than =1 when first playing an AudioNode
+                // Assertion removed because it seems it's not possible to have
+                // something different from -1 when first playing an AudioNode.
                 // assert src.getChannel() != -1;
                 
                 // allocate channel to this source

+ 2 - 2
jme3-core/src/main/java/com/jme3/audio/openal/EFX.java

@@ -109,11 +109,11 @@ public interface EFX {
     //#define AL_VOCAL_MORPHER_WAVEFORM                0x0005
     //#define AL_VOCAL_MORPHER_RATE                    0x0006
     //
-    ///* Pitchshifter effect parameters */
+    ///* Pitch-shifter effect parameters */
     //#define AL_PITCH_SHIFTER_COARSE_TUNE             0x0001
     //#define AL_PITCH_SHIFTER_FINE_TUNE               0x0002
     //
-    ///* Ringmodulator effect parameters */
+    ///* Ring-modulator effect parameters */
     //#define AL_RING_MODULATOR_FREQUENCY              0x0001
     //#define AL_RING_MODULATOR_HIGHPASS_CUTOFF        0x0002
     //#define AL_RING_MODULATOR_WAVEFORM               0x0003

+ 4 - 4
jme3-core/src/main/java/com/jme3/cinematic/Cinematic.java

@@ -558,11 +558,11 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
     }
 
     /**
-     * Binds a camera to this cinematic, tagged by a unique name. This methods
-     * creates and returns a CameraNode for the cam and attach it to the scene.
+     * Binds a camera to this Cinematic, tagged by a unique name. This method
+     * creates and returns a CameraNode for the cam and attaches it to the scene.
      * The control direction is set to SpatialToCamera. This camera Node can
-     * then be used in other events to handle the camera movements during the
-     * playback
+     * then be used in other events to handle the camera movements during
+     * playback.
      *
      * @param cameraName the unique tag the camera should have
      * @param cam the scene camera.

+ 4 - 4
jme3-core/src/main/java/com/jme3/cinematic/events/AnimationEvent.java

@@ -145,7 +145,7 @@ public class AnimationEvent extends AbstractCinematicEvent {
      * @param model the model on which the animation will be played
      * @param animationName the name of the animation to play
      * @param initialDuration the initial duration of the event
-     * @param blendTime the time during the animation are gonna be blended
+     * @param blendTime the time interval during which the animation will be blended
      * @see AnimChannel#setAnim(java.lang.String, float)
      */
     public AnimationEvent(Spatial model, String animationName, float initialDuration, float blendTime) {
@@ -163,7 +163,7 @@ public class AnimationEvent extends AbstractCinematicEvent {
      * @param animationName the name of the animation to play
      * @param loopMode the loopMode
      * @see LoopMode
-     * @param blendTime the time during the animation are gonna be blended
+     * @param blendTime the time interval during which the animation will be blended
      * @see AnimChannel#setAnim(java.lang.String, float)
      */
     public AnimationEvent(Spatial model, String animationName, LoopMode loopMode, float blendTime) {
@@ -183,7 +183,7 @@ public class AnimationEvent extends AbstractCinematicEvent {
      * @param initialDuration the initial duration of the event
      * @param loopMode the loopMode
      * @see LoopMode
-     * @param blendTime the time during the animation are gonna be blended
+     * @param blendTime the time interval during which the animation will be blended
      * @see AnimChannel#setAnim(java.lang.String, float)
      */
     public AnimationEvent(Spatial model, String animationName, float initialDuration, LoopMode loopMode, float blendTime) {
@@ -236,7 +236,7 @@ public class AnimationEvent extends AbstractCinematicEvent {
      * @param animationName the name of the animation to play
      * @param loopMode the desired mode (Loop/DontLoop/Cycle)
      * @param channelIndex the index of the channel default is 0. Events on the
-     * @param blendTime the time during the animation are gonna be blended
+     * @param blendTime the time interval during which the animation will be blended
      * same channelIndex will use the same channel.
      */
     public AnimationEvent(Spatial model, String animationName, LoopMode loopMode, int channelIndex, float blendTime) {

+ 3 - 3
jme3-core/src/main/java/com/jme3/environment/LightProbeFactory.java

@@ -43,7 +43,7 @@ import com.jme3.texture.TextureCubeMap;
 import java.util.concurrent.ScheduledThreadPoolExecutor;
 
 /**
- * This Factory allows to create LightProbes within a scene given an EnvironmentCamera.
+ * This Factory creates LightProbes within a scene, given an EnvironmentCamera.
  * 
  * Since the process can be long, you can provide a JobProgressListener that 
  * will be notified of the ongoing generation process when calling the makeProbe method.
@@ -62,8 +62,8 @@ import java.util.concurrent.ScheduledThreadPoolExecutor;
  * 
  * This class is entirely thread safe and can be called from any thread. 
  * 
- * Note that in case you are using a {@link JobProgressListener} all the its 
- * method will be called inside and app.enqueue callable.
+ * Note that in case you are using a {@link JobProgressListener}, all its
+ * methods will be called inside an app.enqueue callable.
  * This means that it's completely safe to modify the scenegraph within the 
  * Listener method, but also means that the event will be delayed until next update loop.
  * 

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

@@ -416,7 +416,7 @@ public class EnvMapUtils {
     /**
      * Returns the Spherical Harmonics coefficients for this cube map.
      *
-     * The method used is the one from this article :
+     * The method used is the one from this article:
      * http://graphics.stanford.edu/papers/envmap/envmap.pdf
      *
      * Also good resources on spherical harmonics

+ 3 - 3
jme3-core/src/main/java/com/jme3/font/LetterQuad.java

@@ -352,11 +352,11 @@ class LetterQuad {
                 // The first letter quad will be drawn right at the first
                 // position... but it does not offset by the characters offset
                 // amount.  This means that we've potentially accumulated extra
-                // pixels and the next letter won't get drawn far enough unless
-                // we add this offset back into xAdvance.. by subtracting it.
+                // pixels, and the next letter won't get drawn far enough unless
+                // we add this offset back into xAdvance, by subtracting it.
                 // This is the same thing that's done below because we've
                 // technically baked the offset in just like below.  It doesn't
-                // look like it at first glance so I'm keeping it separate with
+                // look like it at first glance, so I'm keeping it separate with
                 // this comment.
                 xAdvance -= xOffset * incrScale; 
                 

+ 2 - 2
jme3-core/src/main/java/com/jme3/font/Letters.java

@@ -391,8 +391,8 @@ class Letters {
             cursor = cursor.getNext();
         }
 
-        // If the alpha was reset to "default", ie: -1
-        // then the color tags are potentially reset and
+        // If the alpha was reset to "default" (-1),
+        // then the color tags are potentially reset, and
         // we need to reapply them.  This has to be done
         // second since it may override any alpha values
         // set above... but you still need to do the above

+ 3 - 3
jme3-core/src/main/java/com/jme3/input/ChaseCamera.java

@@ -440,7 +440,7 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
                         Vector3f a = targetDir.negate().normalizeLocal();
                         //the x unit vector
                         Vector3f b = Vector3f.UNIT_X;
-                        //2d is good enough
+                        // 2-D is good enough.
                         a.y = 0;
                         //computation of the rotation angle between the x axis and the trail
                         if (targetDir.z > 0) {
@@ -855,8 +855,8 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
     }
 
     /**
-     * Sets the rotate amount when user moves his mouse, the lower the value,
-     * the slower the camera will rotate. default is 1.
+     * Sets the rotate amount when user moves his mouse. The lower the value,
+     * the slower the camera will rotate. Default is 1.
      *
      * @param rotationSpeed Rotation speed on mouse movement, default is 1.
      */

+ 1 - 1
jme3-core/src/main/java/com/jme3/input/InputManager.java

@@ -460,7 +460,7 @@ public class InputManager implements RawInputListener {
         if (!eventsPermitted) {
             throw new UnsupportedOperationException("MouseInput has raised an event at an illegal time.");
         }
-        //updating cursor pos on click, so that non android touch events can properly update cursor position.
+        // Update cursor pos on click, so that non-Android touch events can properly update cursor position.
         cursorPos.set(evt.getX(), evt.getY());
         inputQueue.add(evt);
     }

+ 1 - 1
jme3-core/src/main/java/com/jme3/input/JoystickCompatibilityMappings.java

@@ -225,7 +225,7 @@ public class JoystickCompatibilityMappings {
     }
 
     /**
-     * Takes the original name of an button, specifically, and returns the new name it will function under.
+     * Takes the original name of a button, specifically, and returns the new name it will function under.
      *
      * @param joystickName - The joystick type the axis comes from.
      * @param componentId  - The system-provided name for the button.

+ 1 - 1
jme3-core/src/main/java/com/jme3/light/DirectionalLight.java

@@ -46,7 +46,7 @@ import java.io.IOException;
 
 /**
  * <code>DirectionalLight</code> is a light coming from a certain direction in world space. 
- * E.g sun or moon light.
+ * E.g. sun or moon light.
  * <p>
  * Directional lights have no specific position in the scene, they always 
  * come from their direction regardless of where an object is placed.

+ 3 - 3
jme3-core/src/main/java/com/jme3/light/LightProbe.java

@@ -134,9 +134,9 @@ public class LightProbe extends Light implements Savable {
      * Like in a valid 4x4 transform matrix.
      * <p>
      * (sx, sy, sy) is the extent of the probe ( the scale )
-     * In a standard transform matrix the scale is applied to the rotation matrix part.
-     * In the shader we need the rotation and the scale to be separated, doing this avoid to extract
-     * the scale from a classic transform matrix in the shader
+     * In a standard transform matrix, the scale is applied to the rotation matrix part.
+     * In the shader, we need the rotation and the scale to be separated. Doing so avoids extracting
+     * the scale from a classic transform matrix in the shader.
      * <p>
      * (sp) is a special entry, it contains the packed number of mip maps of the probe and the inverse radius for the probe.
      * since the inverse radius in lower than 1, it's packed in the decimal part of the float.

+ 1 - 1
jme3-core/src/main/java/com/jme3/math/Line.java

@@ -52,7 +52,7 @@ public class Line implements Savable, Cloneable, java.io.Serializable {
 
     /**
      * Constructor instantiates a new <code>Line</code> object. The origin and
-     * direction are set to defaults (0,0,0).
+     * direction both default to (0,0,0).
      *
      */
     public Line() {

+ 3 - 3
jme3-core/src/main/java/com/jme3/opencl/Kernel.java

@@ -42,8 +42,8 @@ import java.util.Arrays;
  * Terminology:<br>
  * A Kernel is executed in parallel. In total number of parallel threads,
  * called work items, are specified by the <i>global work size</i> (of type
- * {@link WorkSize}. These threads are organized in a 1D, 2D or 3D grid
- * (of coarse, this is only a logical view). Inside each kernel,
+ * {@link WorkSize}). These threads are organized in a 1-D, 2-D or 3-D grid
+ * (of course, this is only a logical view). Inside each kernel,
  * the id of each thread (i.e. the index inside this grid) can be requested
  * by {@code get_global_id(dimension)} with {@code dimension=0,1,2}.
  * <br>
@@ -512,7 +512,7 @@ public abstract class Kernel extends AbstractOpenCLObject {
      * the work group size has been specified. This is
      * ensured by {@link #Run2(com.jme3.opencl.CommandQueue, com.jme3.opencl.Kernel.WorkSize, com.jme3.opencl.Kernel.WorkSize, java.lang.Object...) }.
      * This argument can't be used when no work group size was defined explicitly
-     * (e.g. by {@link #setWorkGroupSizeToNull()} or {@link #Run1(com.jme3.opencl.CommandQueue, com.jme3.opencl.Kernel.WorkSize, java.lang.Object...) }.
+     * (e.g. by {@link #setWorkGroupSizeToNull()} or {@link #Run1(com.jme3.opencl.CommandQueue, com.jme3.opencl.Kernel.WorkSize, java.lang.Object...) }).
      */
     public static final class LocalMemPerElement {
         private int size;

+ 4 - 4
jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java

@@ -399,10 +399,10 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
         for (int i = filters.size() - 1; i >= 0 && lastFilterIndex == -1; i--) {
             if (filters.get(i).isEnabled()) {
                 lastFilterIndex = i;
-                //the Fpp is initialized, but the viewport framebuffer is the
-                //original out framebuffer so we must recover from a situation 
-                //where no filter was enabled. So we set the correct framebuffer 
-                //on the viewport
+                // The FPP is initialized, but the viewport framebuffer is the
+                // original out framebuffer, so we must recover from a situation
+                // where no filter was enabled. So we set the correct framebuffer
+                // on the viewport.
                 if(isInitialized() && viewPort.getOutputFrameBuffer()==outputBuffer){
                     setupViewPortFrameBuffer();
                 }

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

@@ -174,7 +174,7 @@ public final class GLImageFormats {
             formatSwiz(formatToGL, Format.BGRA8, GLExt.GL_RGBA8, GL2.GL_RGBA, GL.GL_UNSIGNED_BYTE);
             formatSwiz(formatToGL, Format.ABGR8, GLExt.GL_RGBA8, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE);
         } else {
-            // Actually, the internal format isn't used for OpenGL ES 2! This is the same as the above..
+            // Actually, the internal format isn't used for OpenGL ES 2! This is the same as the above.
             if (!caps.contains(Caps.CoreProfile)) {
                 format(formatToGL, Format.Alpha8,           GL.GL_RGBA4,   GL.GL_ALPHA,           GL.GL_UNSIGNED_BYTE);
                 format(formatToGL, Format.Luminance8,       GL.GL_RGB565,  GL.GL_LUMINANCE,       GL.GL_UNSIGNED_BYTE);

+ 10 - 10
jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

@@ -373,7 +373,7 @@ public final class GLRenderer implements Renderer {
 
         if (hasExtension("GL_ARB_color_buffer_float") &&
                 hasExtension("GL_ARB_half_float_pixel")) {
-            // XXX: Require both 16 and 32 bit float support for FloatColorBuffer.
+            // XXX: Require both 16- and 32-bit float support for FloatColorBuffer.
             caps.add(Caps.FloatColorBuffer);
         }
 
@@ -484,7 +484,7 @@ public final class GLRenderer implements Renderer {
             logger.log(Level.FINER, "Samples: {0}", samples);
             boolean enabled = gl.glIsEnabled(GLExt.GL_MULTISAMPLE_ARB);
             if (samples > 0 && available && !enabled) {
-                // Doesn't seem to be necessary .. OGL spec says it's always
+                // Doesn't seem to be necessary. OGL spec says it's always
                 // set by default?
                 gl.glEnable(GLExt.GL_MULTISAMPLE_ARB);
             }
@@ -646,7 +646,7 @@ public final class GLRenderer implements Renderer {
         int fbOnLoad = tmp.get();
         if(fbOnLoad > 0)
         {
-            // Overriding default FB to fbOnLoad. Mostly iOS fix for scene processors and filters
+            // Override default FB to fbOnLoad. Mostly an iOS fix for scene processors and filters.
             defaultFBO = fbOnLoad;
         }
     }
@@ -697,10 +697,10 @@ public final class GLRenderer implements Renderer {
             bits = GL.GL_COLOR_BUFFER_BIT;
         }
         if (depth) {
-            // glClear(GL.GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false
-            // here s some link on openl board
+            // glClear(GL.GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false.
+            // Here is a link to the openGL discussion:
             // http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=257223
-            // if depth clear is requested, we enable the depthMask
+            // If depth clear is requested, we enable the depth mask.
             if (context.depthWriteEnabled == false) {
                 gl.glDepthMask(true);
                 context.depthWriteEnabled = true;
@@ -893,7 +893,7 @@ public final class GLRenderer implements Renderer {
                             + state.getBlendMode());
             }
 
-            // All of the common modes requires the ADD equation.
+            // All of the common modes require the ADD equation.
             // (This might change in the future?)
             blendEquationSeparate(RenderState.BlendEquation.Add, RenderState.BlendEquationAlpha.InheritColor);
         }
@@ -1222,7 +1222,7 @@ public final class GLRenderer implements Renderer {
         }
 
         if (uniform.getVarType() == null) {
-            return; // value not set yet..
+            return; // value not set yet
         }
         statistics.onUniformSet();
 
@@ -2505,8 +2505,8 @@ public final class GLRenderer implements Renderer {
                     // number of mipmaps we have.
                     gl.glTexParameteri(target, GL2.GL_TEXTURE_MAX_LEVEL, img.getMipMapSizes().length - 1);
                 } else {
-                    // Image does not have mipmaps and they are not required.
-                    // Specify that that the texture has no mipmaps.
+                    // Image does not have mipmaps, and they are not required.
+                    // Specify that the texture has no mipmaps.
                     gl.glTexParameteri(target, GL2.GL_TEXTURE_MAX_LEVEL, 0);
                 }
             }

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

@@ -158,7 +158,7 @@ public final class GLTracer implements InvocationHandler {
                 }
             }
         }
-        // GL_ONE is more common than GL_TRUE (which is a boolean anyway..)
+        // GL_ONE is more common than GL_TRUE (which is a boolean anyway)
         constMap.put(1, "GL_ONE");
         return constMap;
     }

+ 4 - 4
jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java

@@ -210,7 +210,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
     /**
      * {@inheritDoc}
      *
-     * this methods does things in this order : 
+     * This method does things in the following order:
      * 
      * 1. declaring and mapping input<br>
      * variables : variable replaced with MatParams or WorldParams that are Samplers are not
@@ -625,9 +625,9 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
      * Declares a varying
      * @param source the StringBuilder to use
      * @param var the variable to declare as a varying
-     * @param input a boolean set to true if the this varying is an input.
-     * this in not used in this implementation but can be used in overriding 
-     * implementation
+     * @param input a boolean set to true if the varying is an input.
+     * This in not used in this implementation, but can be used in overriding
+     * implementations.
      */
     protected void declareVarying(StringBuilder source, ShaderNodeVariable var, boolean input) {
         declareVariable(source, var, true, "varying");

+ 3 - 3
jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java

@@ -160,7 +160,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
         shadowMapStringCache = new String[nbShadowMaps];
         lightViewStringCache = new String[nbShadowMaps];
 
-        //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
+        //DO NOT COMMENT THIS (it prevents the OSX incomplete read-buffer crash)
         dummyTex = new Texture2D(shadowMapSize, shadowMapSize, Format.RGBA8);
 
         preshadowMat = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
@@ -173,7 +173,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
 
             shadowFB[i].setDepthTarget(FrameBufferTarget.newTarget(shadowMaps[i]));
 
-            //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
+            //DO NOT COMMENT THIS (it prevents the OSX incomplete read-buffer crash)
             shadowFB[i].addColorTarget(FrameBufferTarget.newTarget(dummyTex));
             shadowMapStringCache[i] = "ShadowMap" + i; 
             lightViewStringCache[i] = "LightViewProjectionMatrix" + i;
@@ -497,7 +497,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
             setMatParams(lightReceivers);
 
             Camera cam = viewPort.getCamera();
-            //some materials in the scene does not have a post shadow technique so we're using the fall back material
+            // Some materials in the scene do not have a post shadow technique, so we're using the fallback material.
             if (needsfallBackMaterial) {
                 renderManager.setForcedMaterial(postshadowMat);
             }

+ 2 - 2
jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowFilter.java

@@ -115,8 +115,8 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
      * resulting in a constant quality in the shadow over the extends, but near
      * shadows could look very jagged a high value give a more logarithmic
      * repartition resulting in a high quality for near shadows, but the quality
-     * quickly decrease over the extend. the default value is set to 0.65f
-     * (theoretic optimal value).
+     * quickly decrease over the extend. The default value is 0.65
+     * (the theoretical optimum).
      *
      * @param lambda the lambda value.
      */

+ 1 - 1
jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java

@@ -247,7 +247,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
      * Lambda is usually between 0 and 1.
      * A low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged.
      * A high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
-     * The default value is 0.65f (theoretical optimal value).
+     * The default value is 0.65 (the theoretical optimum).
      * @param lambda the lambda value.
      */
     public void setLambda(float lambda) {

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

@@ -220,7 +220,7 @@ public class JmeSystem {
                     if (systemDelegate == null) {
                         systemDelegate = tryLoadDelegate("com.jme3.system.ios.JmeIosSystem");
                         if (systemDelegate == null) {
-                            // None of the system delegates were found ..
+                            // None of the system delegates were found.
                             Logger.getLogger(JmeSystem.class.getName()).log(Level.SEVERE,
                                     "Failed to find a JmeSystem delegate!\n"
                                     + "Ensure either desktop or android jME3 jar is in the classpath.");

+ 24 - 24
jme3-core/src/main/java/com/jme3/texture/Image.java

@@ -116,7 +116,7 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
         /**
          * 8-bit blue, green, and red.
          */
-        BGR8(24), // BGR and ABGR formats are often used on windows systems
+        BGR8(24), // BGR and ABGR formats are often used on Windows systems
         
         /**
          * 8-bit red, green, and blue.
@@ -332,37 +332,37 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
         ETC1(4, false, true, false),
          
         /**
-         * 8 bit signed int red.
+         * 8-bit signed int red.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         R8I(8),
         /**
-         * 8 bit unsigned int red.
+         * 8-bit unsigned int red.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         R8UI(8),
         /**
-         * 16 bit signed int red.
+         * 16-bit signed int red.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         R16I(16),
         /**
-         * 16 bit unsigned int red.
+         * 16-bit unsigned int red.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */        
         R16UI(16),      
         /**
-         * 32 bit signed int red.
+         * 32-bit signed int red.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */        
         R32I(32),
         /**
-         * 32 bit unsigned int red.
+         * 32-bit unsigned int red.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
@@ -370,44 +370,44 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
         
         
         /**
-         * 8 bit signed int red and green.
+         * 8-bit signed int red and green.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RG8I(16), 
         /**
-         * 8 bit unsigned int red and green.
+         * 8-bit unsigned int red and green.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RG8UI(16),     
         /**
-         * 16 bit signed int red and green.
+         * 16-bit signed int red and green.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RG16I(32), 
         /**
-         * 16 bit unsigned int red and green.
+         * 16-bit unsigned int red and green.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RG16UI(32), 
         /**
-         * 32 bit signed int red and green.
+         * 32-bit signed int red and green.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */        
         RG32I(64),
         /**
-         * 32 bit unsigned int red and green.
+         * 32-bit unsigned int red and green.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RG32UI(64), 
 
         /**
-         * 8 bit signed int red, green and blue.
+         * 8-bit signed int red, green and blue.
          * 
          * Requires {@link Caps#IntegerTexture} to be supported for textures. 
          * May be supported for renderbuffers, but the OpenGL specification does not require it.
@@ -421,28 +421,28 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
          */
         RGB8UI(24),
         /**
-         * 16 bit signed int red, green and blue.
+         * 16-bit signed int red, green and blue.
          * 
          * Requires {@link Caps#IntegerTexture} to be supported for textures. 
          * May be supported for renderbuffers, but the OpenGL specification does not require it.
          */
         RGB16I(48),
         /**
-         * 16 bit unsigned int red, green and blue.
+         * 16-bit unsigned int red, green and blue.
          * 
          * Requires {@link Caps#IntegerTexture} to be supported for textures. 
          * May be supported for renderbuffers, but the OpenGL specification does not require it.
          */
         RGB16UI(48),
         /**
-         * 32 bit signed int red, green and blue.
+         * 32-bit signed int red, green and blue.
          * 
          * Requires {@link Caps#IntegerTexture} to be supported for textures. 
          * May be supported for renderbuffers, but the OpenGL specification does not require it.
          */
         RGB32I(96),
         /**
-         * 32 bit unsigned int red, green and blue.
+         * 32-bit unsigned int red, green and blue.
          * 
          * Requires {@link Caps#IntegerTexture} to be supported for textures. 
          * May be supported for renderbuffers, but the OpenGL specification does not require it.
@@ -451,37 +451,37 @@ public class Image extends NativeObject implements Savable /*, Cloneable*/ {
 
 
         /**
-         * 8 bit signed int red, green, blue and alpha.
+         * 8-bit signed int red, green, blue and alpha.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RGBA8I(32), 
         /**
-         * 8 bit unsigned int red, green, blue and alpha.
+         * 8-bit unsigned int red, green, blue and alpha.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RGBA8UI(32),
         /**
-         * 16 bit signed int red, green, blue and alpha.
+         * 16-bit signed int red, green, blue and alpha.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RGBA16I(64),
         /**
-         * 16 bit unsigned int red, green, blue and alpha.
+         * 16-bit unsigned int red, green, blue and alpha.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RGBA16UI(64),
         /**
-         * 32 bit signed int red, green, blue and alpha.
+         * 32-bit signed int red, green, blue and alpha.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */
         RGBA32I(128),
         /**
-         * 32 bit unsigned int red, green, blue and alpha.
+         * 32-bit unsigned int red, green, blue and alpha.
          * 
          * Requires {@link Caps#IntegerTexture}.
          */

+ 9 - 9
jme3-core/src/main/java/com/jme3/util/ListSort.java

@@ -39,12 +39,12 @@ import java.util.Comparator;
  * It's adapted from Tim Peters's work on list sorting for Python. More details
  * here http://svn.python.org/projects/python/trunk/Objects/listsort.txt
  * 
- * here is the C code from which this class is based 
+ * Here is the C code on which this class is based:
  * http://svn.python.org/projects/python/trunk/Objects/listobject.c
  *
- * This class was also greatly inspired from java 7 TimSort by Josh Blosh with the
- * difference that the temporary necessary memory space are allocated as the
- * geometry list grows and reused all along the application execution.
+ * This class was also greatly inspired by the Java7 TimSort by Josh Blosh, with the
+ * difference that temporary memory is allocated as the
+ * geometry list grows and reused throughout the execution of the application.
  *
  * Usage : ListSort has to be instantiated and kept with the geometry list ( or
  * w/e it may have to sort) Then the allocate method has to be called to
@@ -65,8 +65,8 @@ import java.util.Comparator;
 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 :
+     * Threshold for binary sort vs merge. Original algorithm used 64, Java7
+     * TimSort used 32, and I used 128. See this post for explanations:
      * https://hub.jmonkeyengine.org/t/i-got-that-sorted-out-huhuhu/24478
      */
     private static final int MIN_SIZE = 128;
@@ -157,7 +157,7 @@ public class ListSort<T> {
         /*
          * this part was taken from java 7 TimSort.
          * The original implementation use a stack of length 85, but this seems 
-         * to boost up performance for mid sized arrays.
+         * to boost performance for mid-sized arrays.
          * I changed the numbers so they fit our MIN_SIZE parameter.
          * 
          * Those numbers can be computed using this formula : 
@@ -303,8 +303,8 @@ public class ListSort<T> {
      * @param array the array to sort
      * @param firstId the index of the first element to sort
      * @param lastId the index+ of the last element to sort
-     * @param start the index of the element to start sorting range
-     * [firstId,satrt]is assumed to be already sorted
+     * @param start the index of the element to start sorting range.
+     * [firstId,start] is assumed to be already sorted.
      * @param comparator the comparator
      */
     private void binaryInsertionSort(T[] array, int firstId, int lastId, int start,

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

@@ -34,7 +34,7 @@ package com.jme3.util.clone;
 
 
 /**
- *  A CloneFunction implementation that simply returns the 
+ *  A CloneFunction implementation that simply returns
  *  the passed object without cloning it.  This is useful for
  *  forcing some object types (like Meshes) to be shared between
  *  the original and cloned object graph.

+ 1 - 2
jme3-core/src/plugins/java/com/jme3/asset/plugins/ClasspathLocator.java

@@ -44,8 +44,7 @@ import java.util.logging.Logger;
  * The <code>ClasspathLocator</code> looks up an asset in the classpath.
  * 
  * This locator is used by default in all jME3 projects (unless 
- * {@link AssetManager#unregisterLocator(java.lang.String, java.lang.Class) unregistered}
- * ).
+ * {@link AssetManager#unregisterLocator(java.lang.String, java.lang.Class) unregistered}).
  * Unlike Java's default resource loading mechanism, the <code>ClasspathLocator</code>
  * enforces case-sensitivity on platforms which do not have it such as Windows.
  * Therefore, it is critical to provide a path matching the case of the file on

+ 5 - 5
jme3-core/src/plugins/java/com/jme3/asset/plugins/HttpZipLocator.java

@@ -145,10 +145,10 @@ public class HttpZipLocator implements AssetLocator {
             // decode data in byteBuf
             CoderResult result = utf8Decoder.decode(byteBuf, charBuf, endOfInput); 
             
-            // if the result is not an underflow its an error
+            // If the result is not an underflow, it's an error
             // that cannot be handled.
-            // if the error is an underflow and its the end of input
-            // then the decoder expects more bytes but there are no more => error
+            // If the error is an underflow and it's the end of input,
+            // then the decoder expects more bytes, but there are no more => error.
             if (!result.isUnderflow() || !endOfInput){
                 result.throwException();
             }
@@ -234,8 +234,8 @@ public class HttpZipLocator implements AssetLocator {
         entry.compSize = get32(table, offset + ZipEntry.CENSIZ);
         entry.offset   = get32(table, offset + ZipEntry.CENOFF);
 
-        // we want offset directly into file data ..
-        // move the offset forward to skip the LOC header
+        // We want the offset in the file data:
+        // move the offset forward to skip the LOC header.
         entry.offset += ZipEntry.LOCHDR + nameLen + extraLen;
 
         entries.put(entry.name, entry);

+ 1 - 1
jme3-core/src/plugins/java/com/jme3/material/plugins/J3MLoader.java

@@ -409,7 +409,7 @@ public class J3MLoader implements AssetLoader {
     }
 
     private void readValueParam(String statement) throws IOException{
-        // Use limit=1 incase filename contains colons
+        // Use limit=1 in case the filename contains colons.
         String[] split = statement.split(":", 2);
         if (split.length != 2){
             throw new IOException("Value parameter statement syntax incorrect");

+ 1 - 1
jme3-core/src/plugins/java/com/jme3/shader/plugins/GLSLLoader.java

@@ -146,7 +146,7 @@ public class GLSLLoader implements AssetLoader {
 
                 List<Integer> injectIndices = node.getDependencyInjectIndices();
                 for (int i = resolvedShaderNodes.size() - 1; i >= 0; i--) {
-                    // Must insert them backwards ..
+                    // Must insert them backward
                     sb.insert(injectIndices.get(i), resolvedShaderNodes.get(i));
                 }
                 return sb.toString();

+ 1 - 1
jme3-core/src/test/java/com/jme3/anim/JointCloneTest.java

@@ -44,7 +44,7 @@ public class JointCloneTest {
 
     /**
      * Make sure the initial transform gets cloned. This was issue 1469 at
-     * Github.
+     * GitHub.
      */
     @Test
     public void testInitialTransform() {

+ 7 - 7
jme3-core/src/test/java/com/jme3/light/LightFilterTest.java

@@ -113,7 +113,7 @@ public class LightFilterTest {
         pl.setPosition(new Vector3f(0, 0, 8f));
         checkFilteredLights(0);
         
-        // And more close - now its an intersection.
+        // And closer - now they intersect.
         pl.setPosition(new Vector3f(0, 0, 8f + FastMath.ZERO_TOLERANCE));
         checkFilteredLights(1);
         
@@ -148,25 +148,25 @@ public class LightFilterTest {
         checkFilteredLights(1);
      
         pl.setRadius(1f);
-        // Put the light at the very close to the geom,
-        // the very edge of the sphere touches the other bounding sphere
+        // Put the light very close to the geometry.
+        // The edge of the sphere touches the other bounding sphere.
         // Still not considered an intersection though.
         pl.setPosition(new Vector3f(0, 0, 0));
         checkFilteredLights(0);
 
-        // And more close - now its an intersection.
+        // And closer - now they intersect.
         pl.setPosition(new Vector3f(0, 0, 0f + FastMath.ZERO_TOLERANCE));
         checkFilteredLights(1);
                
         geom.setLocalTranslation(0, 0, 0);
-        // In this case its an intersection for pointLight v. box
-        // But not for pointLight v. sphere
+        // In this case, it's an intersection for PointLight versus box,
+        // but not for PointLight versus sphere.
         // Vector3f(0, 0.5f, 0.5f).normalize().mult(2) ~ >= (0.0, 1.4142135, 1.4142135)
         //pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 + FastMath.ZERO_TOLERANCE));
         pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1+FastMath.ZERO_TOLERANCE));
         checkFilteredLights(0);
         
-        // Make the distance a wee bit closer, now its an intersection
+        // Make the distance a wee bit closer. Now it intersects.
         //pl.setPosition(new Vector3f(0, 0.5f, 0.5f).normalizeLocal().multLocal(2 - FastMath.ZERO_TOLERANCE));
         pl.setPosition(new Vector3f(0f, 1.4142135f, 1.4142135f).multLocal(1-FastMath.ZERO_TOLERANCE));
         checkFilteredLights(1);

+ 3 - 3
jme3-core/src/test/java/com/jme3/light/LightSortTest.java

@@ -57,9 +57,9 @@ public class LightSortTest {
         list.sort(true);
         
         assert list.get(0) instanceof AmbientLight;     // Ambients always first
-        assert list.get(1) instanceof DirectionalLight; // .. then directionals
+        assert list.get(1) instanceof DirectionalLight; // ... then directionals
         assert list.get(2) instanceof SpotLight;        // Spot is 0 units away from geom
-        assert list.get(3) instanceof PointLight;       // .. and point is 1 unit away.
+        assert list.get(3) instanceof PointLight;       // ... and point is 1 unit away.
     }
     
     @Test
@@ -75,7 +75,7 @@ public class LightSortTest {
         n.addLight(spot);
         n.addLight(point);
         
-        // .. and some on the geometry.
+        // ... and some on the geometry.
         g.addLight(directional);
         g.addLight(ambient);
         

+ 16 - 16
jme3-core/src/tools/java/jme3tools/optimize/LodGenerator.java

@@ -18,7 +18,7 @@
  *   without specific prior written permission.
  * 
  * This class is the java implementation of
- * the enhanced version of Ogre engine Lod generator, by Péter Szücs, originally
+ * the enhanced version of Ogre Engine LOD generator, by Péter Szücs, originally
  * based on Stan Melax "easy mesh simplification". The MIT licenced C++ source
  * code can be found here
  * https://github.com/worldforge/ember/tree/master/src/components/ogre/lod
@@ -70,11 +70,11 @@ import java.util.logging.Level;
 import java.util.logging.Logger;
 
 /**
- * This is a utility class that adds the ability to generate the lod levels
+ * This is a utility class that adds the ability to generate LOD levels
  * for an arbitrary mesh. It computes a collapse cost for each vertex and each edge.
  * The higher the cost the more likely collapsing the edge or the vertex will
  * produce artifacts on the mesh. <p>This class is the java implementation of
- * the enhanced version of Ogre engine Lod generator, by Péter Szücs, originally
+ * the enhanced version of Ogre engine LOD generator, by Péter Szücs, originally
  * based on Stan Melax "easy mesh simplification". The MIT licenced C++ source
  * code can be found here
  * https://github.com/worldforge/ember/tree/master/src/components/ogre/lod more
@@ -83,7 +83,7 @@ import java.util.logging.Logger;
  *
  * <p>The algorithm sorts vertices according to their collapse cost in
  * ascending order. It collapses from the "cheapest" vertex to the more expensive.<br>
- * <strong>Usage : </strong><br>
+ * <strong>Usage: </strong><br>
  * <pre>
  *      LodGenerator lODGenerator = new LodGenerator(geometry);
  *      lODGenerator.bakeLods(reductionMethod,reductionValue);
@@ -258,7 +258,7 @@ public class LodGenerator {
     /**
      * Construct a LodGenerator for the given mesh
      *
-     * @param mesh the mesh to consider to generate de Lods.
+     * @param mesh the mesh for which to generate LODs.
      */
     public LodGenerator(Mesh mesh) {
         this.mesh = mesh;
@@ -268,7 +268,7 @@ public class LodGenerator {
     /**
      * Construct a LodGenerator for the given geometry
      *
-     * @param geom the geometry to consider to generate de Lods.
+     * @param geom the geometry for which to generate LODs.
      */
     public LodGenerator(Geometry geom) {
         mesh = geom.getMesh();
@@ -525,12 +525,12 @@ public class LodGenerator {
     int nbCollapsedTri = 0;
 
     /**
-     * Computes the lod and return a list of VertexBuffers that can then be used
-     * for lod (use Mesh.setLodLevels(VertexBuffer[]))<br>
+     * Computes the LODs and returns an array of VertexBuffers that can
+     * be passed to Mesh.setLodLevels(). <br>
      *
      * This method must be fed with the reduction method
      * {@link TriangleReductionMethod} and a list of reduction values.<br> for
-     * each value a lod will be generated. <br> The resulting array will always
+     * each value a LOD will be generated. <br> The resulting array will always
      * contain at index 0 the original index buffer of the mesh. <p>
      * <strong>Important note :</strong> some meshes cannot be decimated, so the
      * result of this method can vary depending of the given mesh. Also the
@@ -538,9 +538,9 @@ public class LodGenerator {
      * meet the required reduction.
      *
      * @param reductionMethod the reduction method to use
-     * @param reductionValues the reduction value to use for each lod level.
+     * @param reductionValues the reduction value to use for each LOD level.
      * @return an array of VertexBuffers containing the different index buffers
-     * representing the lod levels.
+     * representing the LOD levels.
      */
     public VertexBuffer[] computeLods(TriangleReductionMethod reductionMethod, float... reductionValues) {
         int tricount = triangleList.size();
@@ -593,17 +593,17 @@ public class LodGenerator {
     }
 
     /**
-     * Computes the lods and bake them into the mesh<br>
+     * Computes the LODs and bakes them into the mesh. <br>
      *
      * This method must be fed with the reduction method
      * {@link TriangleReductionMethod} and a list of reduction values.<br> for
-     * each value a lod will be generated. <p> <strong>Important note :</strong>
+     * each value a LOD will be generated. <p> <strong>Important note: </strong>
      * some meshes cannot be decimated, so the result of this method can vary
      * depending of the given mesh. Also the reduction values are indicative and
      * the produces mesh will not always meet the required reduction.
      *
      * @param reductionMethod the reduction method to use
-     * @param reductionValues the reduction value to use for each lod level.
+     * @param reductionValues the reduction value to use for each LOD level.
      */
     public void bakeLods(TriangleReductionMethod reductionMethod, float... reductionValues) {
         mesh.setLodLevels(computeLods(reductionMethod, reductionValues));
@@ -895,8 +895,8 @@ public class LodGenerator {
                 // Remove a triangle
                 // Tasks:
                 // 1. Add it to the collapsed edges list.
-                // 2. Reduce index count for the Lods, which will not have this triangle.
-                // 3. Mark as removed, so it will not be added in upcoming Lod levels.
+                // 2. Reduce index count for the LODs, which will not have this triangle.
+                // 3. Mark as removed, so it will not be added in upcoming LOD levels.
                 // 4. Remove references/pointers to this triangle.
 
                 // 1. task

+ 2 - 2
jme3-desktop/src/main/java/com/jme3/system/AWTFrameProcessor.java

@@ -334,7 +334,7 @@ public class AWTFrameProcessor implements SceneProcessor, PropertyChangeListener
      *
      * @param newWidth  the new width.
      * @param newHeight the new height.
-     * @param fixAspect true if need to fix aspect.
+     * @param fixAspect true to fix the aspect ratio.
      */
     protected void notifyComponentResized(int newWidth, int newHeight, boolean fixAspect) {
 
@@ -550,7 +550,7 @@ public class AWTFrameProcessor implements SceneProcessor, PropertyChangeListener
      *
      * @param width     the width.
      * @param height    the height.
-     * @param fixAspect true if need to fix the aspect ratio.
+     * @param fixAspect true to fix the aspect ratio.
      * @return the new frame transfer.
      */
     protected AWTComponentRenderer reshapeInThread(final int width, final int height, final boolean fixAspect) {

+ 1 - 1
jme3-desktop/src/main/java/jme3tools/converters/ImageToAwt.java

@@ -136,7 +136,7 @@ public class ImageToAwt {
         final int m__xx  = 0x0000ffff;
         final int s__xx  = 0;
 
-        // note: compressed, depth, or floating point formats not included here..
+        // Note: compressed, depth, and floating-point formats are not included here.
         
         params.put(Format.ABGR8,    new DecodeParams(4, mx___, m___x, m__x_, m_x__,
                                                         sx___, s___x, s__x_, s_x__,

+ 1 - 1
jme3-effects/src/main/java/com/jme3/post/filters/CartoonEdgeFilter.java

@@ -211,7 +211,7 @@ public class CartoonEdgeFilter extends Filter {
     }
 
     /**
-     * sets the normals sensitivity default is 1
+     * Sets the normals sensitivity. Default is 1.
      *
      * @param normalSensitivity the desired sensitivity (default=1)
      */

+ 1 - 1
jme3-effects/src/main/java/com/jme3/post/filters/DepthOfFieldFilter.java

@@ -207,7 +207,7 @@ public class DepthOfFieldFilter extends Filter {
      *  mix the convolution filter.  When this is on, the 'unfocus' value
      *  is rendered as gray scale.  This can be used to more easily visualize
      *  where in your view the focus is centered and how steep the gradient/cutoff
-     *  is, etc..
+     *  is, etcetera.
      *
      * @param b true to enable debugging, false to disable it (default=false)
      */

+ 4 - 4
jme3-effects/src/main/java/com/jme3/post/filters/FadeFilter.java

@@ -155,8 +155,8 @@ public class FadeFilter extends Filter {
     }
 
     /**
-     * return the current value of the fading
-     * can be used to check if fade is complete (eg value=1)
+     * Returns the current fade value.
+     * Can be used to check whether fade is complete (e.g. value=1).
      * @return the fractional progress (&ge;0, &le;1)
      */
     public float getValue() {
@@ -164,8 +164,8 @@ public class FadeFilter extends Filter {
     }
 
     /**
-     * sets the fade value
-     * can be used to force complete black or compete scene
+     * Sets the fade value.
+     * Can be used to force all black or all scene.
      *
      * @param value the desired value (default=1)
      */

+ 1 - 1
jme3-examples/src/main/java/jme3test/helloworld/HelloAudio.java

@@ -74,7 +74,7 @@ public class HelloAudio extends SimpleApplication {
     }
   };
 
-  /** Move the listener with the a camera - for 3D audio. */
+  /** Move the listener with the camera - for 3-D audio. */
   @Override
   public void simpleUpdate(float tpf) {
     listener.setLocation(cam.getLocation());

+ 1 - 1
jme3-examples/src/main/java/jme3test/model/anim/EraseTimer.java

@@ -90,7 +90,7 @@ public class EraseTimer extends Timer {
     public void update() {
         tpf = (getTime() - previousTime) * (1.0f / TIMER_RESOLUTION);
         if (tpf >= 0.2) {
-            //the frame lasted more than 200ms we erase its time to 16ms.
+            // The frame lasted more than 200ms, so we erase its time to 16ms.
             tpf = 0.016666f;
         } else {
             fps = 1.0f / tpf;

+ 1 - 1
jme3-lwjgl/src/main/java/com/jme3/opencl/lwjgl/LwjglEvent.java

@@ -69,7 +69,7 @@ public class LwjglEvent extends Event {
         }
         int status = event.getInfoInt(CL10.CL_EVENT_COMMAND_EXECUTION_STATUS);
         if (status == CL10.CL_SUCCESS) {
-            release(); //short cut to save resources
+            release(); // shortcut to save resources
             return true;
         } else if (status < 0) {
             Utils.checkError(status, "EventStatus");

+ 3 - 3
jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglAbstractDisplay.java

@@ -161,7 +161,7 @@ public abstract class LwjglAbstractDisplay extends LwjglContext implements Runna
         
         // All this does is call swap buffers
         // If the canvas is not active, there's no need to waste time
-        // doing that ..
+        // doing that.
         if (renderable.get()){
             assert checkGLError();
 
@@ -193,8 +193,8 @@ public abstract class LwjglAbstractDisplay extends LwjglContext implements Runna
             Display.processMessages();
         }
         
-        // Subclasses just call GLObjectManager clean up objects here
-        // it is safe .. for now.
+        // Subclasses just call GLObjectManager. Clean up objects here.
+        // It is safe ... for now.
         renderer.postFrame();
     }
 

+ 2 - 2
jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglCanvas.java

@@ -419,8 +419,8 @@ public class LwjglCanvas extends LwjglAbstractDisplay implements JmeCanvasContex
             // The canvas is no longer visible,
             // but the context thread is still running.
             if (!needClose.get()){
-                // MUST make sure there's still a context current here ..
-                // Display is dead, make pbuffer available to the system
+                // MUST make sure there's still a context current here.
+                // Display is dead, make PBuffer available to the system.
                 makePbufferAvailable();
                 
                 renderer.invalidateState();

+ 1 - 1
jme3-lwjgl3/src/main/java/com/jme3/input/lwjgl/GlfwMouseInput.java

@@ -53,7 +53,7 @@ import org.lwjgl.system.MemoryUtil;
 /**
  * Captures mouse input using GLFW callbacks. It then temporarily stores these
  * in event queues which are processed in the {@link #update()} method. Due to
- * some of the GLFW button id's there is a conversion method in this class which
+ * some of the GLFW button IDs, there is a conversion method in this class which
  * will convert the GLFW left, middle and right mouse button to JME3 left,
  * middle and right button codes.
  *

+ 2 - 2
jme3-lwjgl3/src/main/java/com/jme3/opencl/lwjgl/LwjglEvent.java

@@ -56,14 +56,14 @@ public class LwjglEvent extends Event {
     @Override
     public void waitForFinished() {
         CL10.clWaitForEvents(event);
-        release(); //short cut to save resources
+        release(); // shortcut to save resources
     }
 
     @Override
     public boolean isCompleted() {
         int status = Info.clGetEventInfoInt(event, CL10.CL_EVENT_COMMAND_EXECUTION_STATUS);
         if (status == CL10.CL_SUCCESS) {
-            release(); //short cut to save resources
+            release(); // shortcut to save resources
             return true;
         } else if (status < 0) {
             Utils.checkError(status, "EventStatus");

+ 3 - 3
jme3-lwjgl3/src/main/java/com/jme3/system/lwjgl/LwjglWindow.java

@@ -578,7 +578,7 @@ public abstract class LwjglWindow extends LwjglContext implements Runnable {
 
         // All this does is call swap buffers
         // If the canvas is not active, there's no need to waste time
-        // doing that ..
+        // doing that.
         if (renderable.get()) {
             // calls swap buffers, etc.
             try {
@@ -590,8 +590,8 @@ public abstract class LwjglWindow extends LwjglContext implements Runnable {
             }
         }
 
-        // Subclasses just call GLObjectManager clean up objects here
-        // it is safe .. for now.
+        // Subclasses just call GLObjectManager. Clean up objects here.
+        // It is safe ... for now.
         if (renderer != null) {
             renderer.postFrame();
         }

+ 6 - 6
jme3-networking/src/main/java/com/jme3/network/base/DefaultServer.java

@@ -139,7 +139,7 @@ public class DefaultServer implements Server
             throw new IllegalStateException( "Channels cannot be added once server is started." );
  
         // Note: it does bug me that channels aren't 100% universal and
-        // setup externally but it requires a more invasive set of changes
+        // set up externally, but it requires a more invasive set of changes
         // for "connection types" and some kind of registry of kernel and
         // connector factories.  This really would be the best approach and
         // would allow all kinds of channel customization maybe... but for
@@ -389,8 +389,8 @@ public class DefaultServer implements Server
             c.setChannel(channel, p);            
             log.log( Level.FINE, "Setting up channel:{0}", channel );
  
-            // If it's channel 0 then this is the initial connection
-            // and we will send the connection information
+            // If it's channel 0, then this is the initial connection,
+            // and we will send the connection information.
             if( channel == CH_RELIABLE ) {
                 // Validate the name and version which is only sent
                 // over the reliable connection at this point.
@@ -426,8 +426,8 @@ public class DefaultServer implements Server
                     addedConnection = c;               
                 }
             } else {
-                // Need to keep getting channels so we'll keep it in
-                // the map
+                // Need to keep getting channels, so we'll keep it in
+                // the map.
                 connecting.put(tempId, c);
             } 
         }
@@ -629,7 +629,7 @@ public class DefaultServer implements Server
             send( m );
             
             // Just close the reliable endpoint
-            // fast will be cleaned up as a side-effect
+            // fast.  Will be cleaned up as a side effect
             // when closeConnection() is called by the
             // connectionClosed() endpoint callback.
             if( channels[CH_RELIABLE] != null ) {

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/base/KernelAdapter.java

@@ -198,7 +198,7 @@ public class KernelAdapter extends Thread
         if( !reliable ) {
             // Since UDP comes in packets and they aren't split
             // up, there is no reason to buffer.  In fact, there would
-            // be a down side because there is no way for us to reliably
+            // be a downside because there is no way for us to reliably
             // clean these up later since we'd create another one for 
             // any random UDP packet that comes to the port.
             return protocol.createBuffer();

+ 4 - 4
jme3-networking/src/main/java/com/jme3/network/base/protocol/GreedyMessageBuffer.java

@@ -45,9 +45,9 @@ import com.jme3.network.base.MessageProtocol;
  *  all messages as byte data comes in.  In other words, if there
  *  are four messages in the ByteBuffer passed to addBuffer() then
  *  all of the messages will be deserialized during that call and
- *  queued up for later return.  The down side is that if any of 
+ *  queued up for later return.  The downside is that, if any of
  *  those messages was going to alter the MessageProtocol serialization
- *  behavior in a way that affects later messages then problems occur
+ *  behavior in a way that affects later messages, then problems occur
  *  when those messages are all in one block.
  *
  *  @author    Paul Speed
@@ -96,8 +96,8 @@ public class GreedyMessageBuffer implements MessageBuffer {
 
             if( current == null ) {
 
-                // If we have a left over carry then we need to
-                // do manual processing to get the short value
+                // If we have a left-over carry,
+                // extra processing is needed to get the short value.
                 if( carry != null ) {
                     byte high = carry;
                     byte low = buffer.get();

+ 4 - 4
jme3-networking/src/main/java/com/jme3/network/base/protocol/LazyMessageBuffer.java

@@ -94,8 +94,8 @@ public class LazyMessageBuffer implements MessageBuffer {
 
             if( current == null ) {
 
-                // If we have a left over carry then we need to
-                // do manual processing to get the short value
+                // If we have a leftover carry, then we need to
+                // do manual processing to get the short value.
                 if( carry != null ) {
                     byte high = carry;
                     byte low = buffer.get();
@@ -148,7 +148,7 @@ public class LazyMessageBuffer implements MessageBuffer {
                 
                 // Note: I originally thought that lazy deserialization was
                 // going to be tricky/fancy because I'd imagined having to
-                // collect partial buffers, leave data in working buffers, etc..
+                // collect partial buffers, leave data in working buffers, etcetera.
                 // However, the buffer we are passed is reused by the caller
                 // (it's part of the API contract) and so we MUST copy the
                 // data into "something" before returning.  We already know
@@ -162,7 +162,7 @@ public class LazyMessageBuffer implements MessageBuffer {
                 // per-message byte buffers around.  We already had them anyway.
                 // So in the end, I probably could have just altered the original 
                 // buffering code and called it a day... but I had to do the refactoring
-                // before I figured that out and now we have the ability to more easily
+                // before I figured that out, and now we have the ability to more easily
                 // swap out protocol implementations.  -pspeed:2019-09-08                                    
             } else {                
                 // Not yet a complete object so just copy what we have

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/kernel/Endpoint.java

@@ -80,7 +80,7 @@ public interface Endpoint
     /**
      *  Closes this endpoint, optionally flushing any queued
      *  data before closing.  As soon as this method is called,
-     *  ne send() calls will fail with an exception... even while
+     *  new send() calls will fail with an exception... even while
      *  close() is still flushing the earlier queued messages.
      */
     public void close(boolean flushData);

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/kernel/Kernel.java

@@ -64,7 +64,7 @@ public interface Kernel
 
     /**
      *  Dispatches the data to all endpoints managed by the
-     *  kernel that match the specified endpoint filter..
+     *  kernel that match the specified endpoint filter.
      *  If 'copy' is true then the implementation will copy the byte buffer
      *  before delivering it to endpoints.  This allows the caller to reuse
      *  the data buffer.  Though it is important that the buffer not be changed

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/rmi/LocalObject.java

@@ -34,7 +34,7 @@ package com.jme3.network.rmi;
 import java.lang.reflect.Method;
 
 /**
- * Describes a RMI interface on the local machine.
+ * Describes an RMI interface on the local machine.
  *
  * @author Kirill Vainer
  */

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

@@ -109,7 +109,7 @@ public class FieldSerializer extends Serializer {
                 // The type of this field is implicit in the outer class
                 // definition and because the type is final, it can confidently
                 // be determined on the other end.
-                // Note: passing false to this method has the side-effect that field.getType()
+                // Note: passing false to this method has the side effect that field.getType()
                 // will be registered as a real class that can then be read/written
                 // directly as any other registered class.  It should be safe to take
                 // an ID like this because Serializer.initialize() is only called 

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/service/rmi/ClassInfoRegistry.java

@@ -85,7 +85,7 @@ public class ClassInfoRegistry {
                 
                 return result;
             } finally {
-                // Unlock the write lock while still holding onto read
+                // Unlock the write lock while still holding onto the read lock.
                 lock.writeLock().unlock();
             }
         } finally {

+ 2 - 2
jme3-niftygui/src/main/java/com/jme3/niftygui/InputSystemJme.java

@@ -152,7 +152,7 @@ public class InputSystemJme implements InputSystem, RawInputListener {
             // special case:
             // 1) You click on the jme scene (not Nifty) and Nifty will correctly return false (event not consumed) but
             //    internally it remembers: "mouse button is now down". Note that the jme mouse cursor is now hidden.
-            // 2) You release the mouse button but the mouse down event will not be forwarded to Nifty because it did
+            // 2) You release the mouse button but the mouse down event will not be forwarded to Nifty because it
             //    owned the mouse and the jme mouse cursor is not visible.
             //
             // Nifty now still thinks that the mouse button is down although it's not. The result is that the next click
@@ -192,7 +192,7 @@ public class InputSystemJme implements InputSystem, RawInputListener {
         y = (int) (height - evt.getY());
 
         // Input manager will not convert touch events to mouse events,
-        // thus we must do it ourselves..
+        // so we must do it ourselves.
         switch (evt.getType()) {
             case DOWN:
                 if (inputPointerId != -1) {

+ 7 - 7
jme3-niftygui/src/main/java/com/jme3/niftygui/JmeBatchRenderBackend.java

@@ -81,7 +81,7 @@ public class JmeBatchRenderBackend implements BatchRenderBackend {
     private final ObjectPool<Batch> batchPool;
     private final List<Batch> batches = new ArrayList<>();
 
-    // a modify texture call needs a jme Renderer to execute. if we're called to modify a texture but don't
+    // A modify texture call needs a jme Renderer to execute. If we're called to modify a texture but don't
     // have a Renderer yet - since it was not initialized on the jme side - we'll cache the modify texture calls
     // in here and execute them later (at the next beginFrame() call).
     private final List<ModifyTexture> modifyTextureCalls = new ArrayList<>();
@@ -94,10 +94,10 @@ public class JmeBatchRenderBackend implements BatchRenderBackend {
     private Matrix4f tempMat = new Matrix4f();
     private ByteBuffer initialData = null;
 
-    // this is only used for debugging purpose and will make the removed textures filled with a color
-    // please note: the old way to init this via a system property has been
-    // removed since it's now possible to configure it using the
-    // BatchRenderConfiguration class when you create the NiftyJmeDisplay instance
+    // This is only used for debugging purposes and will fill the removed textures with a color.
+    // Please note: the old way to init this via a system property has been
+    // removed, since it's now possible to configure it using the
+    // BatchRenderConfiguration class when you create the NiftyJmeDisplay instance.
     private boolean fillRemovedTexture = false;
 
     public JmeBatchRenderBackend(final NiftyJmeDisplay display) {
@@ -470,8 +470,8 @@ public class JmeBatchRenderBackend implements BatchRenderBackend {
     /**
      * This class helps us to manage the batch data. We'll keep a bunch of
      * instances of this class around that will be reused when needed. Each
-     * Batch instance provides room for a certain amount of vertices and we'll
-     * use a new Batch when we exceed this amount of data.
+     * Batch instance provides room for a certain number of vertices. We'll
+     * use a new Batch when we exceed that limit.
      *
      * @author void
      */

+ 2 - 2
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/anim/FbxAnimLayer.java

@@ -52,8 +52,8 @@ public class FbxAnimLayer extends FbxObject {
     @Override
     public void fromElement(FbxElement element) {
         super.fromElement(element);
-        // No known properties for layers.. 
-        // Also jME3 doesn't support multiple layers anyway.
+        // No known properties for layers.
+        // Anyway, jME3 doesn't support multiple layers.
     }
     
     public List<FbxAnimCurveNode> getAnimationCurveNodes() {

+ 1 - 1
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/file/FbxDump.java

@@ -184,7 +184,7 @@ public final class FbxDump {
             case 'i':
             case 'l':
             case 'f':
-                // Arrays of things..
+                // Arrays of things.
                 int length = Array.getLength(property);
                 for (int j = 0; j < length; j++) {
                     Object arrayEntry = Array.get(property, j);

+ 1 - 1
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/file/FbxReader.java

@@ -58,7 +58,7 @@ public class FbxReader {
 
     public static FbxFile readFBX(InputStream stream) throws IOException {
         FbxFile fbxFile = new FbxFile();
-        // Read file to byte buffer so we can know current position in file
+        // Read the file to a ByteBuffer, so we can determine positions in the file.
         ByteBuffer byteBuffer = readToByteBuffer(stream);
         try {
             stream.close();

+ 3 - 3
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/material/FbxMaterial.java

@@ -260,13 +260,13 @@ public class FbxMaterial extends FbxObject<Material> {
         assert transp == null   || (transp.r == 1f && transp.g == 1f && transp.b == 1f);
         
         // If shininess is less than 1.0, the lighting shader won't be able
-        // to handle it. Gotta disable specularity then.
+        // to handle it. Must disable specularity in that case.
         if (shininess < 1f) {
             shininess = 1f;
             specular = ColorRGBA.Black;
         }
         
-        // Try to guess if we need to enable alpha blending.
+        // Guess whether we should enable alpha blending.
         // FBX does not specify this explicitly.
         boolean useAlphaBlend = false;
         
@@ -305,7 +305,7 @@ public class FbxMaterial extends FbxObject<Material> {
         mat.setReceivesShadows(true);
         
         if (useAlphaBlend) {
-            // No idea if this is a transparent or translucent model, gotta guess..
+            // No clue whether this is a transparent or translucent model, so guess.
             mat.setTransparent(true);
             mat.setFloat("AlphaDiscardThreshold", 0.01f);
             mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);

+ 3 - 3
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/material/FbxMaterialProperties.java

@@ -123,10 +123,10 @@ public class FbxMaterialProperties {
         // ShadingModel is no longer specified under Properties element.
         defineProp("ShadingModel", Type.Ignore);
         
-        // MultiLayer materials aren't supported anyway..
+        // MultiLayer materials aren't supported.
         defineProp("MultiLayer", Type.Ignore); 
         
-        // Not sure what this is.. NormalMap again??
+        // Not sure what this is. NormalMap again??
         defineProp("Bump", Type.Texture2DOrColor);
         
         defineProp("BumpFactor", Type.Factor);
@@ -143,7 +143,7 @@ public class FbxMaterialProperties {
         }
 
         if (propertyValueMap.get(name) instanceof FbxTexture) {
-            // Multiple / layered textures .. 
+            // Multiple / layered textures
             // Just write into 2nd slot for now (maybe will use for lightmaps).
             name = name + "2";
         }

+ 1 - 1
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/mesh/FbxLayerElement.java

@@ -47,7 +47,7 @@ public class FbxLayerElement {
     public enum Type {
         Position,      // Vector3f (isn't actually defined in FBX)
         BoneIndex,     // List<Integer> (isn't actually defined in FBX)
-        BoneWeight,    // List<Float> isn't actually defined in FBX)
+        BoneWeight,    // List<Float> (isn't actually defined in FBX)
         Normal,        // Vector3f
         Binormal,      // Vector3f
         Tangent,       // Vector3f

+ 4 - 4
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/node/FbxNode.java

@@ -207,7 +207,7 @@ public class FbxNode extends FbxObject<Spatial> {
             jmeLocalBindPose.set(jmeWorldBindPose);
             jmeLocalBindPose.combineWithParent(parentBindPose.invert());
             
-            // Its somewhat odd for the transforms to differ ...
+            // It's somewhat odd for the transforms to differ ...
             System.out.println("Bind Pose for: " + getName());
             if (!jmeLocalBindPose.equals(jmeLocalNodeTransform)) {
                 System.out.println("Local Bind: " + jmeLocalBindPose);
@@ -309,9 +309,9 @@ public class FbxNode extends FbxObject<Spatial> {
         
         if (element.getChildById("Vertices") != null) {
             // This is an old-style FBX 6.1
-            // Meshes could be embedded inside the node..
-            
-            // Inject the mesh into ourselves..
+            // Meshes could be embedded inside the node.
+
+            // Inject the mesh into ourselves.
             FbxMesh mesh = new FbxMesh(assetManager, sceneFolderName);
             mesh.fromElement(element);
             connectObject(mesh);

+ 2 - 2
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/objects/FbxMesh.java

@@ -265,8 +265,8 @@ public class FbxMesh extends FbxObject {
         if(indices != null) {
             iCount = indices.length;
             srcVertexCount = vertices.length / 3;
-            // Indices contains negative numbers to define polygon last index
-            // Check indices strides to be sure we have triangles or quads
+            // Indices contain negative numbers to define polygon last index.
+            // Check index strides to be sure we have triangles or quads.
             vCount = 0;
             // Count number of vertices to be produced
             int polyVertCount = 0;

+ 1 - 1
jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/ExtensionLoader.java

@@ -45,7 +45,7 @@ public interface ExtensionLoader {
     /**
      * Implement this methods to handle a gltf extension reading
      *
-     * @param loader     the GltfLoader with all the data structure.
+     * @param loader     the GltfLoader with all the data structures
      * @param parentName the name of the element being read
      * @param parent     the element being read
      * @param extension  the content of the extension found in the element being read

+ 1 - 1
jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/ExtrasLoader.java

@@ -44,7 +44,7 @@ public interface ExtrasLoader {
      * Note that this method will be invoked every time an "extras" element will be found in the gltf file.
      * You can check the parentName to know where the "extras" element has been found.
      *
-     * @param loader     the GltfLoader with all the data structure.
+     * @param loader     the GltfLoader with all the data structures
      * @param parentName the name of the element being read
      * @param parent     the element being read
      * @param extras     the content of the extras found in the element being read

+ 1 - 1
jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfLoader.java

@@ -475,7 +475,7 @@ public class GltfLoader implements AssetLoader {
                 geom.setMaterial(readMaterial(materialIndex));
                 if (geom.getMaterial().getAdditionalRenderState().getBlendMode()
                         == RenderState.BlendMode.Alpha) {
-                    // Alpha blending is on on this material let's place the geom in the transparent bucket
+                    // Alpha blending is enabled for this material. Let's place the geom in the transparent bucket.
                     geom.setQueueBucket(RenderQueue.Bucket.Transparent);
                 }
                 if (useNormalsFlag && mesh.getBuffer(VertexBuffer.Type.Tangent) == null) {

+ 4 - 4
jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfModelKey.java

@@ -38,11 +38,11 @@ import java.util.Map;
 
 /**
  * An optional key to use when loading a glTF file
- * It allows to specify custom data loader replacing the default ones.
+ * It allows you to specify custom data loader, replacing the default ones.
  *
- * MaterialAdapters: Allows to map glTF standard material model to a non stock material.
- * ExtensionLoaders: Allows to provide or override a loader for a given gltf extension.
- * ExtrasLoader: Allows to load any extras, application specific data of the gltf file.
+ * MaterialAdapters: Allows you to map glTF standard material model to a non-stock material.
+ * ExtensionLoaders: Allows you to provide or override a loader for a given glTF extension.
+ * ExtrasLoader: Allows you to load any extras, application specific data of the glTF file.
  *
  * For more information, please see glTF 2.0 specifications
  * https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md

+ 1 - 1
jme3-plugins/src/main/java/com/jme3/scene/plugins/IrUtils.java

@@ -197,7 +197,7 @@ public final class IrUtils {
             } else if (inputPoly.vertices.length == 3) {
                 newPolygons.add(inputPoly);
             } else {
-                // N-gon. We have to ignore it..
+                // N-gon. We have to ignore it.
                 logger.log(Level.WARNING, "N-gon encountered, ignoring. "
                                         + "The mesh may not appear correctly. "
                                         + "Triangulate your model prior to export.");

+ 1 - 1
jme3-plugins/src/xml/java/com/jme3/export/xml/DOMInputCapsule.java

@@ -48,7 +48,7 @@ import java.util.logging.Logger;
 import org.w3c.dom.*;
 
 /**
- * Part of the jME XML IO system as introduced in the google code jmexml project.
+ * Part of the jME XML IO system as introduced in the Google Code jmexml project.
  *
  * @author Kai Rabien (hevee) - original author of the code.google.com jmexml project
  * @author Doug Daniels (dougnukem) - adjustments for jME 2.0 and Java 1.5

+ 1 - 1
jme3-plugins/src/xml/java/com/jme3/export/xml/DOMOutputCapsule.java

@@ -50,7 +50,7 @@ import org.w3c.dom.Document;
 import org.w3c.dom.Element;
 
 /**
- * Part of the jME XML IO system as introduced in the google code jmexml project.
+ * Part of the jME XML IO system as introduced in the Google Code jmexml project.
  *
  * @author Kai Rabien (hevee) - original author of the code.google.com jmexml project
  * @author Doug Daniels (dougnukem) - adjustments for jME 2.0 and Java 1.5

+ 1 - 1
jme3-terrain/src/main/java/com/jme3/terrain/GeoMap.java

@@ -67,7 +67,7 @@ public class GeoMap implements Savable {
 
     /**
      * @return The maximum possible value that <code>getValue()</code> can 
-     * return. Mostly depends on the source data format (byte, short, int, etc).
+     * return. Mostly depends on the source data format (byte, short, int, etcetera).
      */
     public int getMaximumValue(){
         return maxval;

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

@@ -35,7 +35,7 @@ import java.util.logging.Logger;
 
 /**
  * <code>CombinerHeightMap</code> generates a new height map based on
- * two provided height maps. These had maps can either be added together
+ * two provided height maps. These maps can either be added together
  * or subtracted from each other. Each heightmap has a weight to
  * determine how much one will affect the other. By default it is set to
  * 0.5, 0.5, meaning the two heightmaps are averaged evenly. This
@@ -190,7 +190,7 @@ public class CombinerHeightMap extends AbstractHeightMap {
      * The size of the height maps must be the same.
      * @param map1 the first height map.
      * @param map2 the second height map.
-     * @throws Exception if the either heightmap is null, or their
+     * @throws Exception if either height map is null, or their
      *              sizes do not match.
      */
     public void setHeightMaps(AbstractHeightMap map1, AbstractHeightMap map2) throws Exception {

+ 4 - 4
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/FluidSimHeightMap.java

@@ -82,7 +82,7 @@ public class FluidSimHeightMap extends AbstractHeightMap {
      * @param seed
      *            the seed to generate the same heightmap again
      * @throws Exception
-     *             if size of the terrain is not greater that zero, or number of
+     *             if size of the terrain is not greater than zero, or number of
      *             iterations is not greater that zero, or the minimum initial height
      *             is greater than the maximum (or the other way around)
      */
@@ -117,8 +117,8 @@ public class FluidSimHeightMap extends AbstractHeightMap {
      * @param iterations
      *            the number of iterations to do
      * @throws Exception
-     *             if size of the terrain is not greater that zero, or number of
-     *             iterations is not greater that zero
+     *             if size of the terrain is not greater than zero, or number of
+     *             iterations is not greater than zero
      */
     public FluidSimHeightMap(int size, int iterations) throws Exception {
         if (size <= 0 || iterations <= 0) {
@@ -234,7 +234,7 @@ public class FluidSimHeightMap extends AbstractHeightMap {
      * @param iterations
      *            the number of iterations to do
      * @throws Exception
-     *             if iterations if not greater than zero
+     *             if iterations is not greater than zero
      */
     public void setIterations(int iterations) throws Exception {
         if (iterations <= 0) {

+ 6 - 6
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/HillHeightMap.java

@@ -66,8 +66,8 @@ public class HillHeightMap extends AbstractHeightMap {
      * @param seed
      *            the seed to generate the same heightmap again
      * @throws Exception
-     *             if size of the terrain is not greater that zero, or number of
-     *             iterations is not greater that zero
+     *             if size of the terrain is not greater than zero, or the number of
+     *             iterations is not greater than zero
      */
     public HillHeightMap(int size, int iterations, float minRadius,
             float maxRadius, long seed) throws Exception {
@@ -103,8 +103,8 @@ public class HillHeightMap extends AbstractHeightMap {
      * @param maxRadius
      *            the maximum radius of a hill
      * @throws Exception
-     *             if size of the terrain is not greater that zero, or number of
-     *             iterations is not greater that zero
+     *             if size of the terrain is not greater than zero, or number of
+     *             iterations is not greater than zero
      */
     public HillHeightMap(int size, int iterations, float minRadius,
             float maxRadius) throws Exception {
@@ -212,7 +212,7 @@ public class HillHeightMap extends AbstractHeightMap {
      * @param iterations
      *            the number of hills to grow
      * @throws Exception
-     *             if iterations if not greater than zero
+     *             if iterations is not greater than zero
      */
     public void setIterations(int iterations) throws Exception {
         if (iterations <= 0) {
@@ -228,7 +228,7 @@ public class HillHeightMap extends AbstractHeightMap {
      * @param maxRadius
      *            the maximum radius of a hill
      * @throws Exception
-     *             if the maximum radius if not greater than zero or not greater
+     *             if the maximum radius is not greater than zero or not greater
      *             than the minimum radius
      */
     public void setMaxRadius(float maxRadius) throws Exception {

+ 1 - 1
jme3-vr/src/main/java/com/jme3/input/lwjgl/GlfwMouseInputVR.java

@@ -58,7 +58,7 @@ import org.lwjgl.system.MemoryUtil;
 
 /**
  * Captures mouse input using GLFW callbacks. It then temporarily stores these in event queues which are processed in the
- * {@link #update()} method. Due to some of the GLFW button id's there is a conversion method in this class which will
+ * {@link #update()} method. Due to some of the GLFW button IDs, there is a conversion method in this class which will
  * convert the GLFW left, middle and right mouse button to JME3 left, middle and right button codes.<br><br>
  * This class support modifications dedicated to VR rendering.
  * @author Daniel Johansson (dannyjo)

+ 1 - 1
jme3-vr/src/main/java/com/jme3/input/vr/lwjgl_openvr/LWJGLOpenVRInput.java

@@ -297,7 +297,7 @@ public class LWJGLOpenVRInput implements VRInputAPI {
     @Override
     public boolean isInputFocused() {
         if (environment != null){
-            // not a 100% match, but the closest i can find in lwjgl. Doc seems to confirm this too.
+            // not a 100% match, but the closest I can find in LWJGL. Doc seems to confirm this too.
             return VRSystem.VRSystem_IsInputAvailable();
             //return ((VR_IVRSystem_FnTable)environment.getVRHardware().getVRSystem()).IsInputFocusCapturedByAnotherProcess.apply() == 0;
         } else {

+ 1 - 1
jme3-vr/src/main/java/com/jme3/input/vr/lwjgl_openvr/LWJGLOpenVRViewManager.java

@@ -314,7 +314,7 @@ public class LWJGLOpenVRViewManager extends AbstractVRViewManager {
 
         if (environment != null) {
             if (environment.getApplication() != null) {
-                // no special scene to setup if we are doing instancing
+                // no special scene to set up if we are doing instancing
                 if (environment.isInstanceRendering()) {
                     // distortion has to be done with compositor here... we want only one pass on our end!
                     if (environment.getApplication().getContext().getSettings().isSwapBuffers()) {

+ 5 - 5
jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java

@@ -238,11 +238,11 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
     }
 
     /**
-     * Adjust the repartition of the different shadow maps in the shadow extend
-     * usually goes from 0.0 to 1.0
-     * a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
-     * a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
-     * the default value is set to 0.65f (theoretic optimal value).
+     * Adjust the repartition of the different shadow maps in the shadow extend.
+     * Lambda is usually between 0 and 1.
+     * A low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
+     * A high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
+     * The default value is 0.65 (the theoretical optimum).
      * @param lambda the lambda value.
      */
     public void setLambda(float lambda) {

+ 3 - 3
jme3-vr/src/main/java/com/jme3/system/lwjgl/LwjglWindowVR.java

@@ -378,7 +378,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
 
         // All this does is call swap buffers
         // If the canvas is not active, there's no need to waste time
-        // doing that ..
+        // doing that.
         if (renderable.get()) {
             // calls swap buffers, etc.
             try {
@@ -390,8 +390,8 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
             }
         }
 
-        // Subclasses just call GLObjectManager clean up objects here
-        // it is safe .. for now.
+        // Subclasses just call GLObjectManager. Clean up objects here.
+        // It is safe ... for now.
         if (renderer != null) {
             renderer.postFrame();
         }