commit 2e600ed325b904758d3280827711208139766dec
Author: leszek <leszek@koltunski.pl>
Date:   Mon Dec 30 11:50:26 2024 +0100

    minor

diff --git a/src/main/java/org/distorted/library/main/DistortedLibrary.java b/src/main/java/org/distorted/library/main/DistortedLibrary.java
index 994089e..69bbd03 100644
--- a/src/main/java/org/distorted/library/main/DistortedLibrary.java
+++ b/src/main/java/org/distorted/library/main/DistortedLibrary.java
@@ -103,10 +103,10 @@ public class DistortedLibrary
    * Work around bugs in ARM Mali driver by, instead to a single FBO, rendering to a circular queue
    * of mFBOQueueSize FBOs. (otherwise we sometimes get a 'full pipeline flush' and the end result
    * might be missing part of the Objects)
-   *
+   * <p>
    * This bug only exists on Mali driver r12. (or more precisely it's there in r12 but fixed in r22)
-   *
-   * https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes
+   * <p>
+   * <a href="https://community.arm.com/graphics/f/discussions/10285/opengl-es-3-1-on-mali-t880-flashes">...</a>
    */
   private static int mFBOQueueSize;
   private static int mGLSL;
@@ -214,7 +214,7 @@ public class DistortedLibrary
    * compile its OIT problem only on the first attempt to use the OIT
    * Those will mainly be hardware-related: shaders do not compile on particular hardware, the required
    * OpenGL ES 3.0 is not supported, etc.
-   *
+   * <p>
    * Additionally, the User must be able to provide version of the OpenGL supported by the underlying
    * hardware and InputStreams to given local files.
    */
diff --git a/src/main/java/org/distorted/library/main/InternalObject.java b/src/main/java/org/distorted/library/main/InternalObject.java
index a90dac6..b1f042a 100644
--- a/src/main/java/org/distorted/library/main/InternalObject.java
+++ b/src/main/java/org/distorted/library/main/InternalObject.java
@@ -24,7 +24,7 @@ package org.distorted.library.main;
 /**
  * Any Object which gets uploaded to GPU memory and thus needs to be re-created (transparently to
  * applications!) whenever we lose OpenGL context.
- *
+ * <p>
  * Keep all objects created in a static LinkedList. The point: we need to be able to mark
  * Objects for deletion, and delete all marked Objects later at a convenient time (that's
  * because we can only delete from a thread that holds the OpenGL context so here we provide a
