commit 3695d6fa7eb74575f63fdfeee84032c70e97c4cc
Author: Leszek Koltunski <leszek@distorted.org>
Date:   Tue Oct 18 13:01:37 2016 +0100

    Comments

diff --git a/src/main/java/org/distorted/library/DistortedObject.java b/src/main/java/org/distorted/library/DistortedObject.java
index 48b81f7..30e917d 100644
--- a/src/main/java/org/distorted/library/DistortedObject.java
+++ b/src/main/java/org/distorted/library/DistortedObject.java
@@ -821,17 +821,21 @@ public abstract class DistortedObject
  *               second is the wave length, third is the offset (i.e. when offset = PI/2, the sine
  *               wave at the center does not start from sin(0), but from sin(PI/2) ) and the next two
  *               describe the 'direction' of the wave.
+ *               <p>
  *               Wave direction is defined to be a 3D vector of length 1. To define such vectors, we
  *               need 2 floats: thus the third member is the angle Alpha (in degrees) which the vector
  *               forms with the XY-plane, and the fourth is the angle Beta (again in degrees) which
  *               the projection of the vector to the XY-plane forms with the Y-axis (counterclockwise).
- *
+ *               <p>
+ *               <p>
  *               Example1: if Alpha = 90, Beta = 90, (then V=(0,0,1) ) and the wave acts 'vertically'
  *               in the X-direction, i.e. cross-sections of the resulting surface with the XZ-plane
  *               will be sine shapes.
+ *               <p>
  *               Example2: if Alpha = 90, Beta = 0, the again V=(0,0,1) and the wave is 'vertical',
  *               but this time it waves in the Y-direction, i.e. cross sections of the surface and the
  *               YZ-plane with be sine shapes.
+ *               <p>
  *               Example3: if Alpha = 0 and Beta = 45, then V=(sqrt(2)/2, -sqrt(2)/2, 0) and the wave
  *               is entirely 'horizontal' and moves point (x,y,0) in direction V by whatever is the
  *               value if sin at this point.
diff --git a/src/main/java/org/distorted/library/EffectNames.java b/src/main/java/org/distorted/library/EffectNames.java
index d3e1b55..96b6983 100644
--- a/src/main/java/org/distorted/library/EffectNames.java
+++ b/src/main/java/org/distorted/library/EffectNames.java
@@ -50,6 +50,7 @@ public enum EffectNames
    * Rotate the whole Object around a center point (in angle-axis notation).
    * <p>
    * Uniforms: (angle,axisX,axisY,axisZ,centerX,centerY,centerZ)
+   * <p>
    * Unity: angle==0
    */
   ROTATE           ( EffectTypes.MATRIX  ,   new float[] {0.0f}           ),
@@ -57,6 +58,7 @@ public enum EffectNames
    * Rotate the whole Object around a center point (in quaternion notation).
    * <p>
    * Uniforms: (quatX,quatY,quatZ,quatW,centerX,centerY,centerZ)
+   * <p>
    * Unity: (quatX,quatY,quatZ) = (0,0,0)
    */
   QUATERNION       ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
@@ -64,6 +66,7 @@ public enum EffectNames
    * Move the whole Object by a vector.
    * <p>
    * Uniforms: (vectorX,vectorY,vectorZ,UNUSED,UNUSED,UNUSED,UNUSED)
+   * <p>
    * Unity: (vectorX,vectorY,vectorZ) = (0,0,0)
    */
   MOVE             ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
@@ -71,6 +74,7 @@ public enum EffectNames
    * Scale the whole Object independently in all 3 dimensions.
    * <p>
    * Uniforms: (scaleX,scaleY,scaleZ,UNUSED,UNUSED,UNUSED,UNUSED)
+   * <p>
    * Unity: (scaleX,scaleY,scaleZ) = (1,1,1)
    */
   SCALE            ( EffectTypes.MATRIX  ,   new float[] {1.0f,1.0f,1.0f} ),
@@ -78,6 +82,7 @@ public enum EffectNames
    * Shear the whole Object in 3 dimensions around a center point.
    * <p>
    * Uniforms: (shearX,shearY,shearZ,UNUSED,centerX,centerY,centerZ)
+   * <p>
    * Unity:  (shearX,shearY,shearZ) = (0,0,0)
    */
   SHEAR            ( EffectTypes.MATRIX  ,   new float[] {0.0f,0.0f,0.0f} ),
@@ -91,8 +96,9 @@ public enum EffectNames
    * Apply a 3D vector of force to area around a point on the surface of the Object.
    * <p>
    * Uniforms: (forceX ,forceY ,forceZ  ,UNUSED  ,
-  *             UNUSED , UNUSED,centerX ,centerY ,
-  *             regionX,regionY,regionRX,regionRY)
+   *            UNUSED , UNUSED,centerX ,centerY ,
+   *            regionX,regionY,regionRX,regionRY)
+   * <p>
    * Unity: (forceX,forceY,forceZ) = (0,0,0)
    */
   DISTORT          ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} ),
@@ -102,6 +108,7 @@ public enum EffectNames
    * Uniforms: (forceX,forceY,UNUSED,UNUSED,
    *            UNUSED,UNUSED,centerX,centerY,
    *            UNUSED,UNUSED,UNUSED,UNUSED)
+   * <p>
    * Unity: (forceX,forceY) = (0,0)
    */
   DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f}      ),
@@ -111,6 +118,7 @@ public enum EffectNames
    * Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED,
    *            UNUSED,UNUSED,centerX,centerY,
    *            regionX,regionY,regionRX,regionRY)
+   * <p>
    * Unity: sinkFactor = 1
    */
   SINK             ( EffectTypes.VERTEX  ,   new float[] {1.0f}           ),
@@ -120,16 +128,18 @@ public enum EffectNames
    * Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED,
    *            UNUSED, UNUSED,centerX,centerY,
    *            regionX,regionY,regionRX,regionRY)
+   * <p>
    * Unity: swirlAngle = 0
    */
   SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
   /**
    * Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
-   * parameters. Details: {@see DistortedObject#wave(Data4D,Data2D)}
+   * parameters. Details: {@see DistortedObject#wave(Data5D,Data2D)}
    * <p>
-   * Uniforms: (amplitude,length,angleAlpha,angleBeta,
-   *            UNUSED, UNUSED,centerX,centerY,
+   * Uniforms: (amplitude,length,offset,angleAlpha,
+   *            angleBeta, UNUSED,centerX,centerY,
    *            regionX,regionY,regionRX,regionRY)
+   * <p>
    * Unity: amplitude  = 0
    */
   WAVE             ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
@@ -142,6 +152,7 @@ public enum EffectNames
    * Make a given Region (partially) transparent.
    * <p>
    * Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: transparencyLevel = 1
    */
   ALPHA            ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
@@ -157,6 +168,7 @@ public enum EffectNames
    * Blend current color in the texture with a given color.
    * <p>
    * Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: blendLevel = 0
    */
   CHROMA           ( EffectTypes.FRAGMENT,   new float[] {0.0f}           ),
@@ -171,6 +183,7 @@ public enum EffectNames
    * Change brightness level of a given Region.
    * <p>
    * Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: brightnessLevel = 1
    */
   BRIGHTNESS       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
@@ -178,6 +191,7 @@ public enum EffectNames
    * Smoothly change brightness level of a given Region.
    * <p>
    * Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: brightnessLevel = 1
    */
   SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
@@ -185,6 +199,7 @@ public enum EffectNames
    * Change saturation level of a given Region.
    * <p>
    * Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: saturationLevel = 1
    */
   SATURATION       ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
@@ -192,6 +207,7 @@ public enum EffectNames
    * Smoothly change saturation level of a given Region.
    * <p>
    * Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: saturationLevel = 1
    */
   SMOOTH_SATURATION( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
@@ -199,6 +215,7 @@ public enum EffectNames
    * Change contrast level of a given Region.
    * <p>
    * Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: contrastLevel = 1
    */
   CONTRAST         ( EffectTypes.FRAGMENT,   new float[] {1.0f}           ),
@@ -206,6 +223,7 @@ public enum EffectNames
    * Smoothly change contrast level of a given Region.
    * <p>
    * Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
+   * <p>
    * Unity: contrastLevel = 1
    */
   SMOOTH_CONTRAST  ( EffectTypes.FRAGMENT,   new float[] {1.0f}           );
