Fix LWJGL3 JavaDoc links
@@ -119,7 +119,7 @@ new Matrix4f().perspective((float) Math.toRadians(45.0f), 1.0f, 0.01f, 100.0f)
0.0f, 1.0f, 0.0f).get(fb);
glUniformMatrix4fv(mat4Location, false, fb);
```
-The above example first creates a transformation matrix and then uploads that matrix to a uniform variable of the active shader program using the LWJGL 3 method [*glUniformMatrix4fv*](http://javadoc.lwjgl.org/org/lwjgl/opengl/GL20.html#glUniformMatrix4fv-int-boolean-java.nio.FloatBuffer-).
+The above example first creates a transformation matrix and then uploads that matrix to a uniform variable of the active shader program using the LWJGL 3 method [*glUniformMatrix4fv*](https://javadoc.lwjgl.org/org/lwjgl/opengl/GL20.html#glUniformMatrix4fv(int,boolean,java.nio.FloatBuffer)).
Instead of using the uniform methods, one or multiple matrices can also be uploaded to an OpenGL buffer object and then sourced from that buffer object from within a shader when used as an uniform buffer object or a shader storage buffer object.
The following uploads a matrix to an OpenGL buffer object which can then be used as an uniform buffer object in a shader:
@@ -131,7 +131,7 @@ glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, m.get(fb));
```
-If you prefer not to use shaders but the fixed-function pipeline and want to use JOML to build the transformation matrices, you can do so. Instead of uploading the matrix as a shader uniform you can then use the OpenGL API call [*glLoadMatrixf()*](http://javadoc.lwjgl.org/org/lwjgl/opengl/GL11.html#glLoadMatrixf-java.nio.FloatBuffer-) provided by LWJGL to set a JOML matrix as the current matrix in OpenGL's matrix stack:
+If you prefer not to use shaders but the fixed-function pipeline and want to use JOML to build the transformation matrices, you can do so. Instead of uploading the matrix as a shader uniform you can then use the OpenGL API call [*glLoadMatrixf()*](https://javadoc.lwjgl.org/org/lwjgl/opengl/GL11.html#glLoadMatrixf(java.nio.FloatBuffer)) provided by LWJGL to set a JOML matrix as the current matrix in OpenGL's matrix stack:
```Java
FloatBuffer fb = BufferUtils.createFloatBuffer(16);
Matrix4f m = new Matrix4f();
@@ -147,7 +147,7 @@ glLoadMatrixf(m.get(fb));
Using with Vulkan and LWJGL 3
----------------------------
-You can use [VK10.vkMapMemory()](http://javadoc.lwjgl.org/org/lwjgl/vulkan/VK10.html#vkMapMemory-org.lwjgl.vulkan.VkDevice-long-long-long-int-org.lwjgl.PointerBuffer-) provided by LWJGL to map a Vulkan memory object, which may be the backing store of a Uniform Buffer, into Java and use the returned Java NIO ByteBuffer to upload the matrix like you would with OpenGL by calling [get()](http://joml-ci.github.io/JOML/apidocs/org/joml/Matrix4f.html#get-java.nio.ByteBuffer-) on the matrix:
+You can use [VK10.vkMapMemory()](https://javadoc.lwjgl.org/org/lwjgl/vulkan/VK10.html#vkMapMemory(org.lwjgl.vulkan.VkDevice,long,long,long,int,org.lwjgl.PointerBuffer)) provided by LWJGL to map a Vulkan memory object, which may be the backing store of a Uniform Buffer, into Java and use the returned Java NIO ByteBuffer to upload the matrix like you would with OpenGL by calling [get()](http://joml-ci.github.io/JOML/apidocs/org/joml/Matrix4f.html#get-java.nio.ByteBuffer-) on the matrix:
```Java
Matrix4f m = ...;
VkDevice device = ...; // <- the vulkan device
