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Merge pull request #10115 from TristanVALCKE/docs_warning_fix

Docs warning fix
Mr.doob 8 年之前
父節點
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02a271a60c

+ 0 - 1
docs/api/audio/Audio.html

@@ -65,7 +65,6 @@
 		<h3>[property:GainNode gain]</h3>
 		<div>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
 		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</div>
-		</div>
 
 		<h3>[property:Boolean hasPlaybackControl]</h3>
 		<div>Whether playback can be controlled using the [page:Audio.play play](),

+ 0 - 1
docs/api/audio/AudioListener.html

@@ -60,7 +60,6 @@
 		<h3>[property:GainNode gain]</h3>
 		<div>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
 		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</div>
-		</div>
 
 		<h3>[property:AudioNode filter]</h3>
 		<div>Default is *null*.</div>

+ 1 - 1
docs/api/core/BufferGeometry.html

@@ -47,7 +47,7 @@
 
 		<h3>Accessing attributes</h3>
 		<p>
-		WebGL stores data associated with individual vertices of a geometry in <emph>attributes</emph>.
+		WebGL stores data associated with individual vertices of a geometry in <em>attributes</em>.
 		Examples include the position of the vertex, the normal vector for the vertex, the vertex color,
 		and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping
 		up this information into typed array buffers and sending this data to the shader. With

+ 4 - 4
docs/api/core/Uniform.html

@@ -104,11 +104,11 @@
 				<tr>
 					<td>mat2</td>
 					<td>[page:Float32Array Float32Array] (*)</td>
-				</td>
+				</tr>
 				<tr>
 					<td>mat2</td>
 					<td>[page:Array Array] (*)</td>
-				</td>
+				</tr>
 				<tr>
 					<td>mat3</td>
 					<td>[page:Matrix3 THREE.Matrix3]</td>
@@ -165,12 +165,12 @@
 				</tr>
 				<tr>
 					<td>samplerCube</td>
-					<td>[page:CubeTexture THREE.CubeTexture]</tr>
+					<td>[page:CubeTexture THREE.CubeTexture]</td>
 				</tr>
 
 			</tbody>
 		</table>
-		</p>
+		
 		<p>
 		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
 		</p>

+ 1 - 1
docs/api/extras/core/Curve.html

@@ -17,7 +17,7 @@
 
 		<h2>Examples</h2>
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]</h3>
 
 		<h2>Constructor</h2>
 

+ 2 - 2
docs/api/extras/curves/CatmullRomCurve3.html

@@ -47,9 +47,9 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 		
 		<h3>[property:Boolean closed] – curve loops back onto itself when true. False by default.</h3>
 		
-		<h3>[property:String type] - possible values are `centripetal` (default), `chordal` and `catmullrom`
+		<h3>[property:String type] - possible values are `centripetal` (default), `chordal` and `catmullrom`</h3>
 			
-		<h3>[property:float tension] - when type is `catmullrom`, defines catmullrom's tension. Defaults to 0.5
+		<h3>[property:float tension] - when type is `catmullrom`, defines catmullrom's tension. Defaults to 0.5</h3>
 
 		<h2>Methods</h2>
 

+ 1 - 2
docs/api/extras/helpers/BoxHelper.html

@@ -40,8 +40,7 @@
 		<h2>Methods</h2>
 
 		<h3>[method:null update]( [page:Object3D object] )</h3>
-		<div>
-		Updates the helper's geometry to match the dimensions of the [page:Geometry.boundingBox bounding box] of the passed object's geometry.
+		<div>Updates the helper's geometry to match the dimensions of the [page:Geometry.boundingBox bounding box] of the passed object's geometry.</div>
 
 		<h2>Source</h2>
 

+ 0 - 1
docs/api/extras/objects/MorphBlendMesh.html

@@ -15,7 +15,6 @@
 		<div class="desc">A mesh that can blend together multiple animated morph targets.</div>
 
 		<h2>Example</h2>
-		<div>
 		[example:webgl_morphtargets_md2_control morphtargets / md2 / controll]
 
 

+ 7 - 11
docs/api/materials/ShaderMaterial.html

@@ -45,21 +45,18 @@
 		</code>
 
 		<h3>Vertex shaders and fragment shaders</h3>
-		<p>You can specify two different types of shaders for each material:
+		<p>You can specify two different types of shaders for each material:</p>
 		<ul>
 			<li>The *vertex shader* runs first; it receives *attributes*, calculates/manipulates the position of each individual vertex, and passes additional data (*varying*s) to the fragment shader.</li>
 			<li>The *fragment shader* runs second; it sets the color of each individual "fragment" (pixel) rendered to the screen.</li>
 		</ul>
-		</p>
-		<p>
-		There are three types of variables in shaders: uniforms, attributes, and varyings:
+		<p>There are three types of variables in shaders: uniforms, attributes, and varyings:</p>
 		<ul>
 			<li>*Uniforms* are variables that have the same value for all vertices---lighting, fog, and shadow maps are examples of data that would be stored in uniforms. Uniforms can be accessed by both the vertex shader and the fragment shader.</li>
-			<li>*Attributes* are variables associated with each vertex---for instance, the vertex position, face normal, and vertex color are all examples of data that would be stored in attributes. Attributes can <emph>only</emph> be accessed within the vertex shader.</li>
+			<li>*Attributes* are variables associated with each vertex---for instance, the vertex position, face normal, and vertex color are all examples of data that would be stored in attributes. Attributes can <em>only</em> be accessed within the vertex shader.</li>
 			<li>*Varyings* are variables that are passed from the vertex shader to the fragment shader. For each fragment, the value of each varying will be smoothly interpolated from the values of adjacent vertices.</li>
 		</ul>
-		Note that <emph>within</emph> the shader itself, uniforms and attributes act like constants; you can only modify their values by passing different values to the buffers from your JavaScript code.
-		</p>
+		<p>Note that <em>within</em> the shader itself, uniforms and attributes act like constants; you can only modify their values by passing different values to the buffers from your JavaScript code.</p>
 		<h3>Built-in attributes and uniforms</h3>
 		<p>
 		[page:WebGLRenderer] provides many attributes and uniforms to shaders by default; definitions of these variables are prepended to your *fragmentShader* and *vertexShader* code by [page:WebGLProgram] when the shader is compiled; you don't need to declare them yourself. These variables are described in [page:WebGLProgram].
@@ -72,7 +69,7 @@
 		</p>
 
 		<h3>Custom attributes and uniforms</h3>
-		<p>Both custom attributes and uniforms must be declared in your GLSL shader code (within *vertexShader* and/or *fragmentShader*). Custom uniforms must be defined in <emph>both</emph> the *uniforms* property of your *ShaderMaterial*, whereas any custom attributes must be defined via [page:BufferAttribute] instances. Note that *varying*s only need to be declared within the shader code (not within the material).
+		<p>Both custom attributes and uniforms must be declared in your GLSL shader code (within *vertexShader* and/or *fragmentShader*). Custom uniforms must be defined in <em>both</em> the *uniforms* property of your *ShaderMaterial*, whereas any custom attributes must be defined via [page:BufferAttribute] instances. Note that *varying*s only need to be declared within the shader code (not within the material).
 		</p>
 
 		<p>To declare a custom attribute, please reference the [page:BufferGeometry] page for an overview, and the [page:BufferAttribute] page for a detailed look at the *BufferAttribute* API.</p>
@@ -116,8 +113,7 @@
 			</tbody>
 		</table>
 
-		Note that attribute buffers are <emph>not</emph> refreshed automatically when their values change. To update custom attributes, set the *needsUpdate* flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry] for further details).
-		</p>
+		<p>Note that attribute buffers are <em>not</em> refreshed automatically when their values change. To update custom attributes, set the *needsUpdate* flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry] for further details).</p>
 
 		<p>
 		To declare a custom [page:Uniform], use the *uniforms* property:
@@ -245,7 +241,7 @@
 
 		<h3>[method:ShaderMaterial clone]() [page:ShaderMaterial this]</h3>
 		<div>
-		Generates a shallow copy of this material. Note that the vertexShader and fragmentShader are copied <emph>by reference</emph>, as are the definitions of the *attributes*; this means that clones of the material will share the same compiled [page:WebGLProgram]. However, the *uniforms* are copied <emph>by value</emph>, which allows you to have different sets of uniforms for different copies of the material.
+		Generates a shallow copy of this material. Note that the vertexShader and fragmentShader are copied <em>by reference</em>, as are the definitions of the *attributes*; this means that clones of the material will share the same compiled [page:WebGLProgram]. However, the *uniforms* are copied <em>by value</em>, which allows you to have different sets of uniforms for different copies of the material.
 		</div>
 
 		<h2>Source</h2>

+ 17 - 17
docs/api/math/Box2.html

@@ -18,7 +18,7 @@
 
 		<h3>[name]( [page:Vector2 min], [page:Vector2 max] )</h3>
 		<div>
-		min -- Lower (x, y) boundary of the box.<br />
+		min -- Lower (x, y) boundary of the box.<br>
 		max -- Upper (x, y) boundary of the box.
 		</div>
 		<div>
@@ -46,7 +46,7 @@
 
 		<h3>[method:Box2 set]( [page:Vector2 min], [page:Vector2 max] ) [page:Box2 this]</h3>
 		<div>
-		min -- Lower (x, y) boundary of the box. <br />
+		min -- Lower (x, y) boundary of the box. <br>
 		max -- Upper (x, y) boundary of the box.
 		</div>
 		<div>
@@ -63,7 +63,7 @@
 
 		<h3>[method:Vector2 clampPoint]( [page:Vector2 point], [page:Vector2 optionalTarget] ) [page:Box2 this]</h3>
 		<div>
-		point -- Position to clamp. <br />
+		point -- Position to clamp. <br>
 		optionalTarget -- If specified, the clamped result will be copied here.
 		</div>
 		<div>
@@ -99,8 +99,8 @@
 		box -- Box that will be unioned with this box.
 		</div>
 		<div>
-		Unions this box with *box* setting the upper bound of this box to the greater of the
-		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
+		Unions this box with *box* setting the upper bound of this box to the greater of the <br>
+		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -119,7 +119,7 @@
 		scalar -- Distance to expand.
 		</div>
 		<div>
-		Expands each dimension of the box by *scalar*. If negative, the dimensions of the box </br>
+		Expands each dimension of the box by *scalar*. If negative, the dimensions of the box <br>
 		will be contracted.
 		</div>
 
@@ -128,8 +128,8 @@
 		box -- Box to intersect with.
 		</div>
 		<div>
-		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser </br>
-		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' </br>
+		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser <br>
+		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -138,7 +138,7 @@
 		box -- Box to test for inclusion.
 		</div>
 		<div>
-		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly,</br>
+		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly, <br>
 		this function also returns true.
 		</div>
 
@@ -147,14 +147,14 @@
 		offset -- Direction and distance of offset.
 		</div>
 		<div>
-		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box </br>
+		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box <br>
 		*offset* units in 2D space.
 		</div>
 
 		<h3>[method:Boolean isEmpty]() [page:Box2 this]</h3>
 		<div>
-		Returns true if this box includes zero points within its bounds.</br>
-		Note that a box with equal lower and upper bounds still includes one point, the
+		Returns true if this box includes zero points within its bounds.<br>
+		Note that a box with equal lower and upper bounds still includes one point, the <br>
 		one both bounds share.
 		</div>
 
@@ -176,8 +176,8 @@
 		vector -- Amount to expand this box in each dimension.
 		</div>
 		<div>
-		Expands this box equilaterally by *vector*. The width of this box will be
-		expanded by the x component of *vector* in both directions. The height of
+		Expands this box equilaterally by *vector*. The width of this box will be <br>
+		expanded by the x component of *vector* in both directions. The height of <br>
 		this box will be expanded by the y component of *vector* in both directions.
 		</div>
 
@@ -207,7 +207,7 @@
 		point -- Point to measure distance to.
 		</div>
 		<div>
-		Returns the distance from any edge of this box to the specified point. </br>
+		Returns the distance from any edge of this box to the specified point. <br>
 		If the point lies inside of this box, the distance will be 0.
 		</div>
 
@@ -221,11 +221,11 @@
 
 		<h3>[method:Box2 setFromCenterAndSize]( [page:Vector2 center], [page:Vector2 size] ) [page:Box2 this]</h3>
 		<div>
-		center -- Desired center position of the box. <br />
+		center -- Desired center position of the box. <br>
 		size -- Desired x and y dimensions of the box.
 		</div>
 		<div>
-		Centers this box on *center* and sets this box's width and height to the values specified
+		Centers this box on *center* and sets this box's width and height to the values specified <br>
 		in *size*.
 		</div>
 

+ 19 - 19
docs/api/math/Box3.html

@@ -18,7 +18,7 @@
 
 		<h3>[name]( [page:Vector3 min], [page:Vector3 max] )</h3>
 		<div>
-		min -- Lower (x, y, z) boundary of the box.<br />
+		min -- Lower (x, y, z) boundary of the box.<br>
 		max -- Upper (x, y, z) boundary of the box.
 		</div>
 		<div>
@@ -45,7 +45,7 @@
 
 		<h3>[method:Box3 set]( [page:Vector3 min], [page:Vector3 max] ) [page:Box3 this]</h3>
 		<div>
-		min -- Lower (x, y, z) boundary of the box. <br />
+		min -- Lower (x, y, z) boundary of the box. <br>
 		max -- Upper (x, y, z) boundary of the box.
 		</div>
 		<div>
@@ -62,7 +62,7 @@
 
 		<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] ) [page:Box3 this]</h3>
 		<div>
-		point -- Position to clamp. <br />
+		point -- Position to clamp. <br>
 		optionalTarget -- If specified, the clamped result will be copied here.
 		</div>
 		<div>
@@ -106,7 +106,7 @@
 		object -- [page:Object3D] to compute the bounding box for.
 		</div>
 		<div>
-		Computes the world-axis-aligned bounding box of an object (including its children),
+		Computes the world-axis-aligned bounding box of an object (including its children), <br>
 		accounting for both the object's, and childrens', world transforms
 		</div>
 
@@ -125,8 +125,8 @@
 		box -- Box that will be unioned with this box.
 		</div>
 		<div>
-		Unions this box with *box* setting the upper bound of this box to the greater of the
-		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
+		Unions this box with *box* setting the upper bound of this box to the greater of the <br>
+		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -144,8 +144,8 @@
 		box -- Box to intersect with.
 		</div>
 		<div>
-		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser </br>
-		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' </br>
+		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser <br>
+		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -154,7 +154,7 @@
 		box -- Box to test for inclusion.
 		</div>
 		<div>
-		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly,</br>
+		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly,<br>
 		this function also returns true.
 		</div>
 
@@ -171,14 +171,14 @@
 		offset -- Direction and distance of offset.
 		</div>
 		<div>
-		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box </br>
+		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box <br>
 		*offset* units in 3D space.
 		</div>
 
 		<h3>[method:Boolean isEmpty]() [page:Box3 this]</h3>
 		<div>
-		Returns true if this box includes zero points within its bounds.</br>
-		Note that a box with equal lower and upper bounds still includes one point, the
+		Returns true if this box includes zero points within its bounds.<br>
+		Note that a box with equal lower and upper bounds still includes one point, the <br>
 		one both bounds share.
 		</div>
 
@@ -217,10 +217,10 @@
 		vector -- Amount to expand this box in each dimension.
 		</div>
 		<div>
-		Expands this box equilaterally by *vector*. The width of this box will be
-		expanded by the x component of *vector* in both directions. The height of
-		this box will be expanded by the y component of *vector* in both directions.
-		The depth of this box will be expanded by the z component of *vector* in
+		Expands this box equilaterally by *vector*. The width of this box will be <br>
+		expanded by the x component of *vector* in both directions. The height of <br>
+		this box will be expanded by the y component of *vector* in both directions. <br>
+		The depth of this box will be expanded by the z component of *vector* in <br>
 		both directions.
 		</div>
 
@@ -258,17 +258,17 @@
 		point -- Point to measure distance to.
 		</div>
 		<div>
-		Returns the distance from any edge of this box to the specified point. </br>
+		Returns the distance from any edge of this box to the specified point. <br>
 		If the point lies inside of this box, the distance will be 0.
 		</div>
 
 		<h3>[method:Box3 setFromCenterAndSize]( [page:Vector3 center], [page:Vector3 size] ) [page:Box3 this]</h3>
 		<div>
-		center -- Desired center position of the box. <br />
+		center -- Desired center position of the box. <br>
 		size -- Desired x, y and z dimensions of the box.
 		</div>
 		<div>
-		Centers this box on *center* and sets this box's width, height and depth to the values specified
+		Centers this box on *center* and sets this box's width, height and depth to the values specified <br>
 		in *size*.
 		</div>
 

+ 1 - 1
docs/api/math/Spline.html

@@ -50,7 +50,7 @@
 		nSubDivisions — number of subdivisions between control points. Default is *100*.
 		</div>
 		<div>
-			Returns an object with the two properties. The property .[page:Number total]</strong> contains
+			Returns an object with the two properties. The property .<strong>[page:Number total]</strong> contains
 			the length of the spline when using nSubDivisions. The property .[page:Array chunkLength]
 			contains an array with the total length from the beginning of the spline to the end of that chunk.
 		</div>

+ 0 - 2
docs/api/math/interpolants/CubicInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 0 - 2
docs/api/math/interpolants/DiscreteInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 0 - 2
docs/api/math/interpolants/LinearInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 0 - 2
docs/api/math/interpolants/QuaternionLinearInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 1 - 1
docs/api/renderers/WebGLRenderer.html

@@ -105,7 +105,7 @@
 		<div>
 		The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
 		  from its [page:WebGLRenderer.domElement domElement][page:WebGLRenderer.domElement domElement] by default, using
-			[link:https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]()</a>.<br /><br />
+			[link:https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
 
 		You can create this manually, however it must correspond to the
 		[page:WebGLRenderer.domElement domElement] in order to render to the screen.

+ 1 - 0
docs/api/renderers/webgl/WebGLProgram.html

@@ -55,6 +55,7 @@
 		</div>
 
 		<h3>Vertex shader (conditional):</h3>
+		<div>
 		<code>
 		#ifdef USE_COLOR
 			// vertex color attribute

+ 1 - 1
docs/examples/renderers/CanvasRenderer.html

@@ -64,7 +64,7 @@
     <h3>[property:Object info]</h3>
 
 		<div>
-			An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
+			An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:
 			<ul>
 				<li>render:
 					<ul>

+ 8 - 9
docs/index.html

@@ -226,7 +226,7 @@
 		<script>
 
 			function extractQuery() {
-				var p = window.location.search.indexOf( '?q=' )
+				var p = window.location.search.indexOf( '?q=' );
 				if( p !== -1 ) {
 					return window.location.search.substr( 3 );
 				} 
@@ -284,7 +284,7 @@
 								goTo( s, c, p );
 								e.preventDefault();
 							} )
-						} )( section, category, page[ 0 ] )
+						} )( section, category, page[ 0 ] );
 						a.textContent = page[ 0 ];
 						li.appendChild( a );
 						ul.appendChild( li );
@@ -306,7 +306,7 @@
 
 			}
 
-			panel.appendChild( content )
+			panel.appendChild( content );
 
 			function layoutList() {
 
@@ -315,7 +315,6 @@
 					Array.prototype.slice.apply( el.children ).forEach( function( item ) {
 						if( !item.classList.contains( 'filtered' ) ) {
 							collapsed = false;
-							return;
 						}
 					} );
 					if( collapsed ) {
@@ -344,7 +343,7 @@
 				} else {
 					window.history.replaceState( {} , '', window.location.pathname );
 				}
-				if( selected ) window.location.hash = selected
+				if( selected ) window.location.hash = selected;
 
 				var exp = new RegExp( filterInput.value, 'gi' );
 				for( var j in nameCategoryMap ) {
@@ -387,7 +386,7 @@
 
 					// Resolve links of the form 'Class.member'
 					if(section.indexOf(MEMBER_DELIMITER) !== -1) {
-						parts = section.split(MEMBER_DELIMITER)
+						parts = section.split(MEMBER_DELIMITER);
 						section = parts[0];
 						member = parts[1];
 					}
@@ -401,7 +400,7 @@
 
 				var title = 'three.js - documentation - ' + section + ' - ' + name;
 				var url = encodeUrl(section) + DELIMITER + encodeUrl( category ) + DELIMITER + encodeUrl(name) + (!!member ? MEMBER_DELIMITER + encodeUrl(member) : '');
-				selected = url
+				selected = url;
 
 				window.location.hash = url;
 				window.document.title = title;
@@ -415,7 +414,7 @@
 			function goToHash() {
 
 				var hash = window.location.hash.substring( 1 ).split(DELIMITER);
-				var member = hash[2].split(MEMBER_DELIMITER)
+				var member = hash[2].split(MEMBER_DELIMITER);
 				goTo( decodeUrl(hash[0]), decodeUrl(hash[1]), decodeUrl(member[0]), decodeUrl(member.length > 1 ? member[1] : '') );
 
 			}
@@ -435,7 +434,7 @@
 				'                                         \\/____/\\/_____/'
 			].join('\n'));
 
-			filterInput.value = extractQuery()
+			filterInput.value = extractQuery();
 			updateFilter( )
 
 		</script>

+ 2 - 2
docs/list.js

@@ -202,7 +202,7 @@ var list = {
 			[ "Loader", "api/loaders/Loader" ],
 			[ "MaterialLoader", "api/loaders/MaterialLoader" ],
 			[ "ObjectLoader", "api/loaders/ObjectLoader" ],
-			[ "TextureLoader", "api/loaders/TextureLoader" ],
+			[ "TextureLoader", "api/loaders/TextureLoader" ]
 		],
 
 		"Loaders / Managers": [
@@ -349,7 +349,7 @@ var list = {
 			[ "CanvasRenderer", "examples/renderers/CanvasRenderer" ]
 		]
 
-	},
+	}
 
 };
 

+ 3 - 3
docs/manual/introduction/Matrix-transformations.html

@@ -42,13 +42,13 @@
 				object.matrix.setPosition(start_position);
 				object.matrixAutoUpdate = false;
 				</code>
-				Note that *matrixAutoUpdate* <emph>must</emph> be set to *false* in this case, and you should make sure <emph>not</emph> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
+				Note that *matrixAutoUpdate* <em>must</em> be set to *false* in this case, and you should make sure <em>not</em> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
 			</li>
 		</ol>
 
 		<h2>Object and world matrices</h2>
 		<p>
-		An object's [page:Object3D.matrix matrix] stores the object's transformation <emph>relative</emph> to the object's [page:Object3D.parent parent]; to get the object's transformation in <emph>world</emph> coordinates, you must access the object's [page:Object3D.matrixWorld].
+		An object's [page:Object3D.matrix matrix] stores the object's transformation <em>relative</em> to the object's [page:Object3D.parent parent]; to get the object's transformation in <em>world</em> coordinates, you must access the object's [page:Object3D.matrixWorld].
 		</p>
 		<p>
 		When either the parent or the child object's transformation changes, you can request that the child object's [page:Object3D.matrixWorld matrixWorld] be updated by calling [page:Object3D.updateMatrixWorld updateMatrixWorld]().
@@ -56,7 +56,7 @@
 
 		<h2>Rotation and Quaternion</h2>
 		<p>
-		Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <emph>always</emph> stored in the object's [page:Object3D.quaternion quaternion].
+		Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <em>always</em> stored in the object's [page:Object3D.quaternion quaternion].
 		</p>
 		<p>
 		Previous versions of the library included a *useQuaternion* property which, when set to false, would cause the object's [page:Object3D.matrix matrix] to be calculated from an Euler angle. This practice is deprecated---instead, you should use the [page:Object3D.setRotationFromEuler setRotationFromEuler] method, which will update the quaternion.

+ 1 - 1
docs/page.js

@@ -104,7 +104,7 @@ var onDocumentLoad = function ( event ) {
 
 		prettyPrint();
 
-	}
+	};
 
 	document.head.appendChild( prettify );
 

+ 5 - 8
docs/scenes/bones-browser.html

@@ -118,7 +118,7 @@
 
 				return geometry;
 
-			};
+			}
 
 			function createBones ( sizing ) {
 
@@ -140,7 +140,7 @@
 
 				return bones;
 
-			};
+			}
 
 			function createMesh ( geometry, bones ) {
 
@@ -165,7 +165,7 @@
 
 				return mesh;
 
-			};
+			}
 
 			function setupDatGui () {
 
@@ -234,7 +234,7 @@
 				mesh.scale.multiplyScalar( 1 );
 				scene.add( mesh );
 
-			};
+			}
 
 			function render () {
 
@@ -242,9 +242,6 @@
 
 				var time = Date.now() * 0.001;
 
-				var bone = mesh;
-
-
 				//Wiggle the bones
 				if ( state.animateBones ) {
 
@@ -260,7 +257,7 @@
 
 				renderer.render( scene, camera );
 
-			};
+			}
 
 			initScene();
 			render();

+ 1 - 3
docs/scenes/geometry-browser.html

@@ -72,7 +72,7 @@
 			scene.add( lights[ 1 ] );
 			scene.add( lights[ 2 ] );
 
-			var mesh = new THREE.Object3D()
+			var mesh = new THREE.Object3D();
 
 			mesh.add( new THREE.LineSegments(
 
@@ -109,8 +109,6 @@
 
 				requestAnimationFrame( render );
 
-				var time = Date.now() * 0.001;
-
 				if ( ! options.fixed ) {
 
 					mesh.rotation.x += 0.005;

+ 20 - 20
docs/scenes/js/geometry.js

@@ -205,7 +205,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -251,7 +251,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -296,7 +296,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -339,7 +339,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -380,7 +380,7 @@ var guis = {
 			radius : 10,
 			segments : 32,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -410,7 +410,7 @@ var guis = {
 			radius : 10,
 			segments : 32,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -438,7 +438,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -464,7 +464,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -490,7 +490,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -516,7 +516,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -551,7 +551,7 @@ var guis = {
 		var data = {
 			segments : 12,
 			phiStart : 0,
-			phiLength : twoPi,
+			phiLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -587,7 +587,7 @@ var guis = {
 		var data = {
 			segments : 12,
 			phiStart : 0,
-			phiLength : twoPi,
+			phiLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -614,7 +614,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -640,7 +640,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -730,7 +730,7 @@ var guis = {
 			thetaSegments : 8,
 			phiSegments : 8,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -764,7 +764,7 @@ var guis = {
 			thetaSegments : 8,
 			phiSegments : 8,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -799,7 +799,7 @@ var guis = {
 			phiStart : 0,
 			phiLength : twoPi,
 			thetaStart : 0,
-			thetaLength : Math.PI,
+			thetaLength : Math.PI
 		};
 
 		function generateGeometry() {
@@ -835,7 +835,7 @@ var guis = {
 			phiStart : 0,
 			phiLength : twoPi,
 			thetaStart : 0,
-			thetaLength : Math.PI,
+			thetaLength : Math.PI
 		};
 
 		function generateGeometry() {
@@ -866,7 +866,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -892,7 +892,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {

+ 4 - 6
docs/scenes/js/material.js

@@ -75,7 +75,7 @@ var constants = {
 
 	}
 
-}
+};
 
 function getObjectsKeys( obj ) {
 
@@ -180,8 +180,6 @@ function generateMorphTargets ( mesh, geometry ) {
 
 	geometry.morphTargets.push( { name: "target1", vertices: vertices } );
 
-	geometry.update
-
 }
 
 function handleColorChange ( color ) {
@@ -214,7 +212,7 @@ function needsUpdate ( material, geometry ) {
 
 	};
 
-};
+}
 
 function updateMorphs ( torus, material ) {
 
@@ -245,7 +243,7 @@ function guiScene ( gui, scene ) {
 	var data = {
 		background : "#000000",
 		"ambient light" : ambientLight.color.getHex()
-	}
+	};
 
 	var color = new THREE.Color();
 	var colorConvert = handleColorChange( color );
@@ -258,7 +256,7 @@ function guiScene ( gui, scene ) {
 
 	} );
 
-	folder.addColor( data, "ambient light" ).onChange( handleColorChange( ambientLight.color ) )
+	folder.addColor( data, "ambient light" ).onChange( handleColorChange( ambientLight.color ) );
 
 	guiSceneFog( folder, scene );