Kaynağa Gözat

Merge remote-tracking branch 'mrdoob/dev' into gltf_loader_request_headers

Wojciech 5 yıl önce
ebeveyn
işleme
0958e46d9d
100 değiştirilmiş dosya ile 1937 ekleme ve 2110 silme
  1. 1 1
      .github/ISSUE_TEMPLATE.md
  2. 89 0
      .github/workflows/ci.yml
  3. 2 2
      .gitignore
  4. 0 30
      .travis.yml
  5. 11 2
      README.md
  6. 254 169
      build/three.js
  7. 542 561
      build/three.min.js
  8. 254 169
      build/three.module.js
  9. 7 7
      docs/api/en/audio/Audio.html
  10. 7 7
      docs/api/en/audio/AudioAnalyser.html
  11. 1 1
      docs/api/en/audio/AudioContext.html
  12. 8 8
      docs/api/en/audio/AudioListener.html
  13. 8 8
      docs/api/en/audio/PositionalAudio.html
  14. 1 1
      docs/api/en/cameras/ArrayCamera.html
  15. 19 19
      docs/api/en/cameras/CubeCamera.html
  16. 17 13
      docs/api/en/cameras/OrthographicCamera.html
  17. 13 9
      docs/api/en/cameras/PerspectiveCamera.html
  18. 4 12
      docs/api/en/cameras/StereoCamera.html
  19. 5 5
      docs/api/en/constants/CustomBlendingEquations.html
  20. 0 3
      docs/api/en/constants/Renderer.html
  21. 3 1
      docs/api/en/core/BufferGeometry.html
  22. 15 15
      docs/api/en/core/EventDispatcher.html
  23. 25 24
      docs/api/en/core/Face3.html
  24. 17 13
      docs/api/en/core/Geometry.html
  25. 2 2
      docs/api/en/core/InstancedBufferGeometry.html
  26. 1 1
      docs/api/en/core/InterleavedBuffer.html
  27. 6 8
      docs/api/en/core/Raycaster.html
  28. 60 3
      docs/api/en/core/Uniform.html
  29. 0 619
      docs/api/en/deprecated/DeprecatedList.html
  30. 4 3
      docs/api/en/extras/Earcut.html
  31. 1 2
      docs/api/en/extras/ShapeUtils.html
  32. 11 3
      docs/api/en/extras/core/Curve.html
  33. 8 1
      docs/api/en/extras/core/CurvePath.html
  34. 1 1
      docs/api/en/extras/core/Path.html
  35. 2 0
      docs/api/en/extras/core/Shape.html
  36. 4 2
      docs/api/en/extras/core/ShapePath.html
  37. 23 19
      docs/api/en/extras/curves/CatmullRomCurve3.html
  38. 14 14
      docs/api/en/extras/curves/CubicBezierCurve.html
  39. 14 14
      docs/api/en/extras/curves/CubicBezierCurve3.html
  40. 15 15
      docs/api/en/extras/curves/EllipseCurve.html
  41. 13 13
      docs/api/en/extras/curves/QuadraticBezierCurve.html
  42. 13 13
      docs/api/en/extras/curves/QuadraticBezierCurve3.html
  43. 20 20
      docs/api/en/extras/curves/SplineCurve.html
  44. 81 5
      docs/api/en/extras/objects/ImmediateRenderObject.html
  45. 1 1
      docs/api/en/geometries/BoxBufferGeometry.html
  46. 1 1
      docs/api/en/geometries/BoxGeometry.html
  47. 1 1
      docs/api/en/geometries/CircleBufferGeometry.html
  48. 1 1
      docs/api/en/geometries/CircleGeometry.html
  49. 1 1
      docs/api/en/geometries/ConeBufferGeometry.html
  50. 1 1
      docs/api/en/geometries/ConeGeometry.html
  51. 1 1
      docs/api/en/geometries/CylinderBufferGeometry.html
  52. 1 1
      docs/api/en/geometries/CylinderGeometry.html
  53. 6 3
      docs/api/en/geometries/EdgesGeometry.html
  54. 1 1
      docs/api/en/geometries/ExtrudeBufferGeometry.html
  55. 1 1
      docs/api/en/geometries/ExtrudeGeometry.html
  56. 1 1
      docs/api/en/geometries/LatheBufferGeometry.html
  57. 1 1
      docs/api/en/geometries/LatheGeometry.html
  58. 1 1
      docs/api/en/geometries/ParametricBufferGeometry.html
  59. 1 1
      docs/api/en/geometries/ParametricGeometry.html
  60. 1 1
      docs/api/en/geometries/PlaneBufferGeometry.html
  61. 1 1
      docs/api/en/geometries/PlaneGeometry.html
  62. 1 1
      docs/api/en/geometries/PolyhedronBufferGeometry.html
  63. 1 1
      docs/api/en/geometries/PolyhedronGeometry.html
  64. 1 1
      docs/api/en/geometries/RingBufferGeometry.html
  65. 1 1
      docs/api/en/geometries/RingGeometry.html
  66. 1 1
      docs/api/en/geometries/ShapeBufferGeometry.html
  67. 1 1
      docs/api/en/geometries/ShapeGeometry.html
  68. 1 1
      docs/api/en/geometries/SphereBufferGeometry.html
  69. 1 1
      docs/api/en/geometries/SphereGeometry.html
  70. 7 5
      docs/api/en/geometries/TextBufferGeometry.html
  71. 7 5
      docs/api/en/geometries/TextGeometry.html
  72. 1 1
      docs/api/en/geometries/TorusBufferGeometry.html
  73. 1 1
      docs/api/en/geometries/TorusGeometry.html
  74. 1 1
      docs/api/en/geometries/TorusKnotBufferGeometry.html
  75. 1 1
      docs/api/en/geometries/TorusKnotGeometry.html
  76. 2 2
      docs/api/en/geometries/TubeBufferGeometry.html
  77. 2 2
      docs/api/en/geometries/TubeGeometry.html
  78. 14 28
      docs/api/en/geometries/WireframeGeometry.html
  79. 9 7
      docs/api/en/helpers/ArrowHelper.html
  80. 10 7
      docs/api/en/helpers/AxesHelper.html
  81. 1 1
      docs/api/en/helpers/Box3Helper.html
  82. 8 7
      docs/api/en/helpers/BoxHelper.html
  83. 6 6
      docs/api/en/helpers/CameraHelper.html
  84. 1 4
      docs/api/en/helpers/DirectionalLightHelper.html
  85. 7 5
      docs/api/en/helpers/GridHelper.html
  86. 4 4
      docs/api/en/helpers/HemisphereLightHelper.html
  87. 1 1
      docs/api/en/helpers/PlaneHelper.html
  88. 5 7
      docs/api/en/helpers/PointLightHelper.html
  89. 9 6
      docs/api/en/helpers/PolarGridHelper.html
  90. 7 8
      docs/api/en/helpers/SkeletonHelper.html
  91. 5 5
      docs/api/en/helpers/SpotLightHelper.html
  92. 9 6
      docs/api/en/lights/AmbientLight.html
  93. 8 8
      docs/api/en/lights/DirectionalLight.html
  94. 15 13
      docs/api/en/lights/HemisphereLight.html
  95. 70 0
      docs/api/en/lights/LightProbe.html
  96. 8 8
      docs/api/en/lights/PointLight.html
  97. 8 9
      docs/api/en/lights/RectAreaLight.html
  98. 7 7
      docs/api/en/lights/SpotLight.html
  99. 39 40
      docs/api/en/lights/shadows/DirectionalLightShadow.html
  100. 38 40
      docs/api/en/lights/shadows/PointLightShadow.html

+ 1 - 1
.github/ISSUE_TEMPLATE.md

@@ -17,7 +17,7 @@ Please also include a live example if possible. You can start from these templat
 ##### Three.js version
 ##### Three.js version
 
 
 - [ ] Dev
 - [ ] Dev
-- [ ] r114
+- [ ] r116
 - [ ] ...
 - [ ] ...
 
 
 ##### Browser
 ##### Browser

+ 89 - 0
.github/workflows/ci.yml

@@ -0,0 +1,89 @@
+name: CI
+
+on:
+  pull_request:
+    paths-ignore:
+      - 'build/**'
+      - 'docs/**'
+      - 'files/**'
+  push:
+    paths-ignore:
+      - 'build/**'
+      - 'docs/**'
+      - 'files/**'
+
+jobs:
+
+  lint:
+    name: "Linting"
+    runs-on: ubuntu-latest
+    steps:
+      - name: Git checkout
+        uses: actions/checkout@v2
+      - name: Install node
+        uses: actions/setup-node@v1
+        with:
+          node-version: 10
+      - name: Install packages
+        run: npm ci
+
+      - name: === Linting ===
+        run: npm run test-lint
+
+  unit:
+    name: "Unit testing"
+    runs-on: ubuntu-latest
+    steps:
+      - name: Git checkout
+        uses: actions/checkout@v2
+      - name: Install node
+        uses: actions/setup-node@v1
+        with:
+          node-version: 10
+      - name: Install packages
+        run: npm ci && npm ci --prefix test
+      - name: Build
+        run: npm run build
+
+      - name: === Unit testing ===
+        run: npm run test-unit
+
+  e2e:
+    name: "E2E testing"
+    runs-on: ubuntu-latest
+    strategy:
+      matrix:
+        CI: [ 0, 1, 2, 3 ]
+    env:
+      CI: ${{ matrix.CI }}
+      FORCE_COLOR: 1
+    steps:
+      - name: Git checkout
+        uses: actions/checkout@v2
+      - name: Install node
+        uses: actions/setup-node@v1
+        with:
+          node-version: 10
+      - name: Install packages
+        run: npm ci && npm ci --prefix test && sudo apt-get install xvfb
+      - name: Build
+        run: npm run build
+
+      - name: === E2E testing ===
+        run: xvfb-run --auto-servernum npm run test-e2e
+
+  e2e-cov:
+    name: "Ready for release"
+    runs-on: ubuntu-latest
+    steps:
+      - name: Git checkout
+        uses: actions/checkout@v2
+      - name: Install node
+        uses: actions/setup-node@v1
+        with:
+          node-version: 10
+      - name: Install packages
+        run: npm ci
+
+      - name: === Ready for release ===
+        run: npm run test-e2e-cov

+ 2 - 2
.gitignore

@@ -1,10 +1,10 @@
 .DS_Store
 .DS_Store
 *.swp
 *.swp
 .project
 .project
-node_modules
 .idea/
 .idea/
 .vscode/
 .vscode/
 npm-debug.log
 npm-debug.log
 .jshintrc
 .jshintrc
 .vs/
 .vs/
-test/unit/three.*.unit.js
+**/node_modules
+test/unit/build

+ 0 - 30
.travis.yml

@@ -1,30 +0,0 @@
-language: node_js
-node_js: node
-services: xvfb
-cache: bundler
-
-jobs:
-  include:
-
-    - &lint-n-unit
-      stage: lint & unit
-      name: lint
-      script: npm run test-lint
-    - <<: *lint-n-unit
-      name: unit
-      script: npm run test-unit
-
-    - &e2e
-      stage: e2e
-      name: e2e
-      script: npm run test-e2e
-      env: FORCE_COLOR=0 CI=0
-    - <<: *e2e
-      env: FORCE_COLOR=0 CI=1
-    - <<: *e2e
-      env: FORCE_COLOR=0 CI=2
-    - <<: *e2e
-      env: FORCE_COLOR=0 CI=3
-
-allow_fails:
-  - e2e

+ 11 - 2
README.md

@@ -17,7 +17,8 @@ The aim of the project is to create an easy to use, lightweight, 3D library with
 [Migrating](https://github.com/mrdoob/three.js/wiki/Migration-Guide) &mdash;
 [Migrating](https://github.com/mrdoob/three.js/wiki/Migration-Guide) &mdash;
 [Questions](http://stackoverflow.com/questions/tagged/three.js) &mdash;
 [Questions](http://stackoverflow.com/questions/tagged/three.js) &mdash;
 [Forum](https://discourse.threejs.org/) &mdash;
 [Forum](https://discourse.threejs.org/) &mdash;
-[Slack](https://join.slack.com/t/threejs/shared_invite/enQtMzYxMzczODM2OTgxLTQ1YmY4YTQxOTFjNDAzYmQ4NjU2YzRhNzliY2RiNDEyYjU2MjhhODgyYWQ5Y2MyZTU3MWNkOGVmOGRhOTQzYTk)
+[Slack](https://join.slack.com/t/threejs/shared_invite/enQtMzYxMzczODM2OTgxLTQ1YmY4YTQxOTFjNDAzYmQ4NjU2YzRhNzliY2RiNDEyYjU2MjhhODgyYWQ5Y2MyZTU3MWNkOGVmOGRhOTQzYTk) &mdash;
+[Discord](https://discordapp.com/invite/HF4UdyF)
 
 
 ### Usage ###
 ### Usage ###
 
 
@@ -63,7 +64,15 @@ function animate() {
 }
 }
 ```
 ```
 
 
-If everything went well you should see [this](https://jsfiddle.net/f2Lommf5/).
+If everything went well, you should see [this](https://jsfiddle.net/8kubjpL5/).
+
+### Cloning this repository ###
+
+Cloning the repo with all its history results in a ~2GB download. If you don't need the whole history you can use the `depth` parameter to significantly reduce download size.
+
+```sh
+git clone --depth=1 https://github.com/mrdoob/three.js.git
+```
 
 
 ### Change log ###
 ### Change log ###
 
 

Dosya farkı çok büyük olduğundan ihmal edildi
+ 254 - 169
build/three.js


Dosya farkı çok büyük olduğundan ihmal edildi
+ 542 - 561
build/three.min.js


Dosya farkı çok büyük olduğundan ihmal edildi
+ 254 - 169
build/three.module.js


+ 7 - 7
docs/api/en/audio/Audio.html

@@ -18,13 +18,7 @@
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -44,6 +38,12 @@
 		});
 		});
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 7 - 7
docs/api/en/audio/AudioAnalyser.html

@@ -18,13 +18,7 @@
 
 
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -50,6 +44,12 @@
 		var data = analyser.getAverageFrequency();
 		var data = analyser.getAverageFrequency();
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 1 - 1
docs/api/en/audio/AudioContext.html

@@ -29,7 +29,7 @@
 		otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		</p>
 		</p>
 
 
-		<h3>[method:AudioContext setContext]( [param:AudioConetxt value] )</h3>
+		<h3>[method:AudioContext setContext]( [param:AudioContext value] )</h3>
 		<p>
 		<p>
 		 Set the variable *context* in the outer scope to *value*.
 		 Set the variable *context* in the outer scope to *value*.
 		</p>
 		</p>

+ 8 - 8
docs/api/en/audio/AudioListener.html

@@ -18,14 +18,7 @@
 			In most cases, the listener object is a child of the camera. So the 3D transformation of the camera represents the 3D transformation of the listener.
 			In most cases, the listener object is a child of the camera. So the 3D transformation of the camera represents the 3D transformation of the listener.
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_timing webaudio / timing ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -45,6 +38,13 @@
 		});
 		});
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_timing webaudio / timing ]<br />
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 8 - 8
docs/api/en/audio/PositionalAudio.html

@@ -18,14 +18,7 @@
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_orientation webaudio / orientation ]<br />
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_timing webaudio / timing ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -53,6 +46,13 @@
 		mesh.add( sound );
 		mesh.add( sound );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_orientation webaudio / orientation ]<br />
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_timing webaudio / timing ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 1 - 1
docs/api/en/cameras/ArrayCamera.html

@@ -17,7 +17,7 @@
 			An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *viewport* property which determines the part of the viewport that is rendered with this camera.
 			An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *viewport* property which determines the part of the viewport that is rendered with this camera.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
 
 		<p>[example:webgl_camera_array camera / array ]</p>
 		<p>[example:webgl_camera_array camera / array ]</p>
 
 

+ 19 - 19
docs/api/en/cameras/CubeCamera.html

@@ -14,17 +14,18 @@
 
 
 		<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
 		<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
 
 
-		<h2>Examples</h2>
+		<h2>Code Example</h2>
 
 
-		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
-		<p>[example:webgl_shading_physical shading / physical ]</p>
+		<code>
+		// Create cube render target
+		var cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
 
 
-		<code>// Create cube camera
-		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
+		// Create cube camera
+		var cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
 		scene.add( cubeCamera );
 		scene.add( cubeCamera );
 
 
 		// Create car
 		// Create car
-		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget.texture } );
+		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		scene.add( car );
 		scene.add( car );
 
 
@@ -38,40 +39,39 @@
 		renderer.render( scene, camera );
 		renderer.render( scene, camera );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
+			[example:webgl_shading_physical shading / physical ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
-		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution], [param:Object options] )</h3>
+		<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
 		<p>
 		<p>
 		near -- The near clipping distance. <br />
 		near -- The near clipping distance. <br />
-		far -- The far clipping distance <br />
-		cubeResolution -- Sets the length of the cube's edges. <br />
-		options - (optional) object that holds texture parameters passed to the auto-generated WebGLCubeRenderTarget.
-		If not specified, the options default to:
-		<code>
-		{ format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }
-		</code>
-
+		far -- The far clipping distance. <br />
+		renderTarget -- The destination cube render target.
 		</p>
 		</p>
+
 		<p>
 		<p>
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
 		render to a [page:WebGLCubeRenderTarget].
 		render to a [page:WebGLCubeRenderTarget].
 		</p>
 		</p>
 
 
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 		<p>
-		The cube texture that gets generated.
+		The destination cube render target.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 
-
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
 		<p>
 		renderer -- The current WebGL renderer <br />
 		renderer -- The current WebGL renderer <br />
@@ -83,7 +83,7 @@
 
 
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
 		<p>
-		Call this to clear the [page:CubeCamera.renderTarget renderTarget] color, depth, and/or stencil buffers.
+		Call this to clear the renderTarget's color, depth, and/or stencil buffers.
 		The color buffer is set to the renderer's current clear color. Arguments default to *true*.
 		The color buffer is set to the renderer's current clear color. Arguments default to *true*.
 		</p>
 		</p>
 
 

+ 17 - 13
docs/api/en/cameras/OrthographicCamera.html

@@ -21,22 +21,26 @@
 			This can be useful for rendering 2D scenes and UI elements, amongst other things.
 			This can be useful for rendering 2D scenes and UI elements, amongst other things.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
+		scene.add( camera );
+		</code>
 
 
-		<p>[example:webgl_camera camera ]</p>
-		<p>[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]</p>
-		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
-		<p>[example:webgl_postprocessing_advanced postprocessing / advanced ]</p>
-		<p>[example:webgl_postprocessing_dof2 postprocessing / dof2 ]</p>
-		<p>[example:webgl_postprocessing_godrays postprocessing / godrays ]</p>
-		<p>[example:webgl_rtt rtt ]</p>
-		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
-		<p>[example:webgl_shadowmap shadowmap ]</p>
-
-		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
-scene.add( camera );</code>
+		<h2>Examples</h2>
 
 
+		<p>
+			[example:webgl_camera camera ]<br />
+			[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]<br />
+			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
+			[example:webgl_postprocessing_advanced postprocessing / advanced ]<br />
+			[example:webgl_postprocessing_dof2 postprocessing / dof2 ]<br />
+			[example:webgl_postprocessing_godrays postprocessing / godrays ]<br />
+			[example:webgl_rtt rtt ]<br />
+			[example:webgl_shaders_tonemapping shaders / tonemapping ]<br />
+			[example:webgl_shadowmap shadowmap ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 13 - 9
docs/api/en/cameras/PerspectiveCamera.html

@@ -19,18 +19,22 @@
 			common projection mode used for rendering a 3D scene.
 			common projection mode used for rendering a 3D scene.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
+		scene.add( camera );
+		</code>
 
 
-		<p>[example:webgl_animation_skinning_blending animation / skinning / blending ]</p>
-		<p>[example:webgl_animation_skinning_morph animation / skinning / blending ]</p>
-		<p>[example:webgl_effects_stereo effects / stereo ]</p>
-		<p>[example:webgl_interactive_cubes interactive / cubes ]</p>
-		<p>[example:webgl_loader_collada_skinning loader / collada / skinning ]</p>
-
-		<code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
-scene.add( camera );</code>
+		<h2>Examples</h2>
 
 
+		<p>
+			[example:webgl_animation_skinning_blending animation / skinning / blending ]<br />
+			[example:webgl_animation_skinning_morph animation / skinning / blending ]<br />
+			[example:webgl_effects_stereo effects / stereo ]<br />
+			[example:webgl_interactive_cubes interactive / cubes ]<br />
+			[example:webgl_loader_collada_skinning loader / collada / skinning ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 4 - 12
docs/api/en/cameras/StereoCamera.html

@@ -16,22 +16,14 @@
 		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
 		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>[example:webgl_effects_anaglyph effects / anaglyph ]</p>
-		<p>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</p>
-		<p>[example:webgl_effects_stereo effects / stereo ]</p>
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
-		This class is used internally in the files<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/AnaglyphEffect.js examples/jsm/effects/AnaglyphEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/ParallaxBarrierEffect.js examples/jsm/effects/ParallaxBarrierEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/StereoEffect.js examples/jsm/effects/StereoEffect.js]<br /><br />
-		used in the above examples.
+			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
+			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
+			[example:webgl_effects_stereo effects / stereo ]
 		</p>
 		</p>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>

+ 5 - 5
docs/api/en/constants/CustomBlendingEquations.html

@@ -10,15 +10,12 @@
 	<body>
 	<body>
 		<h1>Custom Blending Equation Constants</h1>
 		<h1>Custom Blending Equation Constants</h1>
 
 
-
-		<h2>Example</h2>
-		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
-
-		<h2>Usage</h2>
 		<p>
 		<p>
 			These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
 			These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
+
 		<code>
 		<code>
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		material.blending = THREE.CustomBlending;
 		material.blending = THREE.CustomBlending;
@@ -27,6 +24,9 @@
 		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
 		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
+
 		<h2>Blending Equations</h2>
 		<h2>Blending Equations</h2>
 		<code>
 		<code>
 		THREE.AddEquation
 		THREE.AddEquation

+ 0 - 3
docs/api/en/constants/Renderer.html

@@ -64,9 +64,6 @@
 		This is used to approximate the appearance of high dynamic range (HDR) on the
 		This is used to approximate the appearance of high dynamic range (HDR) on the
 		low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
 		low dynamic range medium of a standard computer monitor or mobile device's screen.<br /><br />
 
 
-		[page:constant NoToneMapping] disables tone mapping.<br />
-		[page:constant LinearToneMapping] is the default.<br /><br />
-
 		See the [example:webgl_tonemapping WebGL / tonemapping] example.
 		See the [example:webgl_tonemapping WebGL / tonemapping] example.
 
 
 		</p>
 		</p>

+ 3 - 1
docs/api/en/core/BufferGeometry.html

@@ -22,7 +22,7 @@
 		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
 		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 		<code>
 		<code>
 		var geometry = new THREE.BufferGeometry();
 		var geometry = new THREE.BufferGeometry();
 		// create a simple square shape. We duplicate the top left and bottom right
 		// create a simple square shape. We duplicate the top left and bottom right
@@ -42,6 +42,8 @@
 		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
 		var mesh = new THREE.Mesh( geometry, material );
 		var mesh = new THREE.Mesh( geometry, material );
 		</code>
 		</code>
+
+		<h2>Examples</h2>
 		<p>
 		<p>
 			[example:webgl_buffergeometry Mesh with non-indexed faces]<br />
 			[example:webgl_buffergeometry Mesh with non-indexed faces]<br />
 			[example:webgl_buffergeometry_indexed Mesh with indexed faces]<br />
 			[example:webgl_buffergeometry_indexed Mesh with indexed faces]<br />

+ 15 - 15
docs/api/en/core/EventDispatcher.html

@@ -15,36 +15,36 @@
 			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
 			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-// Adding events to a custom object
+		// Adding events to a custom object
 
 
-var Car = function () {
+		var Car = function () {
 
 
-    this.start = function () {
+		    this.start = function () {
 
 
-        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
+		        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
 
 
-    };
+		    };
 
 
-};
+		};
 
 
-// Mixing the EventDispatcher.prototype with the custom object prototype
+		// Mixing the EventDispatcher.prototype with the custom object prototype
 
 
-Object.assign( Car.prototype, EventDispatcher.prototype );
+		Object.assign( Car.prototype, EventDispatcher.prototype );
 
 
-// Using events with the custom object
+		// Using events with the custom object
 
 
-var car = new Car();
+		var car = new Car();
 
 
-car.addEventListener( 'start', function ( event ) {
+		car.addEventListener( 'start', function ( event ) {
 
 
-    alert( event.message );
+		    alert( event.message );
 
 
-} );
+		} );
 
 
-car.start();
+		car.start();
 		</code>
 		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 25 - 24
docs/api/en/core/Face3.html

@@ -16,39 +16,40 @@
 		create them manually.
 		create them manually.
 		</p>
 		</p>
 
 
-
-		<h2>Examples</h2>
-
-		<p>[example:svg_sandbox svg / sandbox ]</p>
-		<p>[example:misc_exporter_obj exporter / obj ]</p>
-		<p>[example:webgl_shaders_vector WebGL / shaders / vector ]</p>
-
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
+		var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
 
 
-//create a triangular geometry
-var geometry = new THREE.Geometry();
-geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
-geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
-geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
+		//create a triangular geometry
+		var geometry = new THREE.Geometry();
+		geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
+		geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
+		geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 
 
-//create a new face using vertices 0, 1, 2
-var normal = new THREE.Vector3( 0, 0, 1 ); //optional
-var color = new THREE.Color( 0xffaa00 ); //optional
-var materialIndex = 0; //optional
-var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
+		//create a new face using vertices 0, 1, 2
+		var normal = new THREE.Vector3( 0, 0, 1 ); //optional
+		var color = new THREE.Color( 0xffaa00 ); //optional
+		var materialIndex = 0; //optional
+		var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
 
 
-//add the face to the geometry's faces array
-geometry.faces.push( face );
+		//add the face to the geometry's faces array
+		geometry.faces.push( face );
 
 
-//the face normals and vertex normals can be calculated automatically if not supplied above
-geometry.computeFaceNormals();
-geometry.computeVertexNormals();
+		//the face normals and vertex normals can be calculated automatically if not supplied above
+		geometry.computeFaceNormals();
+		geometry.computeVertexNormals();
 
 
-scene.add( new THREE.Mesh( geometry, material ) );
+		scene.add( new THREE.Mesh( geometry, material ) );
 	</code>
 	</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:svg_sandbox svg / sandbox ]<br />
+			[example:misc_exporter_obj exporter / obj ]<br />
+			[example:webgl_shaders_vector WebGL / shaders / vector ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 17 - 13
docs/api/en/core/Geometry.html

@@ -21,20 +21,10 @@
 		</p>
 		</p>
 		</div>
 		</div>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
-
-		<div>[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]</div>
-		<div>[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]</div>
-		<div>[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]</div>
-		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]</div>
-		<div>[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]</div>
-		<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
-		<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
-		<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
-
-
-		<code>var geometry = new THREE.Geometry();
+		<code>
+		var geometry = new THREE.Geometry();
 
 
 		geometry.vertices.push(
 		geometry.vertices.push(
 			new THREE.Vector3( -10,  10, 0 ),
 			new THREE.Vector3( -10,  10, 0 ),
@@ -47,6 +37,20 @@
 		geometry.computeBoundingSphere();
 		geometry.computeBoundingSphere();
 		</code>
 		</code>
 
 
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]<br />
+			[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]<br />
+			[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]<br />
+			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]<br />
+			[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]<br />
+			[example:webgl_interactive_lines WebGL / interactive / lines ]<br />
+			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]<br />
+			[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 2 - 2
docs/api/en/core/InstancedBufferGeometry.html

@@ -24,9 +24,9 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See [page:BufferGeometry] for inherited properties.</p>
 		<p>See [page:BufferGeometry] for inherited properties.</p>
 
 
-		<h3>[property:Number maxInstancedCount]</h3>
+		<h3>[property:Number instanceCount]</h3>
 		<p>
 		<p>
-			Default is *undefined*.
+			Default is *Infinity*.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 1 - 1
docs/api/en/core/InterleavedBuffer.html

@@ -16,7 +16,7 @@
 			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
 			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
 
 		<p>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</p>
 		<p>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</p>
 
 

+ 6 - 8
docs/api/en/core/Raycaster.html

@@ -16,7 +16,7 @@
 		other things.
 		other things.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 		<code>
 		<code>
 		var raycaster = new THREE.Raycaster();
 		var raycaster = new THREE.Raycaster();
 		var mouse = new THREE.Vector2();
 		var mouse = new THREE.Vector2();
@@ -54,8 +54,11 @@
 		window.requestAnimationFrame(render);
 		window.requestAnimationFrame(render);
 
 
 		</code>
 		</code>
-		<div>
-			Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_interactive_cubes Raycasting to a Mesh]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_instancing_raycast Raycasting to a InstancedMesh]<br />
 			[example:webgl_instancing_raycast Raycasting to a InstancedMesh]<br />
@@ -64,13 +67,8 @@
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_raycast_texture Raycast to a Texture]
 			[example:webgl_raycast_texture Raycast to a Texture]
-		</div>
-
-
-		<p>
 		</p>
 		</p>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>

+ 60 - 3
docs/api/en/core/Uniform.html

@@ -13,15 +13,15 @@
 		<p class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
 		<p class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 		<p>
 		<p>
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		</p>
 		</p>
 		<code>
 		<code>
 		uniforms: {
 		uniforms: {
 			time: { value: 1.0 },
 			time: { value: 1.0 },
-			resolution: new THREE.Uniform(new THREE.Vector2())
-		}
+			resolution: new Uniform( new Vector2() )
+		};
 		</code>
 		</code>
 
 
 		<h2>Uniform types</h2>
 		<h2>Uniform types</h2>
@@ -186,6 +186,63 @@
 		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
 		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
 		</p>
 		</p>
 
 
+		<h2>Structured Uniforms</h2>
+
+		<p>
+			Sometimes you want to organize uniforms as *structs* in your shader code. The following style must be used so *three.js* is able
+			to process structured uniform data.
+		</p>
+		<code>
+		uniforms = {
+			data: {
+				value: {
+					position: new Vector3(),
+					direction: new Vector3( 0, 0, 1 )
+				 }
+			}
+		};
+		</code>
+		This definition can be mapped on the following GLSL code:
+		<code>
+		struct Data {
+			vec3 position;
+			vec3 direction;
+		};
+
+		uniform Data data;
+		</code>
+
+		<h2>Structured Uniforms with Arrays</h2>
+
+		<p>
+			It's also possible to manage *structs* in arrays. The syntax for this use case looks like so:
+		</p>
+		<code>
+		var entry1 = {
+			position: new Vector3(),
+			direction: new Vector3( 0, 0, 1 )
+		};
+		var entry2 = {
+			position: new Vector3( 1, 1, 1 ),
+			direction: new Vector3( 0, 1, 0 )
+		};
+
+		uniforms = {
+			data: {
+				value: [ entry1, entry2 ]
+			}
+		};
+		</code>
+		This definition can be mapped on the following GLSL code:
+		<code>
+		struct Data {
+			vec3 position;
+			vec3 direction;
+		};
+
+		uniform Data data[ 2 ];
+		</code>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Object value] )</h3>
 		<h3>[name]( [param:Object value] )</h3>

+ 0 - 619
docs/api/en/deprecated/DeprecatedList.html

@@ -1,619 +0,0 @@
-<!DOCTYPE html>
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-		<meta charset="utf-8" />
-		<base href="../../../" />
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-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Deprecated API List</h1>
-
-		<p>
-			As three.js has a rapidly evolving interface, you may come across examples that
-			suggest the use of API elements that are no longer part of the core.<br /><br />
-
-			Below is a list of such elements, along with info regarding their replacements.
-		</p>
-
-
-
-
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-
-
-
-
-		<h2>Audio</h2>
-
-		<h3>[page:Audio]</h3>
-		<p>Audio.load has been deprecated. Use [page:AudioLoader] instead.</p>
-
-		<h3>[page:AudioAnalyser]</h3>
-		<p>AudioAnalyser.getData() has been renamed to [page:AudioAnalyser.getFrequencyData]().</p>
-
-		<h3>[page:BinaryTextureLoader]</h3>
-		<p>BinaryTextureLoader has been renamed to [page:DataTextureLoader].</p>
-
-
-
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-
-
-
-		<h2>Buffers</h2>
-
-		<h3>[page:BufferAttribute]</h3>
-		<p>BufferAttribute.length has been renamed to [page:BufferAttribute.count].</p>
-		<p>BufferAttribute.copyIndicesArray() has been removed.</p>
-
-
-		<h3>[page:DynamicBufferAttribute]</h3>
-		<p>DynamicBufferAttribute has been removed. Use [page:BufferAttribute.setUsage]( THREE.DynamicDrawUsage ) instead.</p>
-
-		<h3>[page:Int8Attribute]</h3>
-		<p>Int8Attribute has been removed. Use [page:BufferAttributeTypes Int8BufferAttribute] instead.</p>
-
-		<h3>[page:Uint8Attribute]</h3>
-		<p>Uint8Attribute has been removed. Use [page:BufferAttributeTypes Uint8BufferAttribute] instead.</p>
-
-		<h3>[page:Uint8ClampedAttribute]</h3>
-		<p>Uint8ClampedAttribute has been removed. Use [page:BufferAttributeTypes Uint8ClampedBufferAttribute] instead.</p>
-
-		<h3>[page:Int16Attribute]</h3>
-		<p>Int16Attribute has been removed. Use [page:BufferAttributeTypes Int16BufferAttribute] instead.</p>
-
-		<h3>[page:Uint16Attribute]</h3>
-		<p>Uint16Attribute has been removed. Use [page:BufferAttributeTypes Uint16BufferAttribute] instead.</p>
-
-		<h3>[page:Int32Attribute]</h3>
-		<p>Int32Attribute has been removed. Use [page:BufferAttributeTypes Int32BufferAttribute] instead.</p>
-
-		<h3>[page:Uint32Attribute]</h3>
-		<p>Uint32Attribute has been removed. Use [page:BufferAttributeTypes Uint32BufferAttribute] instead.</p>
-
-		<h3>[page:Float32Attribute]</h3>
-		<p>Float32Attribute has been removed. Use [page:BufferAttributeTypes Float32BufferAttribute] instead.</p>
-
-		<h3>[page:Float64Attribute]</h3>
-		<p>Float64Attribute has been removed. Use [page:BufferAttributeTypes Float64BufferAttribute] instead.</p>
-
-
-
-
-
-
-
-		<h2>Cameras</h2>
-
-		<h3>[page:PerspectiveCamera]</h3>
-		<p>
-		PerspectiveCamera.setLens() is deprecated. Use [page:PerspectiveCamera.setFocalLength]()
-		 and [page:PerspectiveCamera.filmGauge]() for a photographic setup.
-		</p>
-
-
-
-
-
-
-
-		<h2>Constants</h2>
-
-		<h3>[page:LineStrip]</h3>
-
-		<h3>[page:LinePieces]</h3>
-		<p>
-		LinePieces mode is no longer supported for [page:Line]s. Create a [page:LineSegments] instead.
-		</p>
-
-
-
-
-
-		<h2>Core</h2>
-
-		<h3>[page:EventDispatcher]</h3>
-		<p>EventDispatcher.apply has been removed. Inherit or Object.assign the prototype to mix-in instead.</p>
-
-		<h3>[page:Raycaster]</h3>
-		<p>Raycaster.params.PointCloud has been renamed to [page:Raycaster.params.Points].</p>
-
-
-		<h3>[page:Uniform]</h3>
-		<p>
-			Uniform.dynamic has been removed. Use object.onBeforeRender() instead.<br /><br />
-
-			Uniform.onUpdate has been removed. Use object.onBeforeRender() instead.
-		</p>
-
-
-
-
-
-
-		<h2>Extras</h2>
-
-		<h3>[page:ClosedSplineCurve3]</h3>
-		<p>ClosedSplineCurve3 has been deprecated. Use [page:CatmullRomCurve3] instead.</p>
-
-		<h3>[page:SplineCurve3]</h3>
-		<p>SplineCurve3 has been deprecated. Use [page:CatmullRomCurve3] instead.</p>
-
-
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-
-
-		<h3>[page:BufferGeometry]</h3>
-		<p>
-			BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
-
-			BufferGeometry.addDrawCall is now [page:BufferGeometry.addGroup].<br /><br />
-
-			BufferGeometry.clearDrawCalls is now [page:BufferGeometry.clearGroups].<br /><br />
-
-			BufferGeometry.computeTangents has been removed.<br /><br />
-
-			BufferGeometry.computeOffsets has been removed.<br /><br />
-
-			BufferGeometry.drawcalls has been renamed to [page:BufferGeometry.groups].<br /><br />
-
-			BufferGeometry.offsets has been renamed to [page:BufferGeometry.groups].<br /><br />
-
-			BufferGeometry.applyMatrix() has been renamed to [page:BufferGeometry.applyMatrix4]().
-		</p>
-
-
-
-
-		<h3>[page:CubeGeometry]</h3>
-		<p>CubeGeometry has been renamed to [page:BoxGeometry].</p>
-
-
-
-		<h3>[page:Geometry]</h3>
-		<p>
-			Geometry.computeTangents() has been removed.<br /><br />
-
-			Geometry.computeLineDistances() has been removed. Use [page:Line.computeLineDistances] instead.<br /><br />
-
-			Geometry.applyMatrix() has been renamed to [page:Geometry.applyMatrix4]().
-		</p>
-
-		<h3>[page:GeometryUtils]</h3>
-		<p>
-			GeometryUtils.merge has been moved to [page:Geometry]. Use [page:Geometry.merge]( geometry2, matrix, materialIndexOffset ) instead.<br /><br />
-
-			GeometryUtils.center has been moved to [page:Geometry]. Use [page:Geometry.center]( ) instead.
-		</p>
-
-		<h3>[page:Plane]</h3>
-		<p>
-			Plane.isIntersectionLine() has been renamed to	[page:Plane.intersectsLine]().
-		</p>
-
-
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-
-
-		<h2>Helpers</h2>
-
-		<h3>[page:BoundingBoxHelper]</h3>
-		<p>BoundingBoxHelper has been deprecated. Use [page:BoxHelper] instead.</p>
-
-		<h3>[page:EdgesHelper]</h3>
-		<p>EdgesHelper has been removed. Use [page:EdgesGeometry] instead.</p>
-
-		<h3>[page:GridHelper]</h3>
-		<p>GridHelper.setColors() has been deprecated, pass them in the constructor instead.</p>
-
-		<h3>[page:WireframeHelper WireframeHelper]</h3>
-		<p>WireframeHelper has been removed. Use [page:WireframeGeometry] instead.</p>
-
-
-
-
-		<h2>Lights</h2>
-
-		<h3>[page:Light]</h3>
-		<p>
-			Light.onlyShadow has been removed.<br /><br />
-
-			Light.shadowCameraLeft is now [page:Light.shadow.camera.left].<br /><br />
-
-			Light.shadowCameraRight is now [page:Light.shadow.camera.right].<br /><br />
-
-			Light.shadowCameraTop is now [page:Light.shadow.camera.top].<br /><br />
-
-			Light.shadowCameraBottom is now [page:Light.shadow.camera.bottom].<br /><br />
-
-			Light.shadowCameraNear is now [page:Light.shadow.camera.near].<br /><br />
-
-			Light.shadowCameraFar is now [page:Light.shadow.camera.far].<br /><br />
-
-			Light.shadowCameraVisible has been removed. Use [page:CameraHelper] ( light.shadow.camera ) instead.<br /><br />
-
-			Light.shadowMapWidth is now [page:Light.shadow.mapSize.width].<br /><br />
-
-			Light.shadowMapHeight is now [page:Light.shadow.mapSize.height].
-		</p>
-
-		<h2>Loaders</h2>
-
-		<h3>[page:XHRLoader]</h3>
-		<p>XHRLoader has been renamed to [page:FileLoader].</p>
-
-		<h3>[page:JSONLoader]</h3>
-		<p>JSONLoader has been removed from core.</p>
-
-		<h2>Math</h2>
-
-		<h3>[page:Box2]</h3>
-		<p>
-			Box2.center has been renamed to [page:Box2.getCenter]().<br /><br />
-
-			Box2.empty has been renamed to [page:Box2.isEmpty]().<br /><br />
-
-			Box2.isIntersectionBox has been renamed to [page:Box2.intersectsBox]().<br /><br />
-
-			Box2.size has been renamed to [page:Box2.getSize]().
-
-		</p>
-
-		<h3>[page:Box3]</h3>
-		<p>
-			Box3.center has been renamed to [page:Box3.getCenter]().<br /><br />
-
-			Box3.empty has been renamed to [page:Box3.isEmpty]().<br /><br />
-
-			Box3.isIntersectionBox has been renamed to [page:Box3.intersectsBox]().<br /><br />
-
-			Box3.isIntersectionSphere has been renamed to [page:Box3.intersectsSphere]().<br /><br />
-
-			Box3.size has been renamed to [page:Box3.getSize]().
-		</p>
-
-		<h3>[page:Face4]</h3>
-		<p>Face4 has been removed. Use [page:Face3] instead.</p>
-
-		<h3>[page:Frustum]</h3>
-		<p>Frustum.setFromMatrix() has been renamed to [page:Frustum.setFromProjectionMatrix]().</p>
-
-		<h3>[page:Line3]</h3>
-		<p>Line3.center has been renamed to [page:Line3.getCenter]().</p>
-
-		<h3>[page:Math]</h3>
-		<p>
-			Math.random16() has been deprecated. Use Math.random() instead.
-		</p>
-
-		<h3>[page:Matrix3]</h3>
-		<p>
-			Matrix3.flattenToArrayOffset() is deprecated. Use [page:Matrix3.toArray]() instead.<br /><br />
-
-			Matrix3.multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.<br /><br />
-
-			Matrix3.multiplyVector3Array() has been renamed to [page:Matrix3.applyToVector3Array]( array ).<br /><br />
-
-			Matrix3.applyToBufferAttribute() has been removed. Use [page:BufferAttribute.applyMatrix3]( matrix ) instead.<br /><br />
-
-			Matrix3.applyToVector3Array() has been removed.
-		<p>
-
-		<h3>[page:Matrix4]</h3>
-		<p>
-			Matrix4.flattenToArrayOffset() is deprecated. Use [page:Matrix4.toArray]() instead.<br /><br />
-
-			Matrix4.extractPosition() has been renamed to [page:Matrix4.copyPosition]( matrix ).<br /><br />
-
-			Matrix4.getPosition() has been removed. Use [page:Vector3.setFromMatrixPosition]( matrix ) instead.<br /><br />
-
-			Matrix4.setRotationFromQuaternion() has been renamed to [page:Matrix4.makeRotationFromQuaternion]( quaternion ).<br /><br />
-
-			Matrix4.multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
-
-			Matrix4.multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
-
-			Matrix4.multiplyVector3Array() has been renamed to [page:Matrix4.applyToVector3Array] ( array ).<br /><br />
-
-			Matrix4.rotateAxis() has been removed. Use [page:Matrix4.transformDirection]( matrix ) instead.<br /><br />
-
-			Matrix4.crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
-
-			Matrix4.rotateX() has been removed.<br /><br />
-
-			Matrix4.rotateY() has been removed.<br /><br />
-
-			Matrix4.rotateZ() has been removed.<br /><br />
-
-			Matrix4.rotateByAxis() has been removed.<br /><br />
-
-			Matrix4.applyToBufferAttribute() has been removed. Use [page:BufferAttribute.applyMatrix4]( matrix ) instead.<br /><br />
-
-			Matrix4.applyToVector3Array() has been removed.<br /><br />
-
-			Matrix4.makeFrustum() has been removed. Use [page:Matrix4.makePerspective]( left, right, top, bottom, near, far ) instead.
-		</p>
-
-
-		<h3>[page:Quaternion.multiplyVector3]</h3>
-		<p>Quaternion.multiplyVector3() has been removed. Use vector.applyQuaternion( quaternion ) instead.</p>
-
-		<h3>[page:Ray]</h3>
-		<p>
-			Ray.isIntersectionBox() has been renamed to [page:Ray.intersectsBox]().<br /><br />
-
-			Ray.isIntersectionPlane has been renamed to [page:Ray.intersectsPlane].<br /><br />
-
-			Ray.isIntersectionSphere has been renamed to [page:Ray.intersectsSphere].
-		</p>
-
-		<h3>[page:Triangle]</h3>
-		<p>
-			Triangle.area() has been renamed to [page:Triangle.getArea]().<br /><br />
-			Triangle.barycoordFromPoint() has been renamed to [page:Triangle.getBarycoord]().<br /><br />
-			Triangle.midpoint() has been renamed to [page:Triangle.getMidpoint]().<br /><br />
-			Triangle.normal() has been renamed to [page:Triangle.getNormal]().<br /><br />
-			Triangle.plane() has been renamed to [page:Triangle.getPlane]().
-		</p>
-
-		<h3>[page:Vector2]</h3>
-		<p>
-			Vector2.fromAttribute() has been renamed to [page:Vector2.fromBufferAttribute]().
-		</p>
-
-		<h3>[page:Vector3]</h3>
-		<p>
-			Vector3.setEulerFromRotationMatrix() has been removed. Use [page:Euler.setFromRotationMatrix]() instead.<br /><br />
-
-			Vector3.setEulerFromQuaternion() has been removed. Use [page:Euler.setFromQuaternion]() instead.<br /><br />
-
-			Vector3.getPositionFromMatrix() has been renamed to [page:Vector3.setFromMatrixPosition]().<br /><br />
-
-			Vector3.getScaleFromMatrix() has been renamed to [page:Vector3.setFromMatrixScale]().<br /><br />
-
-			Vector3.getColumnFromMatrix() has been renamed to [page:Vector3.setFromMatrixColumn]().<br /><br />
-
-			Vector3.applyProjection() has been removed. Use [page:Vector3.applyMatrix4]() instead.<br /><br />
-
-			Vector3.fromAttribute() has been renamed to [page:Vector3.fromBufferAttribute]().
-		</p>
-
-		<h3>[page:Vector4]</h3>
-		<p>
-			Vector4.fromAttribute() has been renamed to [page:Vector4.fromBufferAttribute]().
-		</p>
-
-		<h3>[page:Vertex]</h3>
-		<p>Vertex has been removed. Use [page:Vector3] instead.</p>
-
-		<h3>[page:Spline]</h3>
-		<p>Spline has been removed. Use [page:CatmullRomCurve3] instead.</p>
-
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-		<h2>Materials</h2>
-
-		<h3>[page:Material]</h3>
-		<p>
-			Material.wrapAround has been removed.<br /><br />
-
-			Material.wrapRGB has been removed.
-
-		</p>
-
-		<h3>[page:MeshFaceMaterial]</h3>
-		<p>MeshFaceMaterial has been removed. Use an array of materials instead.</p>
-
-		<h3>[page:MultiMaterial]</h3>
-		<p>MultiMaterial has been removed. Use an array of materials instead.</p>
-
-		<h3>[page:MeshPhongMaterial]</h3>
-		<p>MeshPhongMaterial.metal has been removed. Use [page:MeshStandardMaterial] instead.</p>
-
-		<h3>[page:ParticleBasicMaterial]</h3>
-		<p>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</p>
-
-		<h3>[page:ParticleSystemMaterial]</h3>
-		<p>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</p>
-
-		<h3>[page:PointCloudMaterial]</h3>
-		<p>PointCloudMaterial has been renamed to [page:PointsMaterial].</p>
-
-		<h3>[page:ShaderMaterial.derivatives]</h3>
-		<p>ShaderMaterial.derivatives has been moved to [page:ShaderMaterial.extensions.derivatives].</p>
-
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-		<h2>Objects</h2>
-
-		<h3>[page:LOD.objects]</h3>
-		<p>LOD.objects has been renamed to [page:LOD.levels].</p>
-
-		<h3>[page:Object3D]</h3>
-		<p>
-			Object3D.eulerOrder is now [page:Object3D.rotation.order].<br /><br />
-
-			Object3D.getChildByName() has been renamed to [page:Object3D.getObjectByName]().<br /><br />
-
-			Object3D.renderDepth has been removed. Use [page:Object3D.renderOrder] instead.<br /><br />
-
-			Object3D.translate() has been removed. Use [page:Object3D.translateOnAxis]( axis, distance ) instead.<br /><br />
-
-			Object3D.useQuaternion has been removed. The library now uses quaternions by default.<br /><br />
-
-			Object3D.applyMatrix() has been renamed to [page:Object3D.applyMatrix4]().
-
-		</p>
-
-		<h3>[page:LensFlare]</h3>
-		<p>
-			LensFlare has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Lensflare.js /examples/jsm/objects/Lensflare.js].
-		</p>
-
-
-		<h3>[page:Particle]</h3>
-		<p>Particle has been renamed to [page:Sprite].</p>
-
-		<h3>[page:ParticleSystem]</h3>
-		<p>ParticleSystem has been renamed to [page:Points].</p>
-
-		<h3>[page:PointCloud]</h3>
-		<p>PointCloud has been renamed to [page:Points].</p>
-
-		<h3>[page:Shape]</h3>
-		<p>
-			Shape.extrude has been removed. Use [page:ExtrudeGeometry] instead.<br /><br />
-
-			Shape.makeGeometry has been removed. Use [page:ShapeGeometry] instead.
-		</p>
-
-		<h3>[page:SkinnedMesh]</h3>
-		<p>
-			SkinnedMesh.initBones() has been removed.
-		</p>
-
-
-		<h2>Renderers</h2>
-
-		<h3>[page:CanvasRenderer]</h3>
-		<p>
-			CanvasRenderer has been removed.
-		</p>
-
-		<h3>[page:Projector]</h3>
-		<p>
-			Projector has been moved to
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/renderers/Projector.js 	/examples/jsm/renderers/Projector.js].<br /><br />
-
-			Projector.projectVector() is now [page:Vector.project]().<br /><br />
-
-			Projector.unprojectVector() is now [page:Vector.unproject]().<br /><br />
-
-			Projector:.pickingRay() is now [page:Raycaster.setFromCamera]().
-		</p>
-
-		<h3>[page:WebGLProgram]</h3>
-		<p>
-			WebGLProgram.uniforms is now [page:WebGLProgram.getUniforms]().<br /><br />
-
-			WebGLProgram.attributes is now [page:WebGLProgram.getAttributes]().
-		</p>
-
-		<h3>[page:WebGLRenderer]</h3>
-		<p>
-			WebGLRenderer.supportsFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_float' ).<br /><br />
-
-			WebGLRenderer.supportsHalfFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_half_float' ).<br /><br />
-
-			WebGLRenderer.supportsStandardDerivatives() is now [page:WebGLRenderer.extensions.get]( 'OES_standard_derivatives' ).<br /><br />
-
-			WebGLRenderer.supportsCompressedTextureS3TC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_s3tc' ).<br /><br />
-
-			WebGLRenderer.supportsCompressedTexturePVRTC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_pvrtc' ).<br /><br />
-
-			WebGLRenderer.supportsBlendMinMax() is now [page:WebGLRenderer.extensions.get]( 'EXT_blend_minmax' ).<br /><br />
-
-			WebGLRenderer.supportsVertexTextures() is now [page:WebGLRenderer.capabilities.vertexTextures].<br /><br />
-
-			WebGLRenderer.supportsInstancedArrays() is now [page:WebGLRenderer.extensions.get]( 'ANGLE_instanced_arrays' ).<br /><br />
-
-			WebGLRenderer.enableScissorTest() is now [page:WebGLRenderer.setScissorTest]().<br /><br />
-
-			WebGLRenderer.initMaterial() has been removed.<br /><br />
-
-			WebGLRenderer.addPrePlugin() has been removed.<br /><br />
-
-			WebGLRenderer.addPostPlugin() has been removed.<br /><br />
-
-			WebGLRenderer.updateShadowMap() has been removed.<br /><br />
-
-			WebGLRenderer.setFaceCulling() has been removed.<br /><br />
-
-			WebGLRenderer.setTexture is deprecated, use [page:WebGLRenderer.setTexture2D]() instead.<br /><br />
-
-			WebGLRenderer.shadowMapEnabled is now [page:WebGLRenderer.shadowMap.enabled].<br /><br />
-
-			WebGLRenderer.shadowMapType is now [page:WebGLRenderer.shadowMap.type].<br /><br />
-
-			WebGLRenderer.shadowMapCullFace has been removed. Set [page:Material.shadowSide] instead.<br /><br />
-
-			WebGLRenderer.shadowMap.cullFace has been removed. Set [page:Material.shadowSide] instead.<br /><br />
-
-			WebGLRenderer.shadowMap.renderReverseSided has been removed. Set [page:Material.shadowSide] instead.<br /><br />
-
-			WebGLRenderer.shadowMap.renderSingleSided has been removed. Set [page:Material.shadowSide] instead.
-
-		</p>
-
-		<h3>[page:WebGLRenderTarget]</h3>
-		<p>
-			WebGLRenderTarget.wrapS is now [page:WebGLRenderTarget.texture.wrapS].<br /><br />
-
-			WebGLRenderTarget.wrapT is now [page:WebGLRenderTarget.texture.wrapT].<br /><br />
-
-			WebGLRenderTarget.magFilter is now [page:WebGLRenderTarget.texture.magFilter].<br /><br />
-
-			WebGLRenderTarget.minFilter is now [page:WebGLRenderTarget.texture.minFilter].<br /><br />
-
-			WebGLRenderTarget.anisotropy is now [page:WebGLRenderTarget.texture.anisotropy].<br /><br />
-
-			WebGLRenderTarget.offset is now [page:WebGLRenderTarget.texture.offset].<br /><br />
-
-			WebGLRenderTarget.repeat is now [page:WebGLRenderTarget.texture.repeat].<br /><br />
-
-			WebGLRenderTarget.format is now [page:WebGLRenderTarget.texture.format].<br /><br />
-
-			WebGLRenderTarget.type is now [page:WebGLRenderTarget.texture.type].<br /><br />
-
-			WebGLRenderTarget.generateMipmaps is now [page:WebGLRenderTarget.texture.generateMipmaps].
-		</p>
-
-
-		<h2>Textures</h2>
-
-		<h3>[page:ImageUtils]</h3>
-		<p>
-			ImageUtils.loadTexture has been deprecated. Use [page:TextureLoader] instead.<br /><br />
-
-			ImageUtils.loadTextureCube has been deprecated. Use [page:CubeTextureLoader] instead.<br /><br />
-
-			ImageUtils.loadCompressedTexture has been removed. Use [page:DDSLoader] instead.<br /><br />
-
-			ImageUtils.loadCompressedTextureCube has been removed. Use [page:DDSLoader] instead.
-		</p>
-
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/Three.Legacy.js src/Three.Legacy.js]
-		</p>
-
-		</body>
-</html>

+ 4 - 3
docs/api/en/extras/Earcut.html

@@ -18,10 +18,11 @@
 
 
 		<h3>[method:Array triangulate]( data, holeIndices, dim )</h3>
 		<h3>[method:Array triangulate]( data, holeIndices, dim )</h3>
 		<p>
 		<p>
-		data -- A flat array of vertice coordinates.<br /><br />
-		holeIndices -- An array of hole indices if any.<br /><br />
-		dim -- The number of coordinates per vertice in the input array.<br /><br />
+		data -- A flat array of vertex coordinates.<br />
+		holeIndices -- An array of hole indices if any.<br />
+		dim -- The number of coordinates per vertex in the input array.<br /><br />
 
 
+		Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices. 
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 1 - 2
docs/api/en/extras/ShapeUtils.html

@@ -24,8 +24,7 @@
 		<p>
 		<p>
 		contour -- 2D polygon. An array of THREE.Vector2()<br /><br />
 		contour -- 2D polygon. An array of THREE.Vector2()<br /><br />
 
 
-		Calculate area of a ( 2D ) contour polygon.<br /><br />
-
+		Calculate area of a ( 2D ) contour polygon.
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean isClockWise]( pts )</h3>
 		<h3>[method:Boolean isClockWise]( pts )</h3>

+ 11 - 3
docs/api/en/extras/core/Curve.html

@@ -79,22 +79,30 @@
 			using [page:.getPoint].
 			using [page:.getPoint].
 		 </p>
 		 </p>
 
 
-		<h3>[method:Vector getTangent]( [param:Float t] )</h3>
+		<h3>[method:Vector getTangent]( [param:Float t, [param:Vector optionalTarget] ] )</h3>
 		<p>
 		<p>
+			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
+			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
+			otherwise a new Vector will be created. <br /><br />
+
 			Returns a unit vector tangent at t. If the derived curve does not implement its
 			Returns a unit vector tangent at t. If the derived curve does not implement its
 			tangent derivation, two points a small delta apart will be used to find its gradient
 			tangent derivation, two points a small delta apart will be used to find its gradient
 			which seems to give a reasonable approximation.
 			which seems to give a reasonable approximation.
 		</p>
 		</p>
 
 
-		<h3>[method:Vector getTangentAt]( [param:Float u] )</h3>
+		<h3>[method:Vector getTangentAt]( [param:Float u, [param:Vector optionalTarget] ] )</h3>
 		<p>
 		<p>
+			[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
+			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
+			otherwise a new Vector will be created. <br /><br />
+
 			Returns tangent at a point which is equidistant to the ends of the curve from the
 			Returns tangent at a point which is equidistant to the ends of the curve from the
 			point given in [page:.getTangent].
 			point given in [page:.getTangent].
 		</p>
 		</p>
 
 
 		<h3>[method:Object computeFrenetFrames]( [param:Integer segments], [param:Boolean closed] )</h3>
 		<h3>[method:Object computeFrenetFrames]( [param:Integer segments], [param:Boolean closed] )</h3>
 		<p>
 		<p>
-		Generates the Frenet Frames. Used in geometries like [page:TubeGeometry] or [page:ExtrudeGeometry].
+		Generates the Frenet Frames. Requires a curve definition in 3D space. Used in geometries like [page:TubeGeometry] or [page:ExtrudeGeometry].
 		</p>
 		</p>
 
 
 		<h3>[method:Curve clone]()</h3>
 		<h3>[method:Curve clone]()</h3>

+ 8 - 1
docs/api/en/extras/core/CurvePath.html

@@ -51,7 +51,14 @@
 
 
 		<h3>[method:Float getCurveLengths]()</h3>
 		<h3>[method:Float getCurveLengths]()</h3>
 		<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
 		<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
-				
+
+		<h3>[method:Vector getPoint]( [param:Float t] )</h3>
+		<p>
+			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br><br />
+
+			Returns a vector for a given position on the curve path.
+		</p>
+
 		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
 		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
 		<p>
 		<p>
 			divisions -- number of pieces to divide the curve into. Default is *12*.<br /><br />
 			divisions -- number of pieces to divide the curve into. Default is *12*.<br /><br />

+ 1 - 1
docs/api/en/extras/core/Path.html

@@ -16,7 +16,7 @@
 		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
 		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var path = new THREE.Path();
 		var path = new THREE.Path();

+ 2 - 0
docs/api/en/extras/core/Shape.html

@@ -17,6 +17,8 @@
 		[page:ShapeGeometry], to get points, or to get triangulated faces.
 		[page:ShapeGeometry], to get points, or to get triangulated faces.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
+
 		<code>
 		<code>
 		var heartShape = new THREE.Shape();
 		var heartShape = new THREE.Shape();
 
 

+ 4 - 2
docs/api/en/extras/core/ShapePath.html

@@ -16,7 +16,7 @@
 		series of paths.
 		series of paths.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 		<p>
 		<p>
 			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
 			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
 		</p>
 		</p>
@@ -88,6 +88,8 @@
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/ShapePath.js src/extras/core/ShapePath.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/ShapePath.js src/extras/core/ShapePath.js]
+		</p>
 	</body>
 	</body>
 </html>
 </html>

+ 23 - 19
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -15,30 +15,32 @@
 		<p class="desc">Create a smooth 3d spline curve from a series of points using the
 		<p class="desc">Create a smooth 3d spline curve from a series of points using the
 			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
 			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-		<p>
-			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
-		</p>
+		<code>
+		//Create a closed wavey loop
+		var curve = new THREE.CatmullRomCurve3( [
+			new THREE.Vector3( -10, 0, 10 ),
+			new THREE.Vector3( -5, 5, 5 ),
+			new THREE.Vector3( 0, 0, 0 ),
+			new THREE.Vector3( 5, -5, 5 ),
+			new THREE.Vector3( 10, 0, 10 )
+		] );
+
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-<code>
-//Create a closed wavey loop
-var curve = new THREE.CatmullRomCurve3( [
-	new THREE.Vector3( -10, 0, 10 ),
-	new THREE.Vector3( -5, 5, 5 ),
-	new THREE.Vector3( 0, 0, 0 ),
-	new THREE.Vector3( 5, -5, 5 ),
-	new THREE.Vector3( 10, 0, 10 )
-] );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		<h2>Examples</h2>
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
@@ -70,6 +72,8 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Curve] class for common methods.</p>
 		<p>See the base [page:Curve] class for common methods.</p>
 
 
+		<h2>Source</h2>
+
 		<p>
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>
 		</p>

+ 14 - 14
docs/api/en/extras/curves/CubicBezierCurve.html

@@ -18,24 +18,24 @@
 			defined by a start point, endpoint and two control points.
 			defined by a start point, endpoint and two control points.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.CubicBezierCurve(
-	new THREE.Vector2( -10, 0 ),
-	new THREE.Vector2( -5, 15 ),
-	new THREE.Vector2( 20, 15 ),
-	new THREE.Vector2( 10, 0 )
-);
+		<code>
+		var curve = new THREE.CubicBezierCurve(
+			new THREE.Vector2( -10, 0 ),
+			new THREE.Vector2( -5, 15 ),
+			new THREE.Vector2( 20, 15 ),
+			new THREE.Vector2( 10, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 14 - 14
docs/api/en/extras/curves/CubicBezierCurve3.html

@@ -18,25 +18,25 @@
 			defined by a start point, endpoint and two control points.
 			defined by a start point, endpoint and two control points.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.CubicBezierCurve3(
-	new THREE.Vector3( -10, 0, 0 ),
-	new THREE.Vector3( -5, 15, 0 ),
-	new THREE.Vector3( 20, 15, 0 ),
-	new THREE.Vector3( 10, 0, 0 )
-);
+		<code>
+		var curve = new THREE.CubicBezierCurve3(
+			new THREE.Vector3( -10, 0, 0 ),
+			new THREE.Vector3( -5, 15, 0 ),
+			new THREE.Vector3( 20, 15, 0 ),
+			new THREE.Vector3( 10, 0, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
 
 
-</code>
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 15 - 15
docs/api/en/extras/curves/EllipseCurve.html

@@ -17,25 +17,25 @@
 			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
 			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.EllipseCurve(
-	0,  0,            // ax, aY
-	10, 10,           // xRadius, yRadius
-	0,  2 * Math.PI,  // aStartAngle, aEndAngle
-	false,            // aClockwise
-	0                 // aRotation
-);
+		<code>
+		var curve = new THREE.EllipseCurve(
+			0,  0,            // ax, aY
+			10, 10,           // xRadius, yRadius
+			0,  2 * Math.PI,  // aStartAngle, aEndAngle
+			false,            // aClockwise
+			0                 // aRotation
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var ellipse = new THREE.Line( geometry, material );
-</code>
+		// Create the final object to add to the scene
+		var ellipse = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 13 - 13
docs/api/en/extras/curves/QuadraticBezierCurve.html

@@ -18,23 +18,23 @@
 			defined by a startpoint, endpoint and a single control point.
 			defined by a startpoint, endpoint and a single control point.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.QuadraticBezierCurve(
-	new THREE.Vector2( -10, 0 ),
-	new THREE.Vector2( 20, 15 ),
-	new THREE.Vector2( 10, 0 )
-);
+		<code>
+		var curve = new THREE.QuadraticBezierCurve(
+			new THREE.Vector2( -10, 0 ),
+			new THREE.Vector2( 20, 15 ),
+			new THREE.Vector2( 10, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-//Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		//Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 13 - 13
docs/api/en/extras/curves/QuadraticBezierCurve3.html

@@ -18,23 +18,23 @@
 			defined by a startpoint, endpoint and a single control point.
 			defined by a startpoint, endpoint and a single control point.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.QuadraticBezierCurve3(
-	new THREE.Vector3( -10, 0, 0 ),
-	new THREE.Vector3( 20, 15, 0 ),
-	new THREE.Vector3( 10, 0, 0 )
-);
+		<code>
+		var curve = new THREE.QuadraticBezierCurve3(
+			new THREE.Vector3( -10, 0, 0 ),
+			new THREE.Vector3( 20, 15, 0 ),
+			new THREE.Vector3( 10, 0, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 20 - 20
docs/api/en/extras/curves/SplineCurve.html

@@ -17,26 +17,26 @@
 		[page:Interpolations.CatmullRom] to create the curve.
 		[page:Interpolations.CatmullRom] to create the curve.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-<code>
-// Create a sine-like wave
-var curve = new THREE.SplineCurve( [
-	new THREE.Vector2( -10, 0 ),
-	new THREE.Vector2( -5, 5 ),
-	new THREE.Vector2( 0, 0 ),
-	new THREE.Vector2( 5, -5 ),
-	new THREE.Vector2( 10, 0 )
-] );
-
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-// Create the final object to add to the scene
-var splineObject = new THREE.Line( geometry, material );
-</code>
+		<h2>Code Example</h2>
+
+		<code>
+		// Create a sine-like wave
+		var curve = new THREE.SplineCurve( [
+			new THREE.Vector2( -10, 0 ),
+			new THREE.Vector2( -5, 5 ),
+			new THREE.Vector2( 0, 0 ),
+			new THREE.Vector2( 5, -5 ),
+			new THREE.Vector2( 10, 0 )
+		] );
+
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
+
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+		// Create the final object to add to the scene
+		var splineObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 81 - 5
docs/api/en/extras/objects/ImmediateRenderObject.html

@@ -12,27 +12,103 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">base class for immediate rendering objects.</p>
+		<p class="desc">
+			This experimental class provides a fast code path for rendering meshes with frequently updated
+			geometry data. When the renderer encounters an instance of [name], it only takes care about
+			the most primitive rendering operations (e.g. binding vertex attributes, determining correct shader
+			program or perfoming the actual draw call). Features like view frustum culling, wireframe rendering
+			or using multiple materials are not supported. Besides [name] can only be used to render triangles.
+		</p>
+
+		<p class="desc">
+			[name] does not work with instances of [page:BufferGeometry] or [page:Geometry]. The
+			raw geometry data have to be maintained as properties of the [name].
+		</p>
+
+		<p class="desc">
+			Using [name] makes only sense if you are updating your geometry data per frame. You can then
+			benefit of a faster code path compared to the default mesh redering logic.
+		</p>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_marchingcubes Marching Cubes]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [param:Material material] )</h3>
 		<p>
 		<p>
-		This creates a new [name].
+		[page:Material material] — The material of the [name].
 		</p>
 		</p>
 
 
+		<h2>Properties</h2>
+		<p>See the base [page:Object3D] class for common properties.</p>
+
+		<h3>[property:Boolean material]</h3>
+		<p>
+			The material of the [name]. Assigning multiple materials is not supported.
+		</p>
+
+		<h3>[property:Boolean hasPositions]</h3>
+		<p>
+			Whether position data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasNormals]</h3>
+		<p>
+			Whether normal data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasColors]</h3>
+		<p>
+			Whether color data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasUvs]</h3>
+		<p>
+			Whether texture coordinates are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Float32Array positionArray]</h3>
+		<p>
+			The buffer holding position data. Default is *null*.
+		</p>
+
+		<h3>[property:Float32Array normalArray]</h3>
+		<p>
+			The buffer holding normal data. Default is *null*.
+		</p>
+
+		<h3>[property:Float32Array colorArray]</h3>
+		<p>
+			The buffer holding color data. Default is *null*.
+		</p>
+
+		<h3>[property:Float32Array uvArray]</h3>
+		<p>
+			The buffer holding texture coordinates. Default is *null*.
+		</p>
+
+		<h3>[property:Integer count]</h3>
+		<p>
+			The number of primitives to be rendered. Default is *0*.
+			This property will be set to *0* after each rendering so you usually
+			set it in the implementatio of [page:.render]().
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 
 		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<p>
 		<p>
-		renderCallback -- A function to render the generated object.
+		renderCallback -- A function to render the generated geometry data.
 		</p>
 		</p>
 		<p>
 		<p>
-		This function needs to be overridden to start the creation of the object and should call renderCallback when finished.
+		This method needs to be implemented by the deriving class of [name]. You normally want to implement the
+		vertex buffer update logic and execute *renderCallback* at the end of your implementation.
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/geometries/BoxBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );

+ 1 - 1
docs/api/en/geometries/BoxGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );

+ 1 - 1
docs/api/en/geometries/CircleBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );

+ 1 - 1
docs/api/en/geometries/CircleGeometry.html

@@ -33,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleGeometry( 5, 32 );
 		var geometry = new THREE.CircleGeometry( 5, 32 );

+ 1 - 1
docs/api/en/geometries/ConeBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 1 - 1
docs/api/en/geometries/ConeGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 1 - 1
docs/api/en/geometries/CylinderBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 1 - 1
docs/api/en/geometries/CylinderGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 6 - 3
docs/api/en/geometries/EdgesGeometry.html

@@ -14,9 +14,7 @@
 
 
 		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
 		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
 
 
-		<h2>Example</h2>
-
-		[example:webgl_helpers helpers]
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
 var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
@@ -25,6 +23,11 @@ var line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color:
 scene.add( line );
 scene.add( line );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_helpers helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>

+ 1 - 1
docs/api/en/geometries/ExtrudeBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

+ 1 - 1
docs/api/en/geometries/ExtrudeGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

+ 1 - 1
docs/api/en/geometries/LatheBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];

+ 1 - 1
docs/api/en/geometries/LatheGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];

+ 1 - 1
docs/api/en/geometries/ParametricBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
 		var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );

+ 1 - 1
docs/api/en/geometries/ParametricGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
 		var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );

+ 1 - 1
docs/api/en/geometries/PlaneBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );

+ 1 - 1
docs/api/en/geometries/PlaneGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );

+ 1 - 1
docs/api/en/geometries/PolyhedronBufferGeometry.html

@@ -19,7 +19,7 @@
 			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
 			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,

+ 1 - 1
docs/api/en/geometries/PolyhedronGeometry.html

@@ -17,7 +17,7 @@
 			project them onto a sphere, and then divide them up to the desired level of detail.
 			project them onto a sphere, and then divide them up to the desired level of detail.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,

+ 1 - 1
docs/api/en/geometries/RingBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );

+ 1 - 1
docs/api/en/geometries/RingGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );

+ 1 - 1
docs/api/en/geometries/ShapeBufferGeometry.html

@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

+ 1 - 1
docs/api/en/geometries/ShapeGeometry.html

@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

+ 1 - 1
docs/api/en/geometries/SphereBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 1 - 1
docs/api/en/geometries/SphereGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 7 - 5
docs/api/en/geometries/TextBufferGeometry.html

@@ -36,11 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var loader = new THREE.FontLoader();
 		var loader = new THREE.FontLoader();
@@ -61,6 +57,12 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+		[example:webgl_geometry_text geometry / text ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>

+ 7 - 5
docs/api/en/geometries/TextGeometry.html

@@ -36,11 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var loader = new THREE.FontLoader();
 		var loader = new THREE.FontLoader();
@@ -61,6 +57,12 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+		[example:webgl_geometry_text geometry / text ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>

+ 1 - 1
docs/api/en/geometries/TorusBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

+ 1 - 1
docs/api/en/geometries/TorusGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

+ 1 - 1
docs/api/en/geometries/TorusKnotBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

+ 1 - 1
docs/api/en/geometries/TorusKnotGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

+ 2 - 2
docs/api/en/geometries/TubeBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {
@@ -68,7 +68,7 @@
 
 
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<p>
 		<p>
-		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
+		path — [page:Curve] - A 3D path that inherits from the [page:Curve] base class<br />
 		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
 		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
 		radius — [page:Float] - The radius of the tube, default is 1<br />
 		radius — [page:Float] - The radius of the tube, default is 1<br />
 		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
 		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />

+ 2 - 2
docs/api/en/geometries/TubeGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {
@@ -68,7 +68,7 @@
 
 
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<p>
 		<p>
-		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
+		path — [page:Curve] - A 3D path that inherits from the [page:Curve] base class<br />
 		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
 		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
 		radius — [page:Float] - The radius of the tube, default is 1<br />
 		radius — [page:Float] - The radius of the tube, default is 1<br />
 		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
 		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />

+ 14 - 28
docs/api/en/geometries/WireframeGeometry.html

@@ -14,41 +14,27 @@
 
 
 		<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
 		<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
 
 
-		<!-- <iframe id="scene" src="scenes/geometry-browser.html#EdgeGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			var scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script> -->
-
-		<h2>Example</h2>
-
-		[example:webgl_helpers helpers]
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-var geometry = new THREE.SphereBufferGeometry( 100, 100, 100 );
+		var geometry = new THREE.SphereBufferGeometry( 100, 100, 100 );
 
 
-var wireframe = new THREE.WireframeGeometry( geometry );
+		var wireframe = new THREE.WireframeGeometry( geometry );
 
 
-var line = new THREE.LineSegments( wireframe );
-line.material.depthTest = false;
-line.material.opacity = 0.25;
-line.material.transparent = true;
+		var line = new THREE.LineSegments( wireframe );
+		line.material.depthTest = false;
+		line.material.opacity = 0.25;
+		line.material.transparent = true;
 
 
-scene.add( line );
+		scene.add( line );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<h3>[name]( [param:Geometry geometry] )</h3>

+ 9 - 7
docs/api/en/helpers/ArrowHelper.html

@@ -14,13 +14,7 @@
 
 
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_geometries WebGL / geometries]<br/>
-			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
-			[example:webgl_shadowmesh WebGL / shadowmesh]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -36,6 +30,14 @@
 		scene.add( arrowHelper );
 		scene.add( arrowHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>

+ 10 - 7
docs/api/en/helpers/AxesHelper.html

@@ -13,9 +13,17 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
-			The X axis is red. The Y axis is green. The Z axis is blue.</p>
+			The X axis is red. The Y axis is green. The Z axis is blue.
+		</p>
+
+		<h2>Code Example</h2>
+
+		<code>
+var axesHelper = new THREE.AxesHelper( 5 );
+scene.add( axesHelper );
+		</code>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_geometries WebGL / geometries]<br/>
 			[example:webgl_geometries WebGL / geometries]<br/>
@@ -23,11 +31,6 @@
 			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
 			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
 		</p>
 		</p>
 
 
-		<code>
-var axesHelper = new THREE.AxesHelper( 5 );
-scene.add( axesHelper );
-    </code>
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 1 - 1
docs/api/en/helpers/Box3Helper.html

@@ -17,7 +17,7 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var box = new THREE.Box3();
 		var box = new THREE.Box3();

+ 8 - 7
docs/api/en/helpers/BoxHelper.html

@@ -19,13 +19,7 @@
 			so it won't work with [page:Sprite Sprites].
 			so it won't work with [page:Sprite Sprites].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_helpers WebGL / helpers]<br/>
-			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
-			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var sphere = new THREE.SphereBufferGeometry();
 		var sphere = new THREE.SphereBufferGeometry();
@@ -34,6 +28,13 @@
 		scene.add( box );
 		scene.add( box );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers WebGL / helpers]<br/>
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
+			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 6 - 6
docs/api/en/helpers/CameraHelper.html

@@ -17,18 +17,18 @@
 		It visualizes the frustum of a camera using a [page:LineSegments].
 		It visualizes the frustum of a camera using a [page:LineSegments].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-		<p>
-			[example:webgl_camera WebGL / camera]<br/>
-			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
-		</p>
-
+		<h2>Code Example</h2>
 		<code>
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var helper = new THREE.CameraHelper( camera );
 var helper = new THREE.CameraHelper( camera );
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_camera WebGL / camera]<br/>
+			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 1 - 4
docs/api/en/helpers/DirectionalLightHelper.html

@@ -18,17 +18,14 @@
 			This consists of plane and a line representing the light's position and direction.
 			This consists of plane and a line representing the light's position and direction.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var light = new THREE.DirectionalLight( 0xFFFFFF );
 		var light = new THREE.DirectionalLight( 0xFFFFFF );
-
 		var helper = new THREE.DirectionalLightHelper( light, 5 );
 		var helper = new THREE.DirectionalLightHelper( light, 5 );
-
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 7 - 5
docs/api/en/helpers/GridHelper.html

@@ -14,11 +14,7 @@
 
 
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_helpers WebGL / helpers]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>var size = 10;
 		<code>var size = 10;
 		var divisions = 10;
 		var divisions = 10;
@@ -27,6 +23,12 @@
 		scene.add( gridHelper );
 		scene.add( gridHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:number size], [param:Number divisions], [param:Color colorCenterLine], [param:Color colorGrid] )</h3>
 		<h3>[name]( [param:number size], [param:Number divisions], [param:Color colorCenterLine], [param:Color colorGrid] )</h3>

+ 4 - 4
docs/api/en/helpers/HemisphereLightHelper.html

@@ -16,12 +16,12 @@
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-var helper = new THREE.HemisphereLightHelper( light, 5 );
-scene.add( helper );
+		var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
+		var helper = new THREE.HemisphereLightHelper( light, 5 );
+		scene.add( helper );
 		</code>
 		</code>
 
 
 
 

+ 1 - 1
docs/api/en/helpers/PlaneHelper.html

@@ -17,7 +17,7 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
 		var plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );

+ 5 - 7
docs/api/en/helpers/PointLightHelper.html

@@ -17,12 +17,7 @@
 			 a [page:PointLight].
 			 a [page:PointLight].
 		 </p>
 		 </p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_helpers WebGL /  helpers]
-		</p>
+		 <h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
@@ -34,8 +29,11 @@
 		scene.add( pointLightHelper );
 		scene.add( pointLightHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
 
 
-
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 9 - 6
docs/api/en/helpers/PolarGridHelper.html

@@ -14,13 +14,10 @@
 
 
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-		<p>
-			[example:webgl_helpers WebGL / helpers]
-		</p>
-
-		<code>var radius = 10;
+		<code>
+		var radius = 10;
 		var radials = 16;
 		var radials = 16;
 		var circles = 8;
 		var circles = 8;
 		var divisions = 64;
 		var divisions = 64;
@@ -29,6 +26,12 @@
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Number radius], [param:Number radials], [param:Number circles], [param:Number divisions], [param:Color color1], [param:Color color2] )</h3>
 		<h3>[name]( [param:Number radius], [param:Number radials], [param:Number circles], [param:Number divisions], [param:Color color1], [param:Color color2] )</h3>

+ 7 - 8
docs/api/en/helpers/SkeletonHelper.html

@@ -17,8 +17,14 @@
 		The helper is renderered using a [page:LineBasicMaterial LineBasicMaterial].
 		The helper is renderered using a [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var helper = new THREE.SkeletonHelper( skinnedMesh );
+		scene.add( helper );
+		</code>
+
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
 			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
@@ -26,13 +32,6 @@
 			[example:webgl_loader_bvh WebGL / loader / bvh ]
 			[example:webgl_loader_bvh WebGL / loader / bvh ]
 		</p>
 		</p>
 
 
-		<code>
-var helper = new THREE.SkeletonHelper( skinnedMesh );
-scene.add( helper );
-		</code>
-
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 5 - 5
docs/api/en/helpers/SpotLightHelper.html

@@ -14,11 +14,6 @@
 
 
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 
 
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_lights_spotlights WebGL/ lights / spotlights ]
-		</p>
-
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 		<code>
 		<code>
 		var spotLight = new THREE.SpotLight( 0xffffff );
 		var spotLight = new THREE.SpotLight( 0xffffff );
@@ -29,6 +24,11 @@
 		scene.add( spotLightHelper );
 		scene.add( spotLightHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lights_spotlights WebGL/ lights / spotlights ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>

+ 9 - 6
docs/api/en/lights/AmbientLight.html

@@ -18,16 +18,19 @@
 			This light cannot be used to cast shadows as it does not have a direction.
 			This light cannot be used to cast shadows as it does not have a direction.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var light = new THREE.AmbientLight( 0x404040 ); // soft white light
+		scene.add( light );
+		</code>
+
+		<h2>Examples</h2>
 		<p>
 		<p>
-		  [example:webgl_animation_cloth animation / cloth ]<br />
-		  [example:webgl_animation_skinning_blending animation / skinning / blending ]
+			[example:webgl_animation_cloth animation / cloth ]<br />
+			[example:webgl_animation_skinning_blending animation / skinning / blending ]
 		</p>
 		</p>
 
 
-<code>var light = new THREE.AmbientLight( 0x404040 ); // soft white light
-scene.add( light );</code>
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>

+ 8 - 8
docs/api/en/lights/DirectionalLight.html

@@ -37,8 +37,15 @@
 			See the [page:.target target] property below for details on updating the target.
 			See the [page:.target target] property below for details on updating the target.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		// White directional light at half intensity shining from the top.
+		var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
+		scene.add( directionalLight );
+		</code>
+
+		<h2>Examples</h2>
 		<p>
 		<p>
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
@@ -48,13 +55,6 @@
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
 		</p>
 		</p>
 
 
-		<code>
-		// White directional light at half intensity shining from the top.
-		var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
-		scene.add( directionalLight );
-		</code>
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>

+ 15 - 13
docs/api/en/lights/HemisphereLight.html

@@ -19,21 +19,23 @@
 			This light cannot be used to cast shadows.
 			This light cannot be used to cast shadows.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-		<div>
+		<code>
+		var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
+		scene.add( light );
+		</code>
+
+		<h2>Examples</h2>
+
+		<p>
 			[example:webgl_lights_hemisphere lights / hemisphere ]<br />
 			[example:webgl_lights_hemisphere lights / hemisphere ]<br />
-		  [example:misc_controls_pointerlock controls / pointerlock ]<br />
-		  [example:webgl_decals decals ]<br />
-		  [example:webgl_loader_collada_kinematics loader / collada / kinematics ]<br />
-		  [example:webgl_materials_lightmap materials / lightmap ]<br />
-		  [example:webgl_shaders_ocean shaders / ocean ]
-		</div>
-
-<code>
-var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-scene.add( light );
-</code>
+			[example:misc_controls_pointerlock controls / pointerlock ]<br />
+			[example:webgl_decals decals ]<br />
+			[example:webgl_loader_collada_kinematics loader / collada / kinematics ]<br />
+			[example:webgl_materials_lightmap materials / lightmap ]<br />
+			[example:webgl_shaders_ocean shaders / ocean ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>
 		<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>

+ 70 - 0
docs/api/en/lights/LightProbe.html

@@ -0,0 +1,70 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr; [page:Light] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Light probes are an alternative way of adding light to a 3D scene. Unlike classical light sources (e.g. directional,
+			point or spot lights), light probes do not emit light. Instead they store information about light passing through
+			3D space. During rendering, the light that hits a 3D object is approximated by using the data from the light probe.
+		</p>
+
+		<p class="desc">
+			Light probes are usually created from (radiance) environment maps. The class [page:LightProbeGenerator] can
+			be used to create light probes from instances of [page:CubeTexture] or [page:WebGLCubeRenderTarget].
+			However, light estimation data could also be provided in other forms e.g. by WebXR. This enables the rendering
+			of augmented reality content that reacts to real world lighting.
+		</p>
+
+		<p class="desc">
+			The current probe implementation in three.js supports so-called diffuse light probes. This type of light probe
+			is functionally equivalent to an irradiance environment map.
+		</p>
+
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lightprobe WebGL / light probe ]<br />
+			[example:webgl_lightprobe_cubecamera WebGL / light probe / cube camera ]
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:SphericalHarmonics3 sh], [param:Float intensity] )</h3>
+		<p>
+		[page:SphericalHarmonics3 sh] - (optional) An instance of [page:SphericalHarmonics3].<br />
+		[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+				See the base [page:Light Light] class for common properties. The [page:Light.color color] property is currently
+				not evaluated and thus has no effect.
+		</p>
+
+		<h3>[property:SphericalHarmonics3 sh]</h3>
+		<p>
+			A light probe uses spherical harmonics to encode lighting information.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+				See the base [page:Light Light] class for common methods.
+		</p>
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 8 - 8
docs/api/en/lights/PointLight.html

@@ -19,8 +19,15 @@
 			 This light can cast shadows - see [page:PointLightShadow] page for details.
 			 This light can cast shadows - see [page:PointLightShadow] page for details.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+var light = new THREE.PointLight( 0xff0000, 1, 100 );
+light.position.set( 50, 50, 50 );
+scene.add( light );
+		</code>
+
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
@@ -30,13 +37,6 @@
 			[example:webgl_lensflares lensflares ]
 			[example:webgl_lensflares lensflares ]
 		</p>
 		</p>
 
 
-		<code>
-var light = new THREE.PointLight( 0xff0000, 1, 100 );
-light.position.set( 50, 50, 50 );
-scene.add( light );
-		</code>
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>

+ 8 - 9
docs/api/en/lights/RectAreaLight.html

@@ -24,14 +24,9 @@
 			</ul>
 			</ul>
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_lights_rectarealight WebGL / rectarealight ]
-
-			<code>
+		<code>
 var width = 10;
 var width = 10;
 var height = 10;
 var height = 10;
 var intensity = 1;
 var intensity = 1;
@@ -43,9 +38,13 @@ scene.add( rectLight )
 rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
 rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
 rectLight.add( rectLightHelper );
 rectLight.add( rectLightHelper );
 
 
-			</code>
-		</p>
+		</code>
+
+		<h2>Examples</h2>
 
 
+		<p>
+			[example:webgl_lights_rectarealight WebGL / rectarealight ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 7 - 7
docs/api/en/lights/SpotLight.html

@@ -19,13 +19,6 @@
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_lights_spotlight lights / spotlight ]<br />
-			[example:webgl_lights_spotlights lights / spotlights ]
-		</p>
-
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 		<code>
 		<code>
 		// white spotlight shining from the side, casting a shadow
 		// white spotlight shining from the side, casting a shadow
@@ -45,6 +38,13 @@
 		scene.add( spotLight );
 		scene.add( spotLight );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 39 - 40
docs/api/en/lights/shadows/DirectionalLightShadow.html

@@ -20,46 +20,45 @@
 			are parallel.
 			are parallel.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a DirectionalLight and turn on shadows for the light
-var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
-light.position.set( 0, 1, 0 ); 			//default; light shining from top
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;    // default
-light.shadow.camera.far = 500;     // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
+		<h2>Code Example</h2>
+
+		<code>
+		//Create a WebGLRenderer and turn on shadows in the renderer
+		var renderer = new THREE.WebGLRenderer();
+		renderer.shadowMap.enabled = true;
+		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+		//Create a DirectionalLight and turn on shadows for the light
+		var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
+		light.position.set( 0, 1, 0 ); 			//default; light shining from top
+		light.castShadow = true;            // default false
+		scene.add( light );
+
+		//Set up shadow properties for the light
+		light.shadow.mapSize.width = 512;  // default
+		light.shadow.mapSize.height = 512; // default
+		light.shadow.camera.near = 0.5;    // default
+		light.shadow.camera.far = 500;     // default
+
+		//Create a sphere that cast shadows (but does not receive them)
+		var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+		var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
+		sphere.castShadow = true; //default is false
+		sphere.receiveShadow = false; //default
+		scene.add( sphere );
+
+		//Create a plane that receives shadows (but does not cast them)
+		var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+		var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+		plane.receiveShadow = true;
+		scene.add( plane );
+
+		//Create a helper for the shadow camera (optional)
+		var helper = new THREE.CameraHelper( light.shadow.camera );
+		scene.add( helper );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>

+ 38 - 40
docs/api/en/lights/shadows/PointLightShadow.html

@@ -16,46 +16,44 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a PointLight and turn on shadows for the light
-var light = new THREE.PointLight( 0xffffff, 1, 100 );
-light.position.set( 0, 10, 0 );
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;       // default
-light.shadow.camera.far = 500      // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
+		<h2>Code Example</h2>
+		<code>
+		//Create a WebGLRenderer and turn on shadows in the renderer
+		var renderer = new THREE.WebGLRenderer();
+		renderer.shadowMap.enabled = true;
+		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+		//Create a PointLight and turn on shadows for the light
+		var light = new THREE.PointLight( 0xffffff, 1, 100 );
+		light.position.set( 0, 10, 0 );
+		light.castShadow = true;            // default false
+		scene.add( light );
+
+		//Set up shadow properties for the light
+		light.shadow.mapSize.width = 512;  // default
+		light.shadow.mapSize.height = 512; // default
+		light.shadow.camera.near = 0.5;       // default
+		light.shadow.camera.far = 500      // default
+
+		//Create a sphere that cast shadows (but does not receive them)
+		var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+		var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
+		sphere.castShadow = true; //default is false
+		sphere.receiveShadow = false; //default
+		scene.add( sphere );
+
+		//Create a plane that receives shadows (but does not cast them)
+		var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+		var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+		plane.receiveShadow = true;
+		scene.add( plane );
+
+		//Create a helper for the shadow camera (optional)
+		var helper = new THREE.CameraHelper( light.shadow.camera );
+		scene.add( helper );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>

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