Mr.doob 3 years ago
parent
commit
0a3fcec4dc
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build/three.js


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build/three.min.js


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build/three.module.js


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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			يمثل هذا المكون [link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener] افتراضيًا من جميع المؤثرات الصوتية الموضعية وغير الموضعية في المشهد.<br />
+			يمثل هذا المكون [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioListener listener] افتراضيًا من جميع المؤثرات الصوتية الموضعية وغير الموضعية في المشهد.<br />
 			عادةً ما يُنشئ تطبيق three.js مثيلاً واحدًا من هذا الكائن. إنها معلمة تفسير إلزامية لكيانات الصوت مثل [page:Audio Audio] و [page:PositionalAudio PositionalAudio].<br />
 			في معظم الحالات ، يكون الكائن المستمع هو كائن فرعي للكاميرا. لذا فإن التحول ثلاثي الأبعاد للكاميرا يمثل التحول ثلاثي الأبعاد للمستمع.
 		</p>

+ 0 - 47
docs/api/en/Polyfills.html

@@ -1,47 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-
-		<h1>Polyfills</h1>
-
-		<p class="desc">Three.js includes polyfills for the following functions and constants.</p>
-
-		<h3>[page:Number.EPSILON Number.EPSILON]</h3>
-		<p>
-			 The difference between one and the smallest value greater than one that can be represented as a Number.
-			 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/EPSILON MDN reference].
-		</p>
-
-		<h3>[page:Math.sign Math.sign]( [page:Number x] )</h3>
-		<p>
-			If the argument is a positive number, negative number, positive zero or negative zero,
-			the function will return 1, -1, 0 or -0 respectively. Otherwise, NaN is returned.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign MDN reference].
-		</p>
-
-		<h3>[page:Function.prototype.name Function.prototype.name]( [page:Number x] )</h3>
-		<p>
-			Returns the name of a function, or (before ES6 implementations) an empty string for anonymous functions.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name MDN reference].
-		</p>
-
-		<h3>[page:Object.assign Object.assign]( [page:Object target], [page:Object ...sources] )</h3>
-		<p>
-			The Object.assign() method is used to copy the values of all enumerable own properties from one or more source objects to a target object.
-			It will return the target object.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign MDN reference].
-		</p>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/polyfills.js src/polyfills.js]
-		</p>
-	</body>
-</html>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			The [name] represents a virtual [link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the scene.<br />
+			The [name] represents a virtual [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the scene.<br />
 			A three.js application usually creates a single instance of [name]. It is a mandatory construtor parameter for audios entities like [page:Audio Audio] and [page:PositionalAudio PositionalAudio].<br />
 			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>

+ 0 - 8
docs/api/en/constants/Textures.html

@@ -151,7 +151,6 @@
 		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
-		THREE.RGBEFormat
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
 		</code>
@@ -199,8 +198,6 @@
 		The same process occurs as for the [page:constant LuminanceFormat], except that the
 		alpha channel may have values other than *1.0*.<br /><br />
 
-		[page:constant RGBEFormat] is identical to [page:constant RGBAFormat].<br /><br />
-
 		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
 		This is the default for [page:DepthTexture DepthTexture].<br /><br />
 
@@ -559,11 +556,6 @@
 		<code>
 		THREE.LinearEncoding
 		THREE.sRGBEncoding
-		THREE.GammaEncoding
-		THREE.RGBEEncoding
-		THREE.RGBM7Encoding
-		THREE.RGBM16Encoding
-		THREE.RGBDEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>

+ 1 - 1
docs/api/en/core/Object3D.html

@@ -35,7 +35,7 @@
 		<h3>[property:Boolean castShadow]</h3>
 		<p>Whether the object gets rendered into shadow map. Default is *false*.</p>
 
-		<h3>[property:Object3D children]</h3>
+		<h3>[property:Array children]</h3>
 		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
 
 		<h3>[property:Material customDepthMaterial]</h3>

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

@@ -70,7 +70,7 @@
 
 		<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>
 		<p>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
 		[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />

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

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<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 GLSL variables. They are passed to shader programs.
 		</p>
 
 		<h2>Code Example</h2>

+ 2 - 2
docs/api/en/extras/PMREMGenerator.html

@@ -42,7 +42,7 @@
 		<p>
 			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
 
-			Generates a PMREM from an equirectangular texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			Generates a PMREM from an equirectangular texture, which can be either LDR or HDR.
 			The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
 		</p>
 
@@ -50,7 +50,7 @@
 		<p>
 			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
 
-			Generates a PMREM from an cubemap texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			Generates a PMREM from an cubemap texture, which can be either LDR or HDR.
 			The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
 		</p>
 

+ 1 - 1
docs/api/en/loaders/AnimationLoader.html

@@ -64,7 +64,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:AnimationClip animation clips].<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called if load errors.<br /><br />
 
 		Begin loading from url and pass the loaded animation to onLoad.

+ 1 - 1
docs/api/en/loaders/AudioLoader.html

@@ -81,7 +81,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded text response.<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>

+ 1 - 1
docs/api/en/loaders/BufferGeometryLoader.html

@@ -73,7 +73,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].d<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:BufferGeometry].<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>

+ 1 - 1
docs/api/en/loaders/CompressedTextureLoader.html

@@ -45,7 +45,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded texture.<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>

+ 1 - 1
docs/api/en/loaders/CubeTextureLoader.html

@@ -64,7 +64,7 @@ scene.background = new THREE.CubeTextureLoader()
 		when looking up the positive-z axis -- in other words, using a left-handed coordinate system.
 		Since three.js uses a right-handed coordinate system, environment maps used in three.js will have pos-x and neg-x swapped.<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>

+ 1 - 1
docs/api/en/loaders/DataTextureLoader.html

@@ -45,7 +45,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded texture.<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>

+ 1 - 1
docs/api/en/loaders/FileLoader.html

@@ -80,7 +80,7 @@
 				[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 			[page:Function onLoad] (optional) — Will be called when loading completes. The argument will be the loaded response.<br />
 			[page:Function onProgress] (optional) — Will be called while load progresses. The argument will be the XMLHttpRequest instance,
-				which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+				which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 			[page:Function onError] (optional) — Will be called if an error occurs.<br /><br />
 
 			Load the URL and pass the response to the onLoad function.

+ 1 - 1
docs/api/en/loaders/Loader.html

@@ -70,7 +70,7 @@
 		<h3>[method:Promise loadAsync]( [param:String url], [param:Function onProgress] )</h3>
 		<p>
 		[page:String url] — A string containing the path/URL of the file to be loaded.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		</p>
 		<p>
 		This method is equivalent to [page:.load], but returns a [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Promise Promise].

+ 1 - 1
docs/api/en/loaders/MaterialLoader.html

@@ -67,7 +67,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Material].<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br /><br />
 
 		Begin loading from url.

+ 1 - 1
docs/api/en/loaders/ObjectLoader.html

@@ -77,7 +77,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Object3D object].<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br />
 		</p>
 		<p>

+ 1 - 1
docs/api/en/loaders/TextureLoader.html

@@ -85,7 +85,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br /><br />
 
 		Begin loading from the given URL and pass the fully loaded [page:Texture texture] to onLoad. The method also returns a new texture object which can directly be used for material creation.

+ 0 - 30
docs/api/en/math/Color.html

@@ -113,18 +113,6 @@ const color7 = new THREE.Color( 1, 0, 0 );
 			Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from [page:Color color] in to this color.
 		</p>
 
-		<h3>[method:this convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
-		Converts this color from gamma space to linear space by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
-		</p>
-
-		<h3>[method:this convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
-		Converts this color from linear space to gamma space by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
-		</p>
-
 		<h3>[method:this convertLinearToSRGB]() </h3>
 		<p>
 		Converts this color from linear space to sRGB space.
@@ -135,24 +123,6 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		Converts this color from sRGB space to linear space.
 		</p>
 
-		<h3>[method:this copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Color color] — Color to copy.<br />
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
-
-		Copies the given color into this color, and then converts this color from gamma space to linear space
-		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
-		</p>
-
-		<h3>[method:this copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Color color] — Color to copy.<br />
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
-
-		Copies the given color into this color, and then converts this color from linear space to gamma space
-		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
-		</p>
-
 		<h3>[method:this copyLinearToSRGB]( [param:Color color]] ) </h3>
 		<p>
 		[page:Color color] — Color to copy.<br />

+ 2 - 2
docs/api/en/math/Matrix4.html

@@ -202,9 +202,9 @@ zAxis = (c, g, k)
 		<h3>[method:this identity]()</h3>
 		<p>Resets this matrix to the [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</p>
 
-		<h3>[method:this lookAt]( [param:Vector3 eye], [param:Vector3 center], [param:Vector3 up], )</h3>
+		<h3>[method:this lookAt]( [param:Vector3 eye], [param:Vector3 target], [param:Vector3 up], )</h3>
 		<p>
-			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 center]
+			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 target]
 			oriented by the [page:Vector3 up] vector.
 		</p>
 

+ 1 - 6
docs/api/en/objects/SkinnedMesh.html

@@ -134,7 +134,7 @@
 
 		<h3>[method:SkinnedMesh clone]()</h3>
 		<p>
-		Returns a clone of this SkinnedMesh object and any descendants.
+		This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.
 		</p>
 
 		<h3>[method:undefined normalizeSkinWeights]()</h3>
@@ -147,11 +147,6 @@
 		This method sets the skinned mesh in the rest pose (resets the pose).
 		</p>
 
-		<h3>[method:undefined updateMatrixWorld]( [param:Boolean force] )</h3>
-		<p>
-		Updates the [page:Matrix4 MatrixWorld].
-		</p>
-
 		<h3>[method:Vector3 boneTransform]( [index:Integer], [target:Vector3] )</h3>
 		<p>
 		Calculates the position of the vertex at the given index relative to the current bone transformations.

+ 1 - 4
docs/api/en/renderers/WebGLRenderer.html

@@ -158,9 +158,6 @@
 		various WebGL extensions are supported.
 		</p>
 
-		<h3>[property:Float gammaFactor]</h3>
-		<p>Default is *2*. </p>
-
 		<h3>[property:number outputEncoding]</h3>
 		<p>Defines the output encoding of the renderer. Default is [page:Textures THREE.LinearEncoding].</p>
 		<p>If a render target has been set using [page:WebGLRenderer.setRenderTarget .setRenderTarget] then renderTarget.texture.encoding will be used instead.</p>
@@ -290,7 +287,7 @@
 		<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
 
-		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
+		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>
 		<p>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</p>
 
 		<h3>[method:undefined copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>

+ 1 - 0
docs/api/en/textures/DataTexture.html

@@ -60,6 +60,7 @@
 		// used the buffer to create a [name]
 
 		const texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+		texture.needsUpdate = true;
 		</code>
 
 		<h2>Properties</h2>

+ 1 - 1
docs/api/en/textures/DataTexture2DArray.html

@@ -67,7 +67,7 @@
 
 		const texture = new THREE.DataTexture2DArray( data, width, height, depth );
 		texture.format = THREE.RGBFormat;
-		texture.type = THREE.UnsignedByteType;
+		texture.needsUpdate = true;
 		</code>
 
 		<h2>Examples</h2>

+ 51 - 0
docs/api/en/textures/FramebufferTexture.html

@@ -0,0 +1,51 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Texture] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			This class can only be used in combination with [page:WebGLRenderer.copyFramebufferToTexture]().
+		</p>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [param:Number width], [param:Number height], [param:Constant format] )</h3>
+		<p>
+		[page:Number width] -- The width of the texture.<br />
+
+		[page:Number height] -- The height of the texture.<br />
+
+		[page:Constant format] -- The format used in the texture.
+		See [page:Textures format constants] for other choices.<br />
+		</p>
+
+
+		<h2>Properties</h2>
+
+		<p>See the base [page:Texture Texture] class for common properties.</p>
+
+		<h3>[property:Boolean needsUpdate]</h3>
+
+		<p>
+			True by default. This is required so that the canvas data is loaded.
+		</p>
+
+		<h2>Methods</h2>
+
+		<p>See the base [page:Texture Texture] 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>

+ 1 - 0
docs/api/en/textures/Texture.html

@@ -282,6 +282,7 @@
 		<h3>[method:Texture clone]()</h3>
 		<p>
 		Make copy of the texture. Note this is not a "deep copy", the image is shared.
+		Besides, cloning a texture does not automatically mark it for a texture upload. You have to set [page:Texture.needsUpdate] to true as soon as its image property (the data source) is fully loaded or ready.
 		</p>
 
 		<h3>[method:Object toJSON]( [param:Object meta] )</h3>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			[name]는 장면 안의 모든 지정 및 비지정 오디오 효과의 가상 [link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener]입니다.<br />
+			[name]는 장면 안의 모든 지정 및 비지정 오디오 효과의 가상 [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioListener listener]입니다.<br />
 			three.js 앱은 일반적으로 단일 [name] 인스턴스를 생성합니다. 이는 [page:Audio Audio]와 [page:PositionalAudio PositionalAudio] 같은 오디오 개체의 필수 생성자 파라미터입니다.<br />
 			대부분의 경우, 리스너 오브젝트는 카메라의 자식입니다. 그래서 카메라의 3D 변환은 곧 리스너의 3D 변환이 됩니다.
 		</p>

+ 18 - 27
docs/api/ko/constants/Textures.html

@@ -31,8 +31,8 @@
 		[page:Constant CubeReflectionMapping]은 [page:CubeTexture CubeTexture]의 기본값입니다. <br /><br />
 
 		[page:Constant EquirectangularReflectionMapping] 및 [page:Constant EquirectangularRefractionMapping]은
-		등장방향형도법 환경 맵과 함께 사용됩니다. 맵으로도 불리며, 등장방향형도법 텍스쳐는 
-		수평 중심선을 따라 360도 시야를 나타내고 수직 축을 따라 180도 시야를 나타내며 
+		등장방향형도법 환경 맵과 함께 사용됩니다. 맵으로도 불리며, 등장방향형도법 텍스쳐는
+		수평 중심선을 따라 360도 시야를 나타내고 수직 축을 따라 180도 시야를 나타내며
 		이미지의 상단과 하단 가장자리는 맵핑된 구의 북극과 남극에 해당합니다.<br /><br />
 
 		[example:webgl_materials_envmaps materials / envmaps] 예제를 참고하세요.
@@ -63,17 +63,17 @@
 		</code>
 
 		<p>
-		텍스쳐의 [page:Texture.magFilter magFilter] 프로퍼티와 함께 사용되며, 
-		텍스처의 픽셀이 하나의 텍스처 요소(texel)보다 작거나 같은 영역에 매핑될 때 
+		텍스쳐의 [page:Texture.magFilter magFilter] 프로퍼티와 함께 사용되며,
+		텍스처의 픽셀이 하나의 텍스처 요소(texel)보다 작거나 같은 영역에 매핑될 때
 		사용할 텍스처 확대 함수를 정의합니다.
 		<br /><br />
 
 		[page:constant NearestFilter]는 특정 텍스쳐 좌표와 가장 가까운(맨해튼 거리 단위로) 텍스쳐 요소의 값을 리턴합니다.
 		<br /><br />
 
-		[page:constant LinearFilter]이 기본값이며 지정된 텍스쳐 좌표에 가장 가까운 네 가지 텍스쳐 요소의 가중 평균을 리턴하며, 
+		[page:constant LinearFilter]이 기본값이며 지정된 텍스쳐 좌표에 가장 가까운 네 가지 텍스쳐 요소의 가중 평균을 리턴하며,
 		[page:Texture.wrapS wrapS] 및 [page:Texture.wrapT wrapT]의 값과 정확한 맵핑에 따라 텍스처의 다른 부분에서 랩핑되거나 반복된 항목을 포함할 수 있습니다.
-		
+
 		</p>
 
 		<h2>축소 필터</h2>
@@ -87,28 +87,28 @@
 		</code>
 
 		<p>
-		텍스쳐의 [page:Texture.minFilter minFilter]	프로퍼티와 함께 사용하기 위해, 
-		텍스처의 픽셀이 하나의 텍스처 요소(texel)보다 큰 영역에 매핑될 때 
+		텍스쳐의 [page:Texture.minFilter minFilter]	프로퍼티와 함께 사용하기 위해,
+		텍스처의 픽셀이 하나의 텍스처 요소(texel)보다 큰 영역에 매핑될 때
 		사용할 텍스처 축소 함수를 정의합니다.<br /><br />
 
 		[page:constant NearestFilter] 및 [page:constant LinearFilter]와 함께,
 		아래 네 가지의 함수는 축소에 사용될 수 있습니다:<br /><br />
 
-		[page:constant NearestMipmapNearestFilter]는 
-		텍스처링되는 픽셀의 크기와 가장 근접한 mipmap을 선택하고 
+		[page:constant NearestMipmapNearestFilter]는
+		텍스처링되는 픽셀의 크기와 가장 근접한 mipmap을 선택하고
 		[page:constant NearestFilter] 기준(픽셀의 중심에 가장 가까운 texel)을 사용하여 텍스쳐 값을 생성합니다.
 		<br /><br />
 
-		[page:constant NearestMipmapLinearFilter]는 텍스처링되는 픽셀 크기와 가장 근접한 두 개의 mipmap을 선택하고 
+		[page:constant NearestMipmapLinearFilter]는 텍스처링되는 픽셀 크기와 가장 근접한 두 개의 mipmap을 선택하고
 		[page:constant NearstFilter] 기준을 사용하여 각 mipmap에서 텍스쳐 값을 생성합니다. 최종 텍스쳐 값은 이 두 값의 가중 평균입니다.
 		<br /><br />
 
-		[page:constant LinearMipmapNearestFilter]는 텍스쳐링되는 픽셀 크기와 가장 근접한 mipmap을 선택하고 
+		[page:constant LinearMipmapNearestFilter]는 텍스쳐링되는 픽셀 크기와 가장 근접한 mipmap을 선택하고
 		[page:constant LineFilter] 기준(픽셀의 중심에 가장 가까운 4개의 texel의 가중 평균)을 사용하여 텍스쳐 값을 생성합니다.
 		<br /><br />
 
-		[page:constant LinearMipmapLinearFilter]가 기본값이며 텍스처링되는 픽셀 크기와 가장 일치하는 두 개의 mipmap을 선택하고 
-		[page:constant LinearFilter] 기준을 사용하여 각 mipmap에서 텍스처 값을 생성합니다. 
+		[page:constant LinearMipmapLinearFilter]가 기본값이며 텍스처링되는 픽셀 크기와 가장 일치하는 두 개의 mipmap을 선택하고
+		[page:constant LinearFilter] 기준을 사용하여 각 mipmap에서 텍스처 값을 생성합니다.
 		최종 텍스처 값은 이 두 값의 가중 평균입니다.<br /><br />
 
 		[example:webgl_materials_texture_filters materials / texture / filters] 예제를 참고하세요.
@@ -148,7 +148,6 @@
 		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
-		THREE.RGBEFormat
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
 		</code>
@@ -188,15 +187,13 @@
 		<br /><br />
 
 		[page:constant LuminanceFormat]은 각 요소(element)를 단일 휘도 요소(component)로 읽어들입니다.
-		그 다음에 부동 소수점으로 변환되어 [0,1] 범위에 고정한 다음 
+		그 다음에 부동 소수점으로 변환되어 [0,1] 범위에 고정한 다음
 		휘도 값을 적색, 녹색 및 청색 채널에 배치하고 1.0을 알파 채널에 할당하여 RGBA 요소로 조립합니다.<br /><br />
 
 		[page:constant LuminanceAlphaFormat]은 각 요소(element)를 휘도/알파 소수로 읽어들입니다.
 		The same process occurs as for the [page:constant LuminanceFormat]와 같은 절차가 이루어지며, 알파 채널에 *1.0* 이외의 값이 들어갈 수 있다는 점만 다릅니다.
 		<br /><br />
 
-		[page:constant RGBEFormat]은 [page:constant RGBAFormat]과 동일합니다..<br /><br />
-
 		[page:constant DepthFormat]은 각 요소를 단일 깊이 값으로 일거들이며 부동 소수점으로 변환하고, [0,1]범위에 고정합니다.
 		[page:DepthTexture DepthTexture]의 기본값이기도 합니다.<br /><br />
 
@@ -541,11 +538,11 @@
 
 		[page:Texture.format format], [page:Texture.internalFormat internalFormat],
 		및 [page:Texture.type type]과의 조합과 관련된 세부 내용에 관해서는
-		[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], 
+		[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D],
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D]를 참고하세요.<br /><br />
 
-		내부 포맷과 관련된 심화 정보에 대해서는 직접 
-		[link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] 및 
+		내부 포맷과 관련된 심화 정보에 대해서는 직접
+		[link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] 및
 		[link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification]를 확인해보세요.
 		</p>
 
@@ -553,12 +550,6 @@
 		<code>
 		THREE.LinearEncoding
 		THREE.sRGBEncoding
-		THREE.GammaEncoding
-		THREE.RGBEEncoding
-		THREE.LogLuvEncoding
-		THREE.RGBM7Encoding
-		THREE.RGBM16Encoding
-		THREE.RGBDEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>

+ 1 - 1
docs/api/ko/core/Object3D.html

@@ -33,7 +33,7 @@
 		<h3>[property:Boolean castShadow]</h3>
 		<p>객체가 섀도우 맵으로 렌더링 되는지의 여부입니다. 기본값은 *false*입니다.</p>
 
-		<h3>[property:Object3D children]</h3>
+		<h3>[property:Array children]</h3>
 		<p>객체의 자식 배열입니다. 수동으로 객체를 그룹핑하는 내용은 [page:Group]을 참고하세요.</p>
 
 		<h3>[property:Material customDepthMaterial]</h3>

+ 1 - 1
docs/api/ko/core/Raycaster.html

@@ -69,7 +69,7 @@
 
 		<h2>생성자</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>
 		<p>
 		[page:Vector3 origin] — 레이캐스팅이 활용되는 시점 벡터입니다.<br />
 		[page:Vector3 direction] — 레이 방향을 가지고 있는 방향 벡터입니다. 정규화되어야 합니다.<br />

+ 3 - 3
docs/api/ko/core/Uniform.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">유니폼은 전역 [link:https://www.opengl.org/documentation/glsl/ GLSL] 변수입니다. 셰이더 프로그램으로 전달됩니다.
+		<p class="desc">유니폼은 전역 GLSL 변수입니다. 셰이더 프로그램으로 전달됩니다.
 		</p>
 
 		<h2>코드 예제</h2>
@@ -26,8 +26,8 @@
 		<h2>유니폼 타입</h2>
 
 		<p>
-			각 유니폼에는 *value* 프로퍼티가 있어야 합니다. 값의 타입은 아래 표에 있는 기본 GLSL 유형에 대해 지정된 GLSL 코드의 유니폼 변수 타입과 일치해야 합니다. 
-			유니폼 구조 및 배열도 지원됩니다. 기본 유형의 GLSL 배열은 THREE 객체의 배열로 지정되거나 모든 객체의 데이터를 포함하는 플랫 배열로 지정되어야 합니다. 
+			각 유니폼에는 *value* 프로퍼티가 있어야 합니다. 값의 타입은 아래 표에 있는 기본 GLSL 유형에 대해 지정된 GLSL 코드의 유니폼 변수 타입과 일치해야 합니다.
+			유니폼 구조 및 배열도 지원됩니다. 기본 유형의 GLSL 배열은 THREE 객체의 배열로 지정되거나 모든 객체의 데이터를 포함하는 플랫 배열로 지정되어야 합니다.
 			즉, 배열 안의 GLSL 기본 요소는 배열로 표현해서는 안 됩니다. 이 규칙은 반대로는 적용되지 않습니다.
 			*vec2* 배열은 다섯 벡터의 길이를 각각 가지고 있기 때문에 배열 안에 배열을 가지고 있거나, 다섯개의 [page:Vector2] 객체, 10개의 *number*를 가지고 있어야 합니다.
 		</p>

+ 5 - 5
docs/api/ko/extras/PMREMGenerator.html

@@ -11,7 +11,7 @@
 
 		<p class="desc">
 			이 클래스는 큐브맵 환경 텍스처로부터 사전 필터링된 Mipmap Radiance Environment Map(PMREM)을 생성합니다.
-이를 통해 재질의 거칠기에 따라 다양한 수준의 블러를 빠르게 적용할 수 있습니다. RGBE와 같은 비선형 형식을 지원할 수 있도록 사용자 지정 보간을 수행할 수 있는 특수 CubeUV 형식으로 포장되어 있습니다. 
+이를 통해 재질의 거칠기에 따라 다양한 수준의 블러를 빠르게 적용할 수 있습니다. RGBE와 같은 비선형 형식을 지원할 수 있도록 사용자 지정 보간을 수행할 수 있는 특수 CubeUV 형식으로 포장되어 있습니다.
 기존의 mipmap 체인과는 달리, LOD_MIN 수준까지만 내려가며(위), 더 높은 거칠기 수준과 연관된 동일한 LOD_MIN 해상도에서 훨씬 더 많은 필터링된 'mips'를 생성합니다.
 이러한 방법으로 샘플링 계산을 제한하면서 확산 조명을 부드럽게 보간하기 위한 해상도를 유지합니다.
 		</p>
@@ -40,7 +40,7 @@
 		<p>
 			[page:Texture equirectangular] - 등장방형 텍스쳐입니다.<br /><br />
 
-			LDR(RGBFormat) 또는 HDR(RGBEFormat)일 수 있는 등장방형 텍스처로부터 PMREM을 생성합니다.
+			LDR 또는 HDR일 수 있는 등장방형 텍스처로부터 PMREM을 생성합니다.
 			이상적인 입력 이미지 크기는 1k(1024 x 512)로, 256 x 256 큐브 맵 출력과 가장 잘 일치합니다.
 		</p>
 
@@ -48,7 +48,7 @@
 		<p>
 			[page:CubeTexture cubemap] - 큐브맵 텍스쳐입니다.<br /><br />
 
-			LDR(RGBFormat) 또는 HDR(RGBEFormat)일 수 있는 큐브맵 텍스처로부터 PMREM을 생성합니다.
+			LDR 또는 HDR일 수 있는 큐브맵 텍스처로부터 PMREM을 생성합니다.
 			이상적인 입력 이미지 크기는 1k(1024 x 512)로, 256 x 256 큐브 맵 출력과 가장 잘 일치합니다.
 		</p>
 
@@ -64,8 +64,8 @@
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-			PMREM 제너레이터의 내장 메모리를 폐기합니다. 
-			PMREMGenerator는 정적 클래스이므로 두 개 이상의 PMREMGenerator 개체가 필요하지 않습니다. 
+			PMREM 제너레이터의 내장 메모리를 폐기합니다.
+			PMREMGenerator는 정적 클래스이므로 두 개 이상의 PMREMGenerator 개체가 필요하지 않습니다.
 			이 경우 둘 중 하나에 대해 dispose()를 호출하면 다른 항목도 사용할 수 없게 됩니다.
 		</p>
 

+ 0 - 47
docs/api/zh/Polyfills.html

@@ -1,47 +0,0 @@
-<!DOCTYPE html>
-<html lang="zh">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../" />
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-
-		<h1>差异化支持(腻子)</h1>
-
-		<p class="desc">Three.js 包含以下方法和常量的差异化支持.</p>
-
-		<h3>[page:Number.EPSILON Number.EPSILON]</h3>
-		<p>
-			 表示1和大于1的最小差值,可表示为 Number.
-			 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/EPSILON MDN reference].
-		</p>
-
-		<h3>[page:Math.sign Math.sign]( [page:Number x] )</h3>
-		<p>
-			如果参数为 正数,负数,正零 或 负零,
-			该方法将分别返回 1, -1, 0 或 -0 . 否则, 返回 NaN.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign MDN reference].
-		</p>
-
-		<h3>[page:Function.prototype.name Function.prototype.name]( [page:Number x] )</h3>
-		<p>
-			返回方法的名字, 或 (在 ES6 实现之前) 为匿名方法返回一个空字符串.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name MDN reference].
-		</p>
-
-		<h3>[page:Object.assign Object.assign]( [page:Object target], [page:Object ...sources] )</h3>
-		<p>
-			Object.assign() 方法用于从一个或多个源对象拷贝所有可枚举自身属性到目标对象.
-			该方法将返回目标对象.
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign MDN reference].
-		</p>
-
-		<h2>源码</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/polyfills.js src/polyfills.js]
-		</p>
-	</body>
-</html>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			[name] 用一个虚拟的[link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener]表示在场景中所有的位置和非位置相关的音效.<br />
+			[name] 用一个虚拟的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioListener listener]表示在场景中所有的位置和非位置相关的音效.<br />
 			一个three.js程序通常创建一个[name]. 它是音频实体构造函数的必须参数,比如 [page:Audio Audio] and [page:PositionalAudio PositionalAudio].<br />
 			大多数情况下, listener对象是camera的子对象. Camera的3D变换表示了listener的3D变换.
 		</p>

+ 0 - 9
docs/api/zh/constants/Textures.html

@@ -141,7 +141,6 @@
 		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
-		THREE.RGBEFormat
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
 	</code>
@@ -185,8 +184,6 @@
 		[page:constant LuminanceAlphaFormat] 将每个元素同时作为亮度分量和Alpha分量来读取。
 		和上面[page:constant LuminanceFormat]的处理过程是一致的,除了Alpha分量具有除了*1.0*以外的值。<br /><br />
 
-		[page:constant RGBEFormat] 与 [page:constant RGBAFormat] 是相同的。<br /><br />
-
 		[page:constant DepthFormat]将每个元素作为单独的深度值来读取,将其转换为范围限制在[0,1]区间的浮点数。
 		它是[page:DepthTexture DepthTexture]的默认值。<br /><br />
 
@@ -548,12 +545,6 @@
 	<code>
 		THREE.LinearEncoding
 		THREE.sRGBEncoding
-		THREE.GammaEncoding
-		THREE.RGBEEncoding
-		THREE.LogLuvEncoding
-		THREE.RGBM7Encoding
-		THREE.RGBM16Encoding
-		THREE.RGBDEncoding
 		THREE.BasicDepthPacking
 		THREE.RGBADepthPacking
 		</code>

+ 1 - 1
docs/api/zh/core/Object3D.html

@@ -35,7 +35,7 @@
 	<h3>[property:Boolean castShadow]</h3>
 	<p>对象是否被渲染到阴影贴图中。默认值为*false*。</p>
 
-	<h3>[property:Object3D children]</h3>
+	<h3>[property:Array children]</h3>
 	<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
 
 	<h3>[property:Material customDepthMaterial]</h3>

+ 1 - 1
docs/api/zh/core/Raycaster.html

@@ -72,7 +72,7 @@
 
 		<h2>构造器</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>
 		<p>
 		[page:Vector3 origin] —— 光线投射的原点向量。<br />
 		[page:Vector3 direction] —— 向射线提供方向的方向向量,应当被标准化。<br />

+ 1 - 1
docs/api/zh/core/Uniform.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">Uniforms 是 [link:https://www.opengl.org/documentation/glsl/ GLSL] 着色器中的全局变量。
+		<p class="desc">Uniforms 是 GLSL 着色器中的全局变量。
 		</p>
 
 		<h2>代码示例</h2>

+ 2 - 2
docs/api/zh/extras/PMREMGenerator.html

@@ -42,7 +42,7 @@
 		<p>
 			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
 
-			Generates a PMREM from an equirectangular texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			Generates a PMREM from an equirectangular texture, which can be either LDR or HDR.
 			The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
 		</p>
 
@@ -50,7 +50,7 @@
 		<p>
 			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
 
-			Generates a PMREM from an cubemap texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			Generates a PMREM from an cubemap texture, which can be either LDR or HDR.
 			The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
 		</p>
 

+ 2 - 2
docs/api/zh/geometries/TorusGeometry.html

@@ -43,9 +43,9 @@
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<p>
-				radius - 环的半径,从环的中心到管道横截面的中心。默认值是1。<br />
+				radius - 环的半径,从环的中心到管道横截面的中心。默认值是1。<br />
 				tube — 管道的半径,默认值为0.4。<br />
-				radialSegments — 圆环的分段数,默认值为8。<br />
+				radialSegments — 管道横截面的分段数,默认值为8。<br />
 				tubularSegments — 管道的分段数,默认值为6。<br />
 				arc — 圆环的圆心角(单位是弧度),默认值为Math.PI * 2。
 				</p>

+ 1 - 1
docs/api/zh/lights/SpotLight.html

@@ -120,7 +120,7 @@
 
 		<h3>[property:Object3D target]</h3>
 		<p>
-				平行光的方向是从它的位置到目标位置.默认的目标位置为原点 *(0,0,0)*。<br />
+				聚光灯的方向是从它的位置到目标位置.默认的目标位置为原点 *(0,0,0)*。<br />
 				注意: 对于目标的位置,要将其更改为除缺省值之外的任何位置,它必须被添加到 [page:Scene scene]
 				场景中去。
 			<code>

+ 0 - 28
docs/api/zh/math/Color.html

@@ -113,18 +113,6 @@
 			从 [page:Color color] 中拷贝 [page:.r r], [page:.g g] 和 [page:.b b] 值到当前的颜色。
 		</p>
 
-		<h3>[method:this convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Float gammaFactor] - (可选参数). 默认值 *2.0*.<br /><br />
-		通过取颜色 [page:.r r], [page:.g g] and [page:.b b] 的 [page:Float gammaFactor] 次方将颜色从伽马空间转换成线性空间。
-		</p>
-
-		<h3>[method:this convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Float gammaFactor] - (可选参数). 默认值 *2.0*.<br /><br />
-		通过取颜色 [page:.r r], [page:.g g] and [page:.b b] 的 1/[page:Float gammaFactor] 次方将颜色从线性空间转换成伽马空间。
-		</p>
-
 		<h3>[method:this convertLinearToSRGB]() </h3>
 		<p>
 			将此颜色从线性空间转换成sRGB空间。
@@ -135,22 +123,6 @@
 			将此颜色从sRGB空间转换成线性空间。
 		</p>
 
-		<h3>[method:this copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Color color] — 需要拷贝的颜色。<br />
-		[page:Float gammaFactor] - (可选参数). 默认值为 *2.0*.<br /><br />
-
-		将传入的 [param:Color color] 从伽马空间转换到线性空间然后复制给当前颜色。
-		</p>
-
-		<h3>[method:this copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
-		<p>
-		[page:Color color] — 需要拷贝的颜色。<br />
-		[page:Float gammaFactor] - (可选参数). 默认值为 *2.0*.<br /><br />
-
-		将传入的 [param:Color color] 从线性空间转换到伽马空间然后复制给当前颜色。
-		</p>
-
 		<h3>[method:this copyLinearToSRGB]( [param:Color color]] ) </h3>
 		<p>
 		[page:Color color] — 需要拷贝的颜色。<br />

+ 2 - 2
docs/api/zh/math/Matrix4.html

@@ -187,9 +187,9 @@ zAxis = (c, g, k)
 		<h3>[method:this identity]()</h3>
 		<p>将当前矩阵重置为单位矩阵[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix]。</p>
 
-		<h3>[method:this lookAt]( [param:Vector3 eye], [param:Vector3 center], [param:Vector3 up], )</h3>
+		<h3>[method:this lookAt]( [param:Vector3 eye], [param:Vector3 target], [param:Vector3 up], )</h3>
 		<p>
-			构造一个旋转矩阵,从[page:Vector3 eye] 指向 [page:Vector3 center],由向量 [page:Vector3 up] 定向。
+			构造一个旋转矩阵,从[page:Vector3 eye] 指向 [page:Vector3 target],由向量 [page:Vector3 up] 定向。
 		</p>
 
 		<h3>[method:this makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )</h3>

+ 1 - 6
docs/api/zh/objects/SkinnedMesh.html

@@ -136,7 +136,7 @@
 
 		<h3>[method:SkinnedMesh clone]()</h3>
 		<p>
-		返回当前SkinnedMesh对象的一个克隆及其任何后代。
+		This method does currently not clone an instance of [name] correctly. Please use [page:SkeletonUtils.clone]() in the meanwhile.
 		</p>
 
 		<h3>[method:undefined normalizeSkinWeights]()</h3>
@@ -149,11 +149,6 @@
 		这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。
 		</p>
 
-		<h3>[method:undefined updateMatrixWorld]( [param:Boolean force] )</h3>
-		<p>
-		更新[page:Matrix4 MatrixWorld]矩阵。
-		</p>
-
 		<h2>源代码</h2>
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 1 - 4
docs/api/zh/renderers/WebGLRenderer.html

@@ -137,9 +137,6 @@
 		[page:WebGLRenderer.extensions.get .extensions.get]方法的包装, 用于检查是否支持各种WebGL扩展
 		</p>
 
-		<h3>[property:Float gammaFactor]</h3>
-		<p>默认是 *2*. </p>
-
 		<h3>[property:number outputEncoding]</h3>
 		<p>定义渲染器的输出编码。默认为[page:Textures THREE.LinearEncoding]</p>
 		<p>如果渲染目标已经使用 [page:WebGLRenderer.setRenderTarget .setRenderTarget]、之后将直接使用renderTarget.texture.encoding</p>
@@ -277,7 +274,7 @@
 		<h3>[method:undefined compile]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>使用相机编译场景中的所有材质。这对于在首次渲染之前预编译着色器很有用。</p>
 
-		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
+		<h3>[method:undefined copyFramebufferToTexture]( [param:Vector2 position], [param:FramebufferTexture texture], [param:Number level] )</h3>
 		<p>将当前WebGLFramebuffer中的像素复制到2D纹理中。可访问[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</p>
 
 		<h3>[method:undefined copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>

+ 1 - 0
docs/api/zh/textures/DataTexture.html

@@ -60,6 +60,7 @@
 		// used the buffer to create a [name]
 
 		const texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
+		texture.needsUpdate = true;
 		</code>
 
 		<h2>属性</h2>

+ 1 - 1
docs/api/zh/textures/DataTexture2DArray.html

@@ -67,7 +67,7 @@
 
 		const texture = new THREE.DataTexture2DArray( data, width, height, depth );
 		texture.format = THREE.RGBFormat;
-		texture.type = THREE.UnsignedByteType;
+		texture.needsUpdate = true;
 		</code>
 
 		<p>

+ 47 - 0
docs/api/zh/textures/FramebufferTexture.html

@@ -0,0 +1,47 @@
+<!DOCTYPE html>
+<html lang="zh">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Texture] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			This class can only be used in combination with [page:WebGLRenderer.copyFramebufferToTexture]().
+		</p>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [param:Number width], [param:Number height], [param:Constant format] )</h3>
+		<p>
+		[page:Number width] -- The width of the texture.<br />
+
+		[page:Number height] -- The height of the texture.<br />
+
+		[page:Constant format] -- The format used in the texture.
+		See [page:Textures format constants] for other choices.<br />
+		</p>
+
+
+		<h2>Properties</h2>
+
+		<p>See the base [page:Texture Texture] class for common properties.</p>
+
+		<h3>[property:Boolean needsUpdate]</h3>
+
+		<h2>Methods</h2>
+
+		<p>See the base [page:Texture Texture] 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>

+ 1 - 0
docs/api/zh/textures/Texture.html

@@ -275,6 +275,7 @@
 		<h3>[method:Texture clone]()</h3>
 		<p>
 			拷贝纹理。请注意。这不是“深拷贝”,图像是共用的。
+			Besides, cloning a texture does not automatically mark it for a texture upload. You have to set [page:Texture.needsUpdate] to true as soon as its image property (the data source) is fully loaded or ready.
 		</p>
 
 		<h3>[method:Object toJSON]( [param:Object meta] )</h3>

+ 1 - 6
docs/examples/en/controls/ArcballControls.html

@@ -252,11 +252,6 @@
 			Keyboard modifiers can be specified as 'CTRL', 'SHIFT' or null if not needed.
 		</p>
 
-		<h3>[method:undefined setTarget] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-			Set the trackball center point.
-		</p>
-
 		<h3>[method:Boolean unsetMouseAction] ( mouse, key )</h3>
 		<p>
 			Removes a mouse action by specifying its mouse/key combination.<br><br>
@@ -280,7 +275,7 @@
 		<h2>Source</h2>
 
 		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/OrbitControls.js examples/jsm/controls/ArcballControls.js]
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/ArcballControls.js examples/jsm/controls/ArcballControls.js]
 		</p>
 	</body>
 </html>

+ 15 - 0
docs/examples/en/controls/TransformControls.html

@@ -174,6 +174,11 @@
 			Returns the transformation mode.
 		</p>
 
+		<h3>[method:undefined reset] ()</h3>
+		<p>
+			Resets the object's position, rotation and scale to when the current transform began.
+		</p>
+
 		<h3>[method:undefined setMode] ( [param:String mode] )</h3>
 		<p>
 			<p>
@@ -194,6 +199,16 @@
 			</p>
 		</p>
 
+		<h3>[method:undefined setScaleSnap] ( [param:Number scaleSnap] )</h3>
+		<p>
+			<p>
+				[page:Number scaleSnap]: The scale snap.
+			</p>
+			<p>
+				Sets the scale snap.
+			</p>
+		</p>
+
 		<h3>[method:undefined setSize] ( [param:Number size] )</h3>
 		<p>
 			<p>

+ 1 - 1
docs/examples/en/loaders/3DMLoader.html

@@ -165,7 +165,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.3dm</em> file.<br />
 		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/BasisTextureLoader.html

@@ -95,7 +95,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.basis</em> file.<br />
 		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/DRACOLoader.html

@@ -108,7 +108,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.drc</em> file.<br />
 		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/FontLoader.html

@@ -71,7 +71,7 @@
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded font.<br />
-		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — Will be called when load errors.<br /><br />
 
 		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.

+ 1 - 1
docs/examples/en/loaders/GLTFLoader.html

@@ -194,7 +194,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.gltf</em> or <em>.glb</em> file.<br />
 		[page:Function onLoad] — A function to be called after the loading is successfully completed. The function receives the loaded JSON response returned from [page:Function parse].<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/KTX2Loader.html

@@ -85,7 +85,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.basis</em> file.<br />
 		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/MMDLoader.html

@@ -75,7 +75,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.pmd</em> or <em>.pmx</em> file.<br />
 		[page:Function onLoad] — A function to be called after the loading is successfully completed.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, that contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/MTLLoader.html

@@ -36,7 +36,7 @@
 		<p>
 			[page:String url] — A string containing the path/URL of the <em>.mtl</em> file.<br />
 			[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.<br />
-			[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
+			[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 			[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/OBJLoader.html

@@ -74,7 +74,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.obj</em> file.<br />
 		[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:Object3D] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/PCDLoader.html

@@ -78,7 +78,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.pcd</em> file.<br />
 		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:Object3D] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/PDBLoader.html

@@ -75,7 +75,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.pdb</em> file.<br />
 		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives the object having the following properties. [page:BufferGeometry geometryAtoms], [page:BufferGeometry geometryBonds] and the [page:Object JSON] structure.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/PRWMLoader.html

@@ -76,7 +76,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.prwm</em> file. Any <em>*</em> character in the URL will be automatically replaced by <em>le</em> or <em>be</em> depending on the platform endianness.<br />
 		[page:Function onLoad] — (optional) A function to be called after the loading is successfully completed. The function receives the loaded [page:BufferGeometry] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The function receives a XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/SVGLoader.html

@@ -97,7 +97,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.svg</em> file.<br />
 		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives an array of [page:ShapePath] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains [page:Integer total] and [page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/loaders/TGALoader.html

@@ -76,7 +76,7 @@
 		<p>
 		[page:String url] — A string containing the path/URL of the <em>.tga</em> file. <br />
 		[page:Function onLoad] — (optional) A function to be called after loading is successfully completed. The function receives loaded [page:DataTexture] as an argument.<br />
-		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onProgress] — (optional) A function to be called while the loading is in progress. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes. If the server does not set the Content-Length header; .[page:Integer total] will be 0.<br />
 		[page:Function onError] — (optional) A function to be called if an error occurs during loading. The function receives the error as an argument.<br />
 		</p>
 		<p>

+ 1 - 1
docs/examples/ko/controls/OrbitControls.html

@@ -144,7 +144,7 @@ controls.keys = {
 	BOTTOM: 'ArrowDown' // 아래쪽 화살표
 }
 			 </code>
-			 전체 키코드 목록은 [link:https://developer.mozilla.org/ko/docs/Web/API/KeyboardEvent/code KeyboardEvent.code] 를 참조하세요.
+			 전체 키코드 목록은 [link:https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code KeyboardEvent.code] 를 참조하세요.
 		</p>
 
 		<h3>[property:Float maxAzimuthAngle]</h3>

+ 2 - 2
docs/index.html

@@ -418,7 +418,7 @@
 
 			if ( search ) {
 
-				let link = sectionLink.href.split( /[?#]/ )[ 0 ];
+				const link = sectionLink.href.split( /[?#]/ )[ 0 ];
 				sectionLink.href = `${link}?q=${search}`;
 
 			} else {
@@ -472,7 +472,7 @@
 
 		// Routing
 
-		function setUrlFragment( pageName ) { // eslint-disable-line no-undef
+		function setUrlFragment( pageName ) { // eslint-disable-line no-unused-vars
 
 			// Handle navigation from the subpages (iframes):
 			// First separate the member (if existing) from the page name,

+ 2 - 8
docs/list.json

@@ -315,6 +315,7 @@
 				"DataTexture2DArray": "api/en/textures/DataTexture2DArray",
 				"DataTexture3D": "api/en/textures/DataTexture3D",
 				"DepthTexture": "api/en/textures/DepthTexture",
+				"FramebufferTexture": "api/en/textures/FramebufferTexture",
 				"Texture": "api/en/textures/Texture",
 				"VideoTexture": "api/en/textures/VideoTexture"
 			}
@@ -422,10 +423,6 @@
 
 		"Developer Reference": {
 
-			"Polyfills": {
-				"Polyfills": "api/en/Polyfills"
-			},
-
 			"WebGLRenderer": {
 				"WebGLProgram": "api/en/renderers/webgl/WebGLProgram"
 			}
@@ -817,6 +814,7 @@
 				"DataTexture2DArray": "api/zh/textures/DataTexture2DArray",
 				"DataTexture3D": "api/zh/textures/DataTexture3D",
 				"DepthTexture": "api/zh/textures/DepthTexture",
+				"FramebufferTexture": "api/zh/textures/FramebufferTexture",
 				"Texture": "api/zh/textures/Texture",
 				"VideoTexture": "api/zh/textures/VideoTexture"
 			}
@@ -919,10 +917,6 @@
 
 		"开发者参考": {
 
-			"差异化支持": {
-				"Polyfills": "api/zh/Polyfills"
-			},
-
 			"WebGL渲染器": {
 				"WebGLProgram": "api/zh/renderers/webgl/WebGLProgram"
 			}

+ 1 - 1
docs/manual/ar/buildTools/Testing-with-NPM.html

@@ -123,7 +123,7 @@ $ npm install three --save-dev
 							<code>
  $ npm install [email protected] --save
 							</code>
-							(0.84.0 في هذا المثال). - حفظ يجعل هذا تبعية لهذا المشروع ، بدلاً من dev تبعية. انظر المستندات هنا [link:https://www.npmjs.org/doc/json.html here] لمزيد من المعلومات.
+							(0.84.0 في هذا المثال). - حفظ يجعل هذا تبعية لهذا المشروع ، بدلاً من dev تبعية. انظر المستندات هنا [link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json here] لمزيد من المعلومات.
 						</li>
 					</ul>
 				</li>

+ 1 - 1
docs/manual/ar/introduction/Creating-a-scene.html

@@ -249,7 +249,7 @@
 
 					camera.position.z = 5;
 
-					const animate = function () {
+					function animate() {
 						requestAnimationFrame( animate );
 
 						cube.rotation.x += 0.01;

+ 1 - 1
docs/manual/ar/introduction/Loading-3D-models.html

@@ -107,7 +107,7 @@
 		<li>
 			اعرض النموذج في تطبيق آخر. بالنسبة إلى glTF ، تتوفر عارضات السحب والإفلات لـ
 			<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a> و
-			<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. إذا ظهر النموذج بشكل صحيح في تطبيق واحد أو أكثر ،
+			<a href="https://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. إذا ظهر النموذج بشكل صحيح في تطبيق واحد أو أكثر ،
 			<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">إرفع إعلان وجود خطأ ضد المكتبة</a>.
 			إذا تعذر عرض النموذج في أي تطبيق ، فإننا نشجع بشدة على تسجيل خطأ في التطبيق المستخدم لإنشاء النموذج.
 		</li>

+ 2 - 8
docs/manual/ar/introduction/Useful-links.html

@@ -26,7 +26,7 @@
 		<h3>الشروع في العمل مع three.js</h3>
 		<ul>
 			<li>
-				[link:https://threejsfundamentals.org/threejs/lessons/threejs-fundamentals.html Three.js Fundamentals starting lesson]
+				[link:https://threejs.org/manual/#en/fundamentals Three.js Fundamentals starting lesson]
 			</li>
 			<li>
 				[link:https://codepen.io/rachsmith/post/beginning-with-3d-webgl-pt-1-the-scene Beginning with 3D WebGL] بواسطة [link:https://codepen.io/rachsmith/ Rachel Smith].
@@ -41,9 +41,6 @@
 			<li>
 				[link:https://discoverthreejs.com/ Discover three.js]
 			</li>
-			<li>
-				[link:https://threejsfundamentals.org/ Three.js Fundamentals]
-			</li>
 			<li>
 				[link:http://blog.cjgammon.com/ Collection of tutorials] by [link:http://www.cjgammon.com/ CJ Gammon].
 			</li>
@@ -75,9 +72,6 @@
 			<li>
 				[link:http://www.reddit.com/r/webgl/ WebGL on reddit]
 			</li>
-			<li>
-				[link:http://learningwebgl.com/blog/ Learning WebGL Blog] – مصدر الأخبار الموثوق لـ WebGL.
-			</li>
 		</ul>
 
 		<h2>أمثلة</h2>
@@ -100,7 +94,7 @@
 	 <h2>أدوات</h2>
 	 <ul>
 		 <li>
-			[link:http://www.physgl.org/ physgl.org] - واجهة JavaScript الأمامية مع أغلفة لـ three.js ، لجلب رسومات WebGL للطلاب الذين يتعلمون الفيزياء والرياضيات.
+			[link:https://github.com/tbensky/physgl physgl.org] - واجهة JavaScript الأمامية مع أغلفة لـ three.js ، لجلب رسومات WebGL للطلاب الذين يتعلمون الفيزياء والرياضيات.
 		 </li>
 		 <li>
 			 [link:https://whsjs.readme.io/ Whitestorm.js] – إطار عمل modular three.js مع البرنامج المساعد AmmoNext للفيزياء.

+ 1 - 1
docs/manual/en/buildTools/Testing-with-NPM.html

@@ -135,7 +135,7 @@ $ npm install three --save-dev
  $ npm install [email protected] --save
 							</code>
 							(0.84.0 in this example). --save makes this a dependency of this project, rather than
-							dev dependency. See the docs [link:https://www.npmjs.org/doc/json.html here] for more info.
+							dev dependency. See the docs [link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json here] for more info.
 						</li>
 					</ul>
 				</li>

+ 1 - 1
docs/manual/en/introduction/Creating-a-scene.html

@@ -145,7 +145,7 @@
 
 					camera.position.z = 5;
 
-					const animate = function () {
+					function animate() {
 						requestAnimationFrame( animate );
 
 						cube.rotation.x += 0.01;

+ 1 - 1
docs/manual/en/introduction/Loading-3D-models.html

@@ -128,7 +128,7 @@
 			View the model in another application. For glTF, drag-and-drop viewers
 			are available for
 			<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a> and
-			<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. If the model
+			<a href="https://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>. If the model
 			appears correctly in one or more applications,
 			<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">file a bug against three.js</a>.
 			If the model cannot be shown in any application, we strongly encourage

+ 19 - 26
docs/manual/en/introduction/Useful-links.html

@@ -30,7 +30,7 @@
 		<h3>Getting started with three.js</h3>
 		<ul>
 			<li>
-				[link:https://threejsfundamentals.org/threejs/lessons/threejs-fundamentals.html Three.js Fundamentals starting lesson]
+				[link:https://threejs.org/manual/#en/fundamentals Three.js Fundamentals starting lesson]
 			</li>
 			<li>
 				[link:https://codepen.io/rachsmith/post/beginning-with-3d-webgl-pt-1-the-scene Beginning with 3D WebGL] by [link:https://codepen.io/rachsmith/ Rachel Smith].
@@ -45,9 +45,6 @@
 			<li>
 				[link:https://discoverthreejs.com/ Discover three.js]
 			</li>
-			<li>
-				[link:https://threejsfundamentals.org/ Three.js Fundamentals]
-			</li>
 			<li>
 				[link:http://blog.cjgammon.com/ Collection of tutorials] by [link:http://www.cjgammon.com/ CJ Gammon].
 			</li>
@@ -81,9 +78,6 @@
 			<li>
 				[link:http://www.reddit.com/r/webgl/ WebGL on reddit]
 			</li>
-			<li>
-				[link:http://learningwebgl.com/blog/ Learning WebGL Blog] – The authoritive news source for WebGL.
-			</li>
 		</ul>
 
 		<h2>Examples</h2>
@@ -106,16 +100,15 @@
 			</li>
 		</ul>
 
-	 <h2>Tools</h2>
-	 <ul>
-		 <li>
-			[link:http://www.physgl.org/ physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
- 			graphics to students learning physics and math.
-		 </li>
-		 <li>
-			 [link:https://whsjs.readme.io/ Whitestorm.js] – Modular three.js framework with AmmoNext physics plugin.
-		 </li>
-
+	<h2>Tools</h2>
+	<ul>
+		<li>
+			[link:https://github.com/tbensky/physgl physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
+			graphics to students learning physics and math.
+		</li>
+		<li>
+			[link:https://whsjs.readme.io/ Whitestorm.js] – Modular three.js framework with AmmoNext physics plugin.
+		</li>
 		<li>
 			[link:http://zz85.github.io/zz85-bookmarklets/threelabs.html Three.js Inspector]
 		</li>
@@ -128,22 +121,22 @@
 		<li>
 			[link:https://github.com/MozillaReality/WebXR-emulator-extension WebXR-emulator-extension]
 		</li>
-	 </ul>
+	</ul>
 
 	<h2>WebGL References</h2>
-	 <ul>
-		 <li>
+		<ul>
+			<li>
 			[link:https://www.khronos.org/files/webgl/webgl-reference-card-1_0.pdf webgl-reference-card.pdf] - Reference of all WebGL and GLSL keywords, terminology, syntax and definitions.
-		 </li>
-	 </ul>
+			</li>
+		</ul>
 
-	 <h2>Old Links</h2>
-	 <p>
+	<h2>Old Links</h2>
+	<p>
 		These links are kept for historical purposes - you may still find them useful, but be warned that
 		they may have information relating to very old versions of three.js.
-	 </p>
+	</p>
 
-	 <ul>
+	<ul>
 		<li>
 			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
 		</li>

+ 2 - 2
docs/manual/ja/buildTools/Testing-with-NPM.html

@@ -116,7 +116,7 @@ $ npm install three --save-dev
 							</code> こうすると使用可能なバージョンが分かります。npmに使用したいバージョンを伝えましょう。
                         <code>
  $ npm install [email protected] --save
-							</code> (この例では0.84.0をインストールしています)。--saveは、これをdevの依存関係ではなく、このプロジェクトの依存関係にします。詳しくは、ドキュメント([link:https://www.npmjs.org/doc/json.html here])をご覧ください。
+							</code> (この例では0.84.0をインストールしています)。--saveは、これをdevの依存関係ではなく、このプロジェクトの依存関係にします。詳しくは、ドキュメント([link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json here])をご覧ください。
                     </li>
                 </ul>
             </li>
@@ -229,4 +229,4 @@ if (typeof require === 'function') // test for nodejs environment
 
 </body>
 
-</html>
+</html>

+ 1 - 1
docs/manual/ja/introduction/Creating-a-scene.html

@@ -144,7 +144,7 @@
 
 					camera.position.z = 5;
 
-					const animate = function () {
+					function animate() {
 						requestAnimationFrame( animate );
 
 						cube.rotation.x += 0.01;

+ 1 - 1
docs/manual/ja/introduction/Loading-3D-models.html

@@ -126,7 +126,7 @@
 		<li>
 			モデルを別のアプリケーションで見てみてください。
 			glTFでは<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a> と
-			<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>でドラックアンドドロップでviewerが利用できます。
+			<a href="https://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>でドラックアンドドロップでviewerが利用できます。
 			一つ以上のアプリケーションでモデルが正しく表示された場合、<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">three.jsにバグを報告</a>してください。
 			モデルがどのアプリケーションでも表示できない場合、モデルを作成する際に使ったアプリにバグを報告することを強くお勧めします。
 		</li>

+ 11 - 18
docs/manual/ja/introduction/Useful-links.html

@@ -28,7 +28,7 @@
 		<h3>three.jsを始める</h3>
 		<ul>
 			<li>
-				[link:https://threejsfundamentals.org/threejs/lessons/threejs-fundamentals.html Three.js Fundamentals starting lesson]
+				[link:https://threejs.org/manual/#en/fundamentals Three.js Fundamentals starting lesson]
 			</li>
 			<li>
 				[link:https://codepen.io/rachsmith/post/beginning-with-3d-webgl-pt-1-the-scene Beginning with 3D WebGL] by [link:https://codepen.io/rachsmith/ Rachel Smith].
@@ -43,9 +43,6 @@
 			<li>
 				[link:https://discoverthreejs.com/ Discover three.js]
 			</li>
-			<li>
-				[link:https://threejsfundamentals.org/ Three.js Fundamentals]
-			</li>
 			<li>
 				[link:http://blog.cjgammon.com/ Collection of tutorials] by [link:http://www.cjgammon.com/ CJ Gammon].
 			</li>
@@ -79,9 +76,6 @@
 			<li>
 				[link:http://www.reddit.com/r/webgl/ WebGL on reddit]
 			</li>
-			<li>
-				[link:http://learningwebgl.com/blog/ Learning WebGL Blog] – The authoritive news source for WebGL.
-			</li>
 		</ul>
 
 		<h2>Examples</h2>
@@ -104,16 +98,15 @@
 			</li>
 		</ul>
 
-	 <h2>ツール</h2>
-	 <ul>
-		 <li>
-			[link:http://www.physgl.org/ physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
- 			graphics to students learning physics and math.
-		 </li>
-		 <li>
-			 [link:https://whs.io/ Whitestorm.js] – Modular three.js framework with AmmoNext physics plugin.
-		 </li>
-
+	<h2>ツール</h2>
+	<ul>
+		<li>
+			[link:https://github.com/tbensky/physgl physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
+			graphics to students learning physics and math.
+		</li>
+		<li>
+			[link:https://whsjs.readme.io/ Whitestorm.js] – Modular three.js framework with AmmoNext physics plugin.
+		</li>
 		<li>
 			[link:http://zz85.github.io/zz85-bookmarklets/threelabs.html Three.js Inspector]
 		</li>
@@ -126,7 +119,7 @@
 		<li>
 			[link:https://github.com/MozillaReality/WebXR-emulator-extension WebXR-emulator-extension]
 		</li>
-	 </ul>
+	</ul>
 
 	<h2>WebGLのリファレンス</h2>
 	 <ul>

+ 5 - 5
docs/manual/ko/buildTools/Testing-with-NPM.html

@@ -10,7 +10,7 @@
 		<h1>NPM 테스트([name])</h1>
 
 		<p class="desc">
-            이 문서에서는 [link:https://nodejs.org/en/ node.js] 환경에서 three.js를 사용해 자동 테스트를 진행해보는 방법을 알려드립니다. 
+            이 문서에서는 [link:https://nodejs.org/en/ node.js] 환경에서 three.js를 사용해 자동 테스트를 진행해보는 방법을 알려드립니다.
             테스트는 커맨드 라인으로 실행이 가능하며 [link:https://travis-ci.org/ Travis]같은 CI 툴을 통해 자동으로 실행이 가능합니다.
 		</p>
 
@@ -87,7 +87,7 @@ $ npm test
 $ npm install mocha --save-dev
 					</code>
                     node_modules/이 생성되어 있고 파일들이 있어야 합니다.
-                    그리고 package.json의 내용이 업데이트 되었는지도 확인해봐야 합니다. 
+                    그리고 package.json의 내용이 업데이트 되었는지도 확인해봐야 합니다.
                     --save-dev를 통해 devDependencies 속성에 업데이트가 되어있어야 합니다.
 				</li><br />
 
@@ -131,7 +131,7 @@ $ npm install three --save-dev
  $ npm install [email protected] --save
 							</code>
                             (이 예제에서는 0.84.0 버전을 사용했습니다.). --save 는 dev 설정이 아닌 이 프로젝트의 의존성으로 추가하는 명령어입니다.
-                            여기([link:https://www.npmjs.org/doc/json.html link])에서 더 많은 내용을 확인하세요.
+                            여기([link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json link])에서 더 많은 내용을 확인하세요.
 						</li>
 					</ul>
 				</li>
@@ -185,7 +185,7 @@ The THREE object should be able to construct a Vector3 with default of x=0: 0ms
 				</li>
 
 				<li>
-                    nodeJS에서 알아볼 수 있는, require를 사용해 기능들을 내보내기 하세요. 
+                    nodeJS에서 알아볼 수 있는, require를 사용해 기능들을 내보내기 하세요.
                     여기([link:https://github.com/air/encounter/blob/master/js/Physics.js link])를 참고하세요.
 				</li>
 
@@ -247,4 +247,4 @@ if (typeof require === 'function') // nodejs 환경 테스트
 		</div>
 
 	</body>
-</html>
+</html>

+ 1 - 1
docs/manual/ko/introduction/Creating-a-scene.html

@@ -147,7 +147,7 @@
 
 					camera.position.z = 5;
 
-					const animate = function () {
+					function animate() {
 						requestAnimationFrame( animate );
 
 						cube.rotation.x += 0.01;

+ 1 - 1
docs/manual/ko/introduction/Loading-3D-models.html

@@ -118,7 +118,7 @@
 		<li>
 			다른 애플리케이션에서 모델을 확인합니다. glTF에서는, 드래그-앤-드롭 뷰어가 
 			<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a>와
-			<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>에서 사용 가능합니다. 만약 모델이
+			<a href="https://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>에서 사용 가능합니다. 만약 모델이
 			하나 이상의 어플리케이션에서 정상적으로 나타난다면,
 			<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">three.js와 관련된 버그를 알려주세요</a>.
 			어느 애플리케이션에서도 모델이 나타나지 않는다면, 모델을 만든 어플리케이션의 버그를 확인해 보는 것을 강력하게 추천드립니다.

+ 3 - 9
docs/manual/ko/introduction/Useful-links.html

@@ -11,7 +11,7 @@
 
 		<p class="desc">
             다음 링크들은 three.js를 배울때 유용한 링크들 모음입니다.<br />
-            여기에 추가하고 싶은 링크가 있거나 더 이상 작동하지 않거나 관련되지 않은 링크가 있다면 
+            여기에 추가하고 싶은 링크가 있거나 더 이상 작동하지 않거나 관련되지 않은 링크가 있다면
             아래 '수정' 버튼을 클릭해 변경해주세요!<br /><br />
 
 			three.js는 자주 업데이트 되고 있기 때문에, 많은 링크들이 지난 버전의 내용을 담고 있을 수도 있습니다.
@@ -29,7 +29,7 @@
 		<h3>three.js 입문</h3>
 		<ul>
 			<li>
-				[link:https://threejsfundamentals.org/threejs/lessons/threejs-fundamentals.html Three.js Fundamentals starting lesson]
+				[link:https://threejs.org/manual/#en/fundamentals Three.js Fundamentals starting lesson]
 			</li>
 			<li>
 				[link:https://codepen.io/rachsmith/post/beginning-with-3d-webgl-pt-1-the-scene Beginning with 3D WebGL] - [link:https://codepen.io/rachsmith/ Rachel Smith].
@@ -44,9 +44,6 @@
 			<li>
 				[link:https://discoverthreejs.com/ Discover three.js]
 			</li>
-			<li>
-				[link:https://threejsfundamentals.org/ Three.js Fundamentals]
-			</li>
 			<li>
 				[link:http://blog.cjgammon.com/ Collection of tutorials] by [link:http://www.cjgammon.com/ CJ Gammon].
 			</li>
@@ -80,9 +77,6 @@
 			<li>
 				[link:http://www.reddit.com/r/webgl/ WebGL on reddit]
 			</li>
-			<li>
-				[link:http://learningwebgl.com/blog/ Learning WebGL Blog] – The authoritive news source for WebGL.
-			</li>
 		</ul>
 
 		<h2>예제</h2>
@@ -108,7 +102,7 @@
 	 <h2>도구</h2>
 	 <ul>
 		 <li>
-			[link:http://www.physgl.org/ physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
+			[link:https://github.com/tbensky/physgl physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
  			graphics to students learning physics and math.
 		 </li>
 		 <li>

+ 1 - 1
docs/manual/zh/buildTools/Testing-with-NPM.html

@@ -130,7 +130,7 @@ $ npm install three --save-dev
  $ npm install [email protected] --save
 							</code>
 							(例子中用的是0.84.0)。 --save 指令将此加入项目的dependency而不是dev dependency。
-							更多信息请参阅<a href="https://www.npmjs.org/doc/json.html">这份文档</a>。
+							更多信息请参阅<a href="https://docs.npmjs.com/cli/v8/configuring-npm/package-json">这份文档</a>。
 						</li>
 					</ul>
 				</li>

+ 1 - 1
docs/manual/zh/introduction/Creating-a-scene.html

@@ -145,7 +145,7 @@
 
 					camera.position.z = 5;
 
-					const animate = function () {
+					function animate() {
 						requestAnimationFrame( animate );
 
 						cube.rotation.x += 0.01;

+ 1 - 1
docs/manual/zh/introduction/Loading-3D-models.html

@@ -115,7 +115,7 @@
 		<li>
 		请在其它的应用程序中查看3D模型。对于glTF格式的模型来说,可以直接在下面的应用程序中进行查看:
 			<a href="https://gltf-viewer.donmccurdy.com/" target="_blank" rel="noopener">three.js</a>和
-		<a href="http://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>。
+		<a href="https://sandbox.babylonjs.com/" target="_blank" rel="noopener">babylon.js</a>。
 	 如果该模型能够在一个或者多个应用程序中正确地呈现,请<a href="https://github.com/mrdoob/three.js/issues/new" target="_blank" rel="noopener">点击这里向three.js提交Bug报告</a>。
 	 如果模型不能在任意一个应用程序里显示,我们强烈鼓励你向我们提交Bug报告,并告知我们你的模型是使用哪一款应用程序创建的。
 

+ 2 - 8
docs/manual/zh/introduction/Useful-links.html

@@ -32,7 +32,7 @@
 		<h3>three.js入门</h3>
 		<ul>
 			<li>
-				[link:https://threejsfundamentals.org/threejs/lessons/threejs-fundamentals.html Three.js Fundamentals starting lesson]
+				[link:https://threejs.org/manual/#en/fundamentals Three.js Fundamentals starting lesson]
 			</li>
 			<li>
 				[link:https://codepen.io/rachsmith/post/beginning-with-3d-webgl-pt-1-the-scene Beginning with 3D WebGL] by [link:https://codepen.io/rachsmith/ Rachel Smith].
@@ -47,9 +47,6 @@
 			<li>
 				[link:https://discoverthreejs.com/ Discover three.js]
 			</li>
-			<li>
-				[link:https://threejsfundamentals.org/ Three.js Fundamentals]
-			</li>
 			<li>
 				[link:http://blog.cjgammon.com/ Collection of tutorials] by [link:http://www.cjgammon.com/ CJ Gammon].
 			</li>
@@ -83,9 +80,6 @@
 			<li>
 				[link:http://www.reddit.com/r/webgl/ WebGL on reddit]
 			</li>
-			<li>
-				[link:http://learningwebgl.com/blog/ Learning WebGL Blog] – The authoritive news source for WebGL.
-			</li>
 		</ul>
 		<h2>示例</h2>
 		<ul>
@@ -110,7 +104,7 @@
 	 <h2>工具</h2>
 	 <ul>
 		 <li>
-			[link:http://www.physgl.org/ physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
+			[link:https://github.com/tbensky/physgl physgl.org] - JavaScript front-end with wrappers to three.js, to bring WebGL
  			graphics to students learning physics and math.
 		 </li>
 		 <li>

+ 1 - 1
docs/page.js

@@ -2,7 +2,7 @@ if ( ! window.frameElement && window.location.protocol !== 'file:' ) {
 
 	// If the page is not yet displayed as an iframe of the index page (navigation panel/working links),
 	// redirect to the index page (using the current URL without extension as the new fragment).
-	// If this URL itself has a fragment, append it with a dot (since '#' in an URL fragment is not allowed).
+	// If this URL itself has a fragment, append it with a dot (since '#' in a URL fragment is not allowed).
 
 	let href = window.location.href;
 	const splitIndex = href.lastIndexOf( '/docs/' ) + 6;

+ 17 - 16
docs/scenes/bones-browser.html

@@ -42,7 +42,7 @@
 				Vector3,
 				Uint16BufferAttribute,
 				WebGLRenderer
-			} from "../../build/three.module.js";
+			} from '../../build/three.module.js';
 
 			import { GUI } from '../../examples/jsm/libs/lil-gui.module.min.js';
 			import { OrbitControls } from '../../examples/jsm/controls/OrbitControls.js';
@@ -52,6 +52,7 @@
 			const state = {
 				animateBones: false
 			};
+			
 
 			function initScene() {
 
@@ -186,13 +187,13 @@
 
 			function setupDatGui() {
 
-				let folder = gui.addFolder( "General Options" );
+				let folder = gui.addFolder( 'General Options' );
 
-				folder.add( state, "animateBones" );
-				folder.controllers[ 0 ].name( "Animate Bones" );
+				folder.add( state, 'animateBones' );
+				folder.controllers[ 0 ].name( 'Animate Bones' );
 
-				folder.add( mesh, "pose" );
-				folder.controllers[ 1 ].name( ".pose()" );
+				folder.add( mesh, 'pose' );
+				folder.controllers[ 1 ].name( '.pose()' );
 
 				const bones = mesh.skeleton.bones;
 
@@ -200,7 +201,7 @@
 
 					const bone = bones[ i ];
 
-					folder = gui.addFolder( "Bone " + i );
+					folder = gui.addFolder( 'Bone ' + i );
 
 					folder.add( bone.position, 'x', - 10 + bone.position.x, 10 + bone.position.x );
 					folder.add( bone.position, 'y', - 10 + bone.position.y, 10 + bone.position.y );
@@ -214,17 +215,17 @@
 					folder.add( bone.scale, 'y', 0, 2 );
 					folder.add( bone.scale, 'z', 0, 2 );
 
-					folder.controllers[ 0 ].name( "position.x" );
-					folder.controllers[ 1 ].name( "position.y" );
-					folder.controllers[ 2 ].name( "position.z" );
+					folder.controllers[ 0 ].name( 'position.x' );
+					folder.controllers[ 1 ].name( 'position.y' );
+					folder.controllers[ 2 ].name( 'position.z' );
 
-					folder.controllers[ 3 ].name( "rotation.x" );
-					folder.controllers[ 4 ].name( "rotation.y" );
-					folder.controllers[ 5 ].name( "rotation.z" );
+					folder.controllers[ 3 ].name( 'rotation.x' );
+					folder.controllers[ 4 ].name( 'rotation.y' );
+					folder.controllers[ 5 ].name( 'rotation.z' );
 
-					folder.controllers[ 6 ].name( "scale.x" );
-					folder.controllers[ 7 ].name( "scale.y" );
-					folder.controllers[ 8 ].name( "scale.z" );
+					folder.controllers[ 6 ].name( 'scale.x' );
+					folder.controllers[ 7 ].name( 'scale.y' );
+					folder.controllers[ 8 ].name( 'scale.z' );
 
 				}
 

+ 4 - 0
editor/js/Editor.js

@@ -424,6 +424,10 @@ Editor.prototype = {
 
 					helper = new THREE.SkeletonHelper( object.skeleton.bones[ 0 ] );
 
+				} else if ( object.isBone === true && object.parent?.isBone !== true ) {
+
+					helper = new THREE.SkeletonHelper( object );
+
 				} else {
 
 					// no helper for this object type

+ 1 - 0
editor/js/Loader.js

@@ -199,6 +199,7 @@ function Loader( editor ) {
 
 						}
 
+						loader.dispose();
 						editor.execute( new AddObjectCommand( editor, object ) );
 
 					} );

+ 2 - 2
editor/js/libs/ui.three.js

@@ -50,13 +50,13 @@ class UITexture extends UISpan {
 			const extension = file.name.split( '.' ).pop().toLowerCase();
 			const reader = new FileReader();
 
-			if ( extension === 'hdr' ) {
+			if ( extension === 'hdr' || extension === 'pic' ) {
 
 				reader.addEventListener( 'load', function ( event ) {
 
 					// assuming RGBE/Radiance HDR iamge format
 
-					const loader = new RGBELoader().setDataType( THREE.FloatType );
+					const loader = new RGBELoader();
 					loader.load( event.target.result, function ( hdrTexture ) {
 
 						hdrTexture.sourceFile = file.name;

+ 1 - 1
editor/sw.js

@@ -1,4 +1,4 @@
-// r135
+// r136
 
 const cacheName = 'threejs-editor';
 

+ 2 - 0
examples/files.json

@@ -190,6 +190,7 @@
 		"webgl_panorama_equirectangular",
 		"webgl_performance",
 		"webgl_performance_static",
+		"webgl_performance_shader",
 		"webgl_points_billboards",
 		"webgl_points_dynamic",
 		"webgl_points_sprites",
@@ -323,6 +324,7 @@
 		"webgpu_lights_custom",
 		"webgpu_lights_selective",
 		"webgpu_materials",
+		"webgpu_nodes_playground",
 		"webgpu_rtt",
 		"webgpu_sandbox",
 		"webgpu_skinning",

File diff suppressed because it is too large
+ 38 - 0
examples/fonts/tabler-icons/fonts/tabler-icons.svg


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