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Merge branch 'softwareDrawLine' into dev

Conflicts:
	examples/js/renderers/SoftwareRenderer.js
Mu Daosheng 10 年之前
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0f570f9461
共有 100 个文件被更改,包括 3321 次插入1837 次删除
  1. 2 2
      README.md
  2. 2 2
      bower.json
  3. 484 221
      build/three.js
  4. 225 255
      build/three.min.js
  5. 7 0
      docs/api/CONTRIBUTING.md
  6. 3 3
      docs/api/cameras/Camera.html
  7. 83 0
      docs/api/cameras/CubeCamera.html
  8. 7 7
      docs/api/cameras/OrthographicCamera.html
  9. 7 7
      docs/api/cameras/PerspectiveCamera.html
  10. 1 1
      docs/api/constants/ShadowingTypes.html
  11. 1 2
      docs/api/constants/Textures.html
  12. 74 15
      docs/api/core/BufferAttribute.html
  13. 138 24
      docs/api/core/BufferGeometry.html
  14. 9 9
      docs/api/core/Clock.html
  15. 4 4
      docs/api/core/EventDispatcher.html
  16. 10 10
      docs/api/core/Face3.html
  17. 37 45
      docs/api/core/Geometry.html
  18. 90 67
      docs/api/core/Object3D.html
  19. 0 70
      docs/api/core/Projector.html
  20. 7 7
      docs/api/core/Raycaster.html
  21. 10 10
      docs/api/examples/Lut.html
  22. 29 29
      docs/api/examples/cameras/CombinedCamera.html
  23. 12 12
      docs/api/extras/FontUtils.html
  24. 10 10
      docs/api/extras/ImageUtils.html
  25. 4 4
      docs/api/extras/SceneUtils.html
  26. 16 31
      docs/api/extras/animation/Animation.html
  27. 9 9
      docs/api/extras/animation/AnimationHandler.html
  28. 13 13
      docs/api/extras/animation/AnimationMorphTarget.html
  29. 16 16
      docs/api/extras/animation/KeyFrameAnimation.html
  30. 0 57
      docs/api/extras/cameras/CubeCamera.html
  31. 14 11
      docs/api/extras/core/Curve.html
  32. 15 15
      docs/api/extras/core/CurvePath.html
  33. 0 32
      docs/api/extras/core/Gyroscope.html
  34. 11 11
      docs/api/extras/core/Path.html
  35. 8 8
      docs/api/extras/core/Shape.html
  36. 2 30
      docs/api/extras/curves/ArcCurve.html
  37. 23 17
      docs/api/extras/curves/ClosedSplineCurve3.html
  38. 34 15
      docs/api/extras/curves/CubicBezierCurve.html
  39. 35 16
      docs/api/extras/curves/CubicBezierCurve3.html
  40. 36 15
      docs/api/extras/curves/EllipseCurve.html
  41. 10 17
      docs/api/extras/curves/LineCurve.html
  42. 10 18
      docs/api/extras/curves/LineCurve3.html
  43. 32 14
      docs/api/extras/curves/QuadraticBezierCurve.html
  44. 32 14
      docs/api/extras/curves/QuadraticBezierCurve3.html
  45. 23 15
      docs/api/extras/curves/SplineCurve.html
  46. 26 17
      docs/api/extras/curves/SplineCurve3.html
  47. 39 0
      docs/api/extras/geometries/DodecahedronGeometry.html
  48. 2 2
      docs/api/extras/geometries/ExtrudeGeometry.html
  49. 3 3
      docs/api/extras/geometries/IcosahedronGeometry.html
  50. 8 4
      docs/api/extras/geometries/OctahedronGeometry.html
  51. 5 8
      docs/api/extras/geometries/ParametricGeometry.html
  52. 1 1
      docs/api/extras/geometries/PlaneGeometry.html
  53. 34 7
      docs/api/extras/geometries/PolyhedronGeometry.html
  54. 14 20
      docs/api/extras/geometries/ShapeGeometry.html
  55. 8 0
      docs/api/extras/geometries/TetrahedronGeometry.html
  56. 48 41
      docs/api/extras/geometries/TubeGeometry.html
  57. 8 6
      docs/api/extras/helpers/ArrowHelper.html
  58. 1 1
      docs/api/extras/helpers/AxisHelper.html
  59. 3 3
      docs/api/extras/helpers/BoundingBoxHelper.html
  60. 3 3
      docs/api/extras/helpers/CameraHelper.html
  61. 3 3
      docs/api/extras/helpers/DirectionalLightHelper.html
  62. 2 2
      docs/api/extras/helpers/GridHelper.html
  63. 3 3
      docs/api/extras/helpers/HemisphereLightHelper.html
  64. 3 3
      docs/api/extras/helpers/PointLightHelper.html
  65. 4 4
      docs/api/extras/helpers/SpotLightHelper.html
  66. 1 1
      docs/api/extras/objects/ImmediateRenderObject.html
  67. 15 15
      docs/api/extras/objects/MorphBlendMesh.html
  68. 0 72
      docs/api/extras/renderers/plugins/DepthPassPlugin.html
  69. 0 36
      docs/api/extras/shaders/ShaderFlares.html
  70. 8 8
      docs/api/lights/AreaLight.html
  71. 27 27
      docs/api/lights/DirectionalLight.html
  72. 2 2
      docs/api/lights/HemisphereLight.html
  73. 1 1
      docs/api/lights/Light.html
  74. 2 2
      docs/api/lights/PointLight.html
  75. 25 25
      docs/api/lights/SpotLight.html
  76. 84 0
      docs/api/loaders/BabylonLoader.html
  77. 53 17
      docs/api/loaders/BufferGeometryLoader.html
  78. 37 15
      docs/api/loaders/Cache.html
  79. 114 0
      docs/api/loaders/ColladaLoader.html
  80. 53 20
      docs/api/loaders/ImageLoader.html
  81. 118 24
      docs/api/loaders/JSONLoader.html
  82. 28 28
      docs/api/loaders/Loader.html
  83. 34 27
      docs/api/loaders/LoadingManager.html
  84. 56 0
      docs/api/loaders/MTLLoader.html
  85. 50 22
      docs/api/loaders/MaterialLoader.html
  86. 75 0
      docs/api/loaders/OBJLoader.html
  87. 87 0
      docs/api/loaders/OBJMTLLoader.html
  88. 46 16
      docs/api/loaders/ObjectLoader.html
  89. 95 0
      docs/api/loaders/PDBLoader.html
  90. 47 0
      docs/api/loaders/SVGLoader.html
  91. 114 0
      docs/api/loaders/SceneLoader.html
  92. 77 0
      docs/api/loaders/TGALoader.html
  93. 45 58
      docs/api/loaders/TextureLoader.html
  94. 47 15
      docs/api/loaders/XHRLoader.html
  95. 73 0
      docs/api/loaders/glTFLoader.html
  96. 6 6
      docs/api/materials/LineBasicMaterial.html
  97. 17 17
      docs/api/materials/LineDashedMaterial.html
  98. 23 22
      docs/api/materials/Material.html
  99. 40 38
      docs/api/materials/MeshBasicMaterial.html
  100. 8 2
      docs/api/materials/MeshDepthMaterial.html

+ 2 - 2
README.md

@@ -41,7 +41,7 @@ This code creates a scene, a camera, and a geometric cube, and it adds the cube
 		mesh = new THREE.Mesh( geometry, material );
 		scene.add( mesh );
 
-		renderer = new THREE.CanvasRenderer();
+		renderer = new THREE.WebGLRenderer();
 		renderer.setSize( window.innerWidth, window.innerHeight );
 
 		document.body.appendChild( renderer.domElement );
@@ -61,7 +61,7 @@ This code creates a scene, a camera, and a geometric cube, and it adds the cube
 
 </script>
 ```
-If everything went well you should see [this](http://jsfiddle.net/Q7DLQ/).
+If everything went well you should see [this](http://jsfiddle.net/f17Lz5ux/).
 
 ### Change log ###
 

+ 2 - 2
bower.json

@@ -1,9 +1,9 @@
 {
 	"name": "three.js",
-	"version": "0.0.68",
+	"version": "0.0.69",
 	"homepage": "http://threejs.org/",
 	"description": "JavaScript 3D library",
-	"main": "build/three.min.js",
+	"main": "build/three.js",
 	"keywords": [
 		"three",
 		"threejs",

文件差异内容过多而无法显示
+ 484 - 221
build/three.js


文件差异内容过多而无法显示
+ 225 - 255
build/three.min.js


+ 7 - 0
docs/api/CONTRIBUTING.md

@@ -0,0 +1,7 @@
+Contributing to the documentation
+=================================
+
+- To link to the page for `ClassName`, use `[page:ClassName link title]` (or just `[page:ClassName]`). Use `[page:ClassName.memberName]` to link to a class member (a property or method) called `memberName` on the page for `ClassName`. You can write `[page:.memberName]` to link to a property or method called `memberName` on the same page.
+- Use `[example:exampleName title]` (ot just `[example:exampleName]`) to link to the example `threejs.org/examples/#exampleName`.
+- Document a property by writing `<h3>[property:TypeName propertyName]</h3>`.
+- Document a method using `<h3>[method:ReturnType methodName]</h3>`.

+ 3 - 3
docs/api/cameras/Camera.html

@@ -26,16 +26,16 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Matrix4 matrixWorldInverse]</h3>
+		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
 
-		<h3>.[page:Matrix4 projectionMatrix]</h3>
+		<h3>[property:Matrix4 projectionMatrix]</h3>
 		<div>This is the matrix which contains the projection.</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.lookAt( [page:Vector3 vector] )</h3>
+		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
 		<div>
 		vector — point to look at<br />
 		<br />

+ 83 - 0
docs/api/cameras/CubeCamera.html

@@ -0,0 +1,83 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</div>
+
+		<h2>Examples</h2>
+		
+		<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
+		<div>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</div>
+		<div>[example:webgl_materials_cubemap_dynamic2 shading / physical ]</div>
+		
+		<code>//Create cube camera
+		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
+		scene.add( cubeCamera );
+		
+		//Create car
+		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeCamera.renderTarget } );
+		var car = new Mesh( carGeometry, chromeMaterial );
+		scene.add( car );
+		
+		//Update the render target cube
+		car.setVisible( false );
+		cubeCamera.position.copy( car.position );
+		cubeCamera.updateCubeMap( renderer, scene );
+
+		//Render the scene
+		car.setVisible( true );
+		renderer.render( scene, camera );
+		</code>
+		
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([page:number near], [page:number far], [page:number cubeResolution])</h3>
+		<div>
+		near -- The near clipping distance. <br />
+		far -- The far clipping distance <br />
+		cubeResolution -- Sets the width of the cube.
+		</div>
+		<div>
+		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that then
+		render to a [page:WebGLRenderTargetCube]
+		</div>
+
+
+		<h2>Properties</h2>
+
+
+
+		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
+		<div>
+		The cube texture that gets generated.
+		</div> 
+
+		<h2>Methods</h2>
+
+
+
+		<h3>[method:todo updateCubeMap]([page:todo renderer], [page:todo scene])</h3>
+		<div>
+		renderer -- The current WebGL renderer <br />
+		scene -- The current scene
+		</div>
+		<div>
+		Call this to update the renderTarget.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 7 - 7
docs/api/cameras/OrthographicCamera.html

@@ -36,28 +36,28 @@ scene.add( camera );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float left]</h3>
+		<h3>[property:Float left]</h3>
 		<div>Camera frustum left plane.</div>
 
-		<h3>.[page:Float right]</h3>
+		<h3>[property:Float right]</h3>
 		<div>Camera frustum right plane.</div>
 
-		<h3>.[page:Float top]</h3>
+		<h3>[property:Float top]</h3>
 		<div>Camera frustum top plane.</div>
 
-		<h3>.[page:Float bottom]</h3>
+		<h3>[property:Float bottom]</h3>
 		<div>Camera frustum bottom plane.</div>
 
-		<h3>.[page:Float near]</h3>
+		<h3>[property:Float near]</h3>
 		<div>Camera frustum near plane.</div>
 
-		<h3>.[page:Float far]</h3>
+		<h3>[property:Float far]</h3>
 		<div>Camera frustum far plane.</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.updateProjectionMatrix()</h3>
+		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
 		Updates the camera projection matrix. Must be called after change of parameters.
 		</div>

+ 7 - 7
docs/api/cameras/PerspectiveCamera.html

@@ -33,22 +33,22 @@ scene.add( camera );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float fov]</h3>
+		<h3>[property:Float fov]</h3>
 		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
 
-		<h3>.[page:Float aspect]</h3>
+		<h3>[property:Float aspect]</h3>
 		<div>Camera frustum aspect ratio, window width divided by window height.</div>
 
-		<h3>.[page:Float near]</h3>
+		<h3>[property:Float near]</h3>
 		<div>Camera frustum near plane.</div>
 
-		<h3>.[page:Float far]</h3>
+		<h3>[property:Float far]</h3>
 		<div>Camera frustum far plane.</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.setLens( [page:Float focalLength], [page:Float frameSize] )</h3>
+		<h3>[method:null setLens]( [page:Float focalLength], [page:Float frameSize] )</h3>
 		<div>
 		focalLength — focal length<br />
 		frameSize — frame size
@@ -59,7 +59,7 @@ scene.add( camera );</code>
 		Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
 		</div>
 
-		<h3>.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
 		<div>
 		fullWidth — full width of multiview setup<br />
 		fullHeight — full height of multiview setup<br />
@@ -106,7 +106,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		Note there is no reason monitors have to be the same size or in a grid.
 		</div>
 
-		<h3>.updateProjectionMatrix()</h3>
+		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
 		Updates the camera projection matrix. Must be called after change of parameters.
 		</div>

+ 1 - 1
docs/api/constants/ShadowingTypes.html

@@ -7,7 +7,7 @@
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	<body>
-		<h1>Shadowing Type Contants</h1>
+		<h1>Shadowing Type Constants</h1>
 
 		<h2>Shadow Map</h2>
 		<div>

+ 1 - 2
docs/api/constants/Textures.html

@@ -21,8 +21,7 @@
 		THREE.UVMapping<br />
 		THREE.CubeReflectionMapping<br />
 		THREE.CubeRefractionMapping<br />
-		THREE.SphericalReflectionMapping<br />
-		THREE.SphericalRefractionMapping
+		THREE.SphericalReflectionMapping
 		</div>
 
 		<h2>Wrapping Modes</h2>

+ 74 - 15
docs/api/core/BufferAttribute.html

@@ -9,36 +9,95 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
+		<div class="desc">
+		This class stores data for an attribute associated with a [page:BufferGeometry]. See that page for details and a usage example. This class is used to store builtin attributes such as vertex position, normals, color, etc., but can also be used in your code to store custom attributes in a [page:BufferGeometry].
+		</div>
 
 		<h2>Constructor</h2>
+		<h3>[name]([page:Array array], [page:Integer itemSize])</h3>
+		<div>
+		Instantiates this attibute with data from the associated buffer. The array can either be a regular Array or a Typed Array. 
+		itemSize gives the number of values of the array that should be associated with a particular vertex.
+		</div>
 
+		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[property:Array array]</h3>
+		<div>
+		Stores the data associated with this attribute; can be an Array or a Typed Array. This element should have <code>itemSize * numVertices</code> elements, where numVertices is the number of vertices in the associated [page:BufferGeometry geometry]. 
+		</div>
 
+		<h3>[property:Integer itemSize]</h3>
+		<div>
+		Records how many items of the array are associated with a particular vertex. For instance, if this
+		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
+		</div>
 
-		<h2>Properties</h2>
+		<h3>[property:Integer length]</h3>
+		<div>
+		Gives the total number of elements in the array.
+		</div>
 
-		<h3>todo</h3>
+		<h3>[property:Boolean needsUpdate]</h3>
 		<div>
-		todo
-		</div> 
+		Flag to indicate that this attribute has changed and should be re-send to the GPU. Set this to true when you modify the value of the array.
+		</div>
+
 
 
 		<h2>Methods</h2>
 		
+		<h3>[method:null copyAt] ( [page:Integer index1], attribute, [page:Integer index2] ) </h3>
+		<div>
+		Copies itemSize values in the array from the vertex at index2 to the vertex at index1.
+		</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
+		<h3>[method:null set] ( [page:Array value] ) </h3>
 		<div>
-		todo
+		Sets the associated array with values from the passed array.
 		</div>
-		
+
+		<h3>[method:null setX]( index, x ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x
+		</div>
+
+		<h3>[method:null setY]( index, y ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize + 1</code> to y
+		</div>
+
+		<h3>[method:null setZ]( index, z ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize + 2</code> to z
+		</div>
+
+		<h3>[method:null setXY]( index, x, y ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x and 
+		sets the value of the array at <code>index * itemSize + 1</code> to y
+		</div>
+
+		<h3>[method:null setXYZ]( index, x, y, z ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x,
+		the value of the array at <code>index * itemSize + 1</code> to y, and
+		the value of the array at <code>index * itemSize + 2</code> to z.
+		</div>
+
+		<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x,
+		the value of the array at <code>index * itemSize + 1</code> to y, 
+		the value of the array at <code>index * itemSize + 2</code> to z, and
+		the value of the array at <code>index * itemSize + 3</code> to w.
+		</div>
+
+		<h3>[method:BufferAttribute clone]() </h3>
+		<div>
+		Copies this attribute.
+		</div>
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 138 - 24
docs/api/core/BufferGeometry.html

@@ -10,10 +10,94 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		This is a super efficient class for geometries because it saves all data in buffers. <br />
-		It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the necessary buffer calculations.<br />
-		It is mainly interesting when working with static objects.
+		<p>
+		This class is an efficient alternative to [page:Geometry], because it stores all data, including
+		vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers; this
+		reduces the cost of passing all this data to the GPU. 
+		This also makes BufferGeometry harder to work with than [page:Geometry]; rather than accessing 
+		position data as [page:Vector3] objects, color data as [page:Color] objects, and so on, you have to 
+		access the raw data from the appropriate [page:BufferAttribute attribute] buffer. This makes 
+		BufferGeometry best-suited for static objects where you don't need to manipulate the geometry much
+		after instantiating it.
+		</p>
+
+		<h3>Example</h3>
+		<code>
+		var geometry = new THREE.BufferGeometry();
+		// create a simple square shape. We duplicate the top left and bottom right
+		// vertices because each vertex needs to appear once per triangle. 
+		var vertexPositions = [ 
+			[-1.0, -1.0,  1.0],
+			[ 1.0, -1.0,  1.0],
+			[ 1.0,  1.0,  1.0],
+
+			[ 1.0,  1.0,  1.0],
+			[-1.0,  1.0,  1.0],
+			[-1.0, -1.0,  1.0]
+		];
+		var vertices = new Float32Array( vertexPositions.length * 3 ); // three components per vertex
+
+		// components of the position vector for each vertex are stored
+		// contiguously in the buffer.
+		for ( var i = 0; i < vertexPositions.length; i++ )
+		{
+			vertices[ i*3 + 0 ] = vertexPositions[i][0];
+			vertices[ i*3 + 1 ] = vertexPositions[i][1];
+			vertices[ i*3 + 2 ] = vertexPositions[i][2];
+		}
+
+		// itemSize = 3 because there are 3 values (components) per vertex
+		geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
+		var mesh = new THREE.Mesh( geometry, material );
+		</code>
+		<p>More examples: [example:webgl_buffergeometry Complex mesh with non-indexed faces], [example:webgl_buffergeometry_uint Complex mesh with indexed faces], [example:webgl_buffergeometry_lines Lines], [example:webgl_buffergeometry_lines_indexed Indexed Lines], [example:webgl_buffergeometry_particles Particles], and [example:webgl_buffergeometry_rawshader Raw Shaders].</p>
+
+		
+		<h3>Accessing attributes</h3>
+		<p>
+		WebGL stores data associated with individual vertices of a geometry in <emph>attributes</emph>. 
+		Examples include the position of the vertex, the normal vector for the vertex, the vertex color,
+		and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping
+		up this information into typed array buffers and sending this data to the shader. With 
+		BufferGeometry, all of this data is stored in buffers associated with an individual attributes.
+		This means that to get the position data associated with a vertex (for instance), you must call
+		[page:.getAttribute] to access the 'position' [page:BufferAttribute attribute], then access the individual 
+		x, y, and z coordinates of the position.  
+		</p>
+		<p>
+		The following attributes are set by various members of this class:
+		</p>
+		<h4>[page:BufferAttribute position] (itemSize: 3)</h4>
+		<div>
+		Stores the x, y, and z coordinates of each vertex in this geometry. Set by [page:.fromGeometry]().
+		</div>
+
+		<h4>[page:BufferAttribute normal] (itemSize: 3)</h4>
+		<div>
+		Stores the x, y, and z components of the face or vertex normal vector of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<h4>[page:BufferAttribute color] (itemSize: 3)</h4>
+		<div>
+		Stores the red, green, and blue channels of vertex color of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<h4>[page:BufferAttribute tangent] (itemSize: 3)</h4>
+		<div>
+		Stores the x, y, and z components of the tangent vector of each vertex in this geometry. Set by [page:.computeTangents]().
+		</div>
+
+		<h4>[page:BufferAttribute index] (itemSize: 3)</h4>
+		Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles," and works much the same as it does in [page:Geometry]: each triangle is associated with the index of three vertices. This attribute therefore stores the index of each vertex for each triangular face.
+
+		If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous positions represent a single triangle.
 		</div>
+		<p>
+		In addition to the the built-in attributes, you can set your own custom attributes using the addAttribute method. With [page:Geometry], these attributes are set and stored on the [page:Material]. In BufferGeometry, the attributes are stored with the geometry itself. Note that you still need to set the attributes information on the material as well, but the value of each attribute is stored in the BufferGeometry. 
+		</p>
 
 
 		<h2>Constructor</h2>
@@ -27,90 +111,120 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
-		Unique number of this buffergeometry instance
+		Unique number for this buffergeometry instance.
 		</div>
 		
-		<h3>.[page:Hashmap attributes]</h3>
+		<h3>[property:Hashmap attributes]</h3>
 		<div>
-		This hashmap has as id the name of the attribute to be set and as value the buffer to set it to.
+		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
+		Rather than accessing this property directly, use addAttribute and getAttribute to access attributes of this geometry.
 		</div>
 		
-		<h3>.[page:Boolean dynamic]</h3>
+		<!--
+ 		<h3>[property:Boolean dynamic]</h3>
 		<div>
-		When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
-		</div>
+		When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and   saves memory.
+		</div> -->
 		
-		<h3>.[page:Array offsets]</h3>
+		<h3>[property:Array drawCalls] (previously [property:Array offsets])</h3>
 		<div>
-		This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
+		For geometries that use indexed triangles, this Array can be used to split the object into multiple WebGL draw calls. Each draw call will draw some subset of the vertices in this geometry using the configured [page:Material shader]. This may be necessary if, for instance, you have more than 65535 vertices in your object. 
+		Each element is an object of the form:
+		<code>{ start: Integer, count: Integer, index: Integer }</code>
+		where start specifies the index of the first vertex in this draw call, count specifies how many vertices are included, and index specifies an optional offset.
+
+		Use addDrawCall to add draw calls, rather than modifying this array directly.
 		</div>
 
-		<h3>.[page:Object boundingBox]</h3>
+		<h3>[property:Box3 boundingBox]</h3>
 		<div>
 		Bounding box.
 		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
 		</div>
 
-		<h3>.[page:Object boundingSphere]</h3>
+		<h3>[property:Sphere boundingSphere]</h3>
 		<div>
 		Bounding sphere.
 		<code>{ radius: float }</code>
 		</div>
 		
-		<h3>.[page:Array morphTargets]</h3>
+		<h3>[property:Array morphTargets]</h3>
 		<div>
 		Array of morph targets. Each morph target is a Javascript object:
 		<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
 		Morph vertices match number and order of primary vertices.
 		</div>
 
-		<h3>.[page:boolean hasTangents]</h3>
+		<h3>[property:boolean hasTangents]</h3>
 		<div>
-		True if BufferGeometry has tangents. Set in [page:BufferGeometry BufferGeometry.computeTangents].
+		True if BufferGeometry has tangents. Set in [page:.computeTangents].
 		</div> 
 
 		<h2>Methods</h2>
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 		
-		<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
+		<h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attribute] )</h3>
+		<div>
+		Adds an attribute to this geometry. Use this rather than the attributes property, 
+		because an internal array of attributes is maintained to speed up iterating over
+		attributes.
+		</div>
+
+		<h3>[method:null addDrawCall]( [page:Integer start], [page:Integer count], [page:Integer indexOffset] )</h3>
+		<div>
+		Adds a draw call to this geometry; see the drawcalls property for details.
+		</div>
+
+
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
 		<div>
 		Bakes matrix transform directly into vertex coordinates.
 		</div>
 
-		<h3>.computeVertexNormals()</h3>
+		<h3>[method:null computeVertexNormals]()</h3>
 		<div>
 		Computes vertex normals by averaging face normals.<br />
 		</div>
 
-		<h3>.computeTangents()</h3>
+		<h3>[method:null computeTangents]()</h3>
 		<div>
 		Computes vertex tangents.<br />
 		Based on [link:http://www.terathon.com/code/tangent.html]<br />
 		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
 		</div>
 
-		<h3>.computeBoundingBox()</h3>
+		<h3>[method:null computeBoundingBox]()</h3>
 		<div>
 		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.<br />
 		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</div>
 
-		<h3>.computeBoundingSphere()</h3>
+		<h3>[method:null computeBoundingSphere]()</h3>
 		<div>
 		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
 		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</div>
 		
-		<h3>.dispose()</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
 		Disposes the object from memory. <br />
 		You need to call this when you want the bufferGeometry removed while the application is running.
 		</div>
 
-		<h3>.normalizeNormals()</h3>
+		<h3>[method:null fromGeometry]( [page:Geometry] )</h3>
+		<div>
+		Populates this BufferGeometry with data from a [page:Geometry] object.
+		</div>
+
+		<h3>[method:BufferAttribute getAttribute]( [page:String name] )</h3>
+		<div>
+		Returns the [page:BufferAttribute attribute] with the specified name.
+		</div>
+
+		<h3>[method:null normalizeNormals]()</h3>
 		<div>
 		Every normal vector in a geometry will have a magnitude of 1.
 		This will correct lighting on the geometry surfaces.

+ 9 - 9
docs/api/core/Clock.html

@@ -22,31 +22,31 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Boolean autoStart]</h3>
+		<h3>[property:Boolean autoStart]</h3>
 		<div>
 		If set, starts the clock automatically when the first update is called.
 		</div>
 
-		<h3>.[page:Float startTime]</h3>
+		<h3>[property:Float startTime]</h3>
 		<div>
 		When the clock is running, It holds the start time of the clock. <br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
 
 
-		<h3>.[page:Float oldTime]</h3>
+		<h3>[property:Float oldTime]</h3>
 		<div>
 		When the clock is running, It holds the previous time from a update.<br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
 
-		<h3>.[page:Float elapsedTime]</h3>
+		<h3>[property:Float elapsedTime]</h3>
 		<div>
 		When the clock is running, It holds the time elapsed between the start of the clock to the previous update.<br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
 
-		<h3>.[page:Boolean running]</h3>
+		<h3>[property:Boolean running]</h3>
 		<div>
 		This property keeps track whether the clock is running or not.
  		</div>
@@ -54,22 +54,22 @@
 
 		<h2>Methods</h2>
 
-		<h3>.start()</h3>
+		<h3>[method:null start]()</h3>
 		<div>
 		Starts clock.
 		</div>
 
-		<h3>.stop()</h3>
+		<h3>[method:null stop]()</h3>
 		<div>
 		Stops clock.
 		</div>
 
-		<h3>.getElapsedTime() [page:Float]</h3>
+		<h3>[method:Float getElapsedTime]()</h3>
 		<div>
 		Get the seconds passed since the clock started.
 		</div>
 
-		<h3>.getDelta() [page:Float]</h3>
+		<h3>[method:Float getDelta]()</h3>
 		<div>
 		Get the seconds passed since the last call to this method.
 		</div>

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

@@ -23,7 +23,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>.addEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null addEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -32,7 +32,7 @@
 		Adds a listener to an event type.
 		</div>
 
-		<h3>.hasEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:Boolean hasEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -41,7 +41,7 @@
 		Checks if listener is added to an event type.
 		</div>
 
-		<h3>.removeEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null removeEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of the listener that gets removed.<br />
 		listener - The listener function that gets removed.
@@ -50,7 +50,7 @@
 		Removes a listener from an event type.
 		</div>
 
-		<h3>.dispatchEvent( [page:String type] )</h3>
+		<h3>[method:null dispatchEvent]( [page:String type] )</h3>
 		<div>
 		type - The type of event that gets fired.
 		</div>

+ 10 - 10
docs/api/core/Face3.html

@@ -35,55 +35,55 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer a]</h3>
+		<h3>[property:Integer a]</h3>
 		<div>
 		Vertex A index.
 		</div>
 
-		<h3>.[page:Integer b]</h3>
+		<h3>[property:Integer b]</h3>
 		<div>
 		Vertex B index.
 		</div>
 
-		<h3>.[page:Integer c]</h3>
+		<h3>[property:Integer c]</h3>
 		<div>
 		Vertex C index.
 		</div>
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 		<div>
 		Face normal.
 		</div>
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		Face color.
 		</div>
 
-		<h3>.[page:Array vertexNormals]</h3>
+		<h3>[property:Array vertexNormals]</h3>
 		<div>
 		Array of 3 vertex normals.
 		</div>
 
-		<h3>.[page:Array vertexColors]</h3>
+		<h3>[property:Array vertexColors]</h3>
 		<div>
 		Array of 3 vertex colors.
 		</div>
 
-		<h3>.[page:Array vertexTangents]</h3>
+		<h3>[property:Array vertexTangents]</h3>
 		<div>
 		Array of 3 vertex tangents.
 		</div>
 
 
-		<h3>.[page:Integer materialIndex]</h3>
+		<h3>[property:Integer materialIndex]</h3>
 		<div>
 		Material index (points to [page:MeshFaceMaterial MeshFaceMaterial.materials]).
 		</div>
 
 		<h2>Methods</h2>
 
-		<h3>.clone()</h3>
+		<h3>[method:Face3 clone]()</h3>
 		<div>
 		Creates a new clone of the Face3 object.
 		</div>

+ 37 - 45
docs/api/core/Geometry.html

@@ -41,24 +41,24 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
-		Unique number of this geometry instance
+		Unique number for this geometry instance.
 		</div>
-		
-		<h3>.[page:String name]</h3>
+
+		<h3>[property:String name]</h3>
 		<div>
 		Name for this geometry. Default is an empty string.
 		</div>
 
-		<h3>.[page:Array vertices]</h3>
+		<h3>[property:Array vertices]</h3>
 		<div>
 		Array of [page:Vector3 vertices].<br />
 		The array of vertices holds every position of points in the model.<br />
 		To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array colors]</h3>
+		<h3>[property:Array colors]</h3>
 		<div>
 		Array of vertex [page:Color colors], matching number and order of vertices.<br />
 		Used in [page:PointCloud] and [page:Line].<br />
@@ -66,115 +66,110 @@
 		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array faces]</h3>
+		<h3>[property:Array faces]</h3>
 		<div>
 		Array of [page:Face3 triangles].<br />
 		The array of faces describe how each vertex in the model is connected with each other.<br />
 		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array faceVertexUvs]</h3>
+		<h3>[property:Array faceVertexUvs]</h3>
 		<div>
 		Array of face [page:UV] layers.<br />
 		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
 		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array morphTargets]</h3>
+		<h3>[property:Array morphTargets]</h3>
 		<div>
 		Array of morph targets. Each morph target is a Javascript object:
 		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
 		Morph vertices match number and order of primary vertices.
 		</div>
 
-		<h3>.[page:Array morphColors]</h3>
+		<h3>[property:Array morphColors]</h3>
 		<div>
 		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
 		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
 		Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
 		</div>
 
-		<h3>.[page:Array morphNormals]</h3>
+		<h3>[property:Array morphNormals]</h3>
 		<div>
 		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
 		</div>
 
-		<h3>.[page:Array skinWeights]</h3>
+		<h3>[property:Array skinWeights]</h3>
 		<div>
 		Array of skinning weights, matching number and order of vertices.
 		</div>
 
-		<h3>.[page:Array skinIndices]</h3>
+		<h3>[property:Array skinIndices]</h3>
 		<div>
 		Array of skinning indices, matching number and order of vertices.
 		</div>
 
-		<h3>.[page:Object boundingBox]</h3>
+		<h3>[property:Object boundingBox]</h3>
 		<div>
 		Bounding box.
 		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
 		</div>
 
-		<h3>.[page:Object boundingSphere]</h3>
+		<h3>[property:Object boundingSphere]</h3>
 		<div>
 		Bounding sphere.
 		<code>{ radius: float }</code>
 		</div>
 
-		<h3>.[page:Boolean hasTangents]</h3>
+		<h3>[property:Boolean hasTangents]</h3>
 		<div>
 		True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
 		</div>
 
-		<h3>.[page:Boolean dynamic]</h3>
+		<h3>[property:Boolean dynamic]</h3>
 		<div>
 		Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
 		Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
 		Defaults to true.
 		</div>
 		
-		<h3>.[page:Boolean verticesNeedUpdate]</h3>
+		<h3>[property:Boolean verticesNeedUpdate]</h3>
 		<div>
 		Set to *true* if the vertices array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean elementsNeedUpdate]</h3>
+		<h3>[property:Boolean elementsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the faces array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean uvsNeedUpdate]</h3>
+		<h3>[property:Boolean uvsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the uvs array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean normalsNeedUpdate]</h3>
+		<h3>[property:Boolean normalsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the normals array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean tangentsNeedUpdate]</h3>
+		<h3>[property:Boolean tangentsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the tangents in the faces has been updated.
 		</div>
 		
-		<h3>.[page:Boolean colorsNeedUpdate]</h3>
+		<h3>[property:Boolean colorsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the colors array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
+		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
 		<div>
 		Set to *true* if the linedistances array has been updated.
 		</div>
-		
-		<h3>.[page:Boolean buffersNeedUpdate]</h3>
-		<div>
-		Set to *true* if an array has changed in length.
-		</div>
 
-		<h3>.[page:array lineDistances]</h3>
+		<h3>[property:array lineDistances]</h3>
 		<div>
 		An array containing distances between vertices for Line geometries.
 		This is required for LinePieces/LineDashedMaterial to render correctly.
@@ -185,70 +180,67 @@
 		
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
 		<div>
 		Bakes matrix transform directly into vertex coordinates.
 		</div>
 
-		<h3>.computeFaceNormals()</h3>
+		<h3>[method:null computeFaceNormals]()</h3>
 		<div>
 		Computes face normals.
 		</div>
 
-		<h3>.computeVertexNormals()</h3>
+		<h3>[method:null computeVertexNormals]()</h3>
 		<div>
 		Computes vertex normals by averaging face normals.<br />
 		Face normals must be existing / computed beforehand.
 		</div>
 
-		<h3>.computeMorphNormals()</h3>
+		<h3>[method:null computeMorphNormals]()</h3>
 		<div>
 		Computes morph normals.
 		</div>
 
-		<h3>.computeTangents()</h3>
+		<h3>[method:null computeTangents]()</h3>
 		<div>
 		Computes vertex tangents.<br />
 		Based on [link:http://www.terathon.com/code/tangent.html]<br />
 		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
 		</div>
 
-		<h3>.computeBoundingBox()</h3>
+		<h3>[method:null computeBoundingBox]()</h3>
 		<div>
 		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
 		</div>
 
-		<h3>.computeBoundingSphere()</h3>
+		<h3>[method:null computeBoundingSphere]()</h3>
 		<div>
 		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
 		</div>
 		
 		<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
 
-		<h3>.merge( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
+		<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
 		<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
 
-		<h3>.mergeVertices()</h3>
+		<h3>[method:null mergeVertices]()</h3>
 		<div>
 		Checks for duplicate vertices using hashmap.<br />
 		Duplicated vertices are removed and faces' vertices are updated.
 		</div>
 		
-		<h3>.makeGroups()</h3>
-		<div>Geometry splitting</div>
-		
-		<h3>.clone()</h3>
+		<h3>[method:Geometry clone]()</h3>
 		<div>
 		Creates a new clone of the Geometry.
 		</div>
 		
-		<h3>.dispose()</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
 		Removes The object from memory. <br />
 		Don't forget to call this method when you remove a geometry because it can cause memory leaks. 
 		</div>
 
-		<h3>.computeLineDistances()</h3>
+		<h3>[method:null computeLineDistances]()</h3>
 		<div>
 		Compute distances between vertices for Line geometries.
 		</div>

+ 90 - 67
docs/api/core/Object3D.html

@@ -23,136 +23,142 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
-		Identifier of this object instance.
+		readonly – Unique number for this object instance.
 		</div>
-		
-		<h3>.[page:String uuid]</h3>
+
+		<h3>[property:String uuid]</h3>
 		<div>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance. 
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
 		This gets automatically assigned, so this shouldn't be edited.
 		</div>
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String name]</h3>
 		<div>
 		Optional name of the object (doesn't need to be unique).
 		</div>
 
-		<h3>.[page:Object3D parent]</h3>
+		<h3>[property:Object3D parent]</h3>
 		<div>
 		Object's parent in the scene graph.
 		</div>
 
-		<h3>.[page:Object3D children]</h3>
+		<h3>[property:Object3D children]</h3>
 		<div>
 		Array with object's children.
 		</div>
 
-		<h3>.[page:Vector3 position]</h3>
+		<h3>[property:Vector3 position]</h3>
 		<div>
 		Object's local position.
 		</div>
 
-		<h3>.[page:Euler rotation]</h3>
+		<h3>[property:Euler rotation]</h3>
 		<div>
 		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
 		</div>
 
-		<h3>.[page:String eulerOrder]</h3>
-		<div>
-		Order of axis for Euler angles.
-		</div>
-
-		<h3>.[page:Vector3 scale]</h3>
+		<h3>[property:Vector3 scale]</h3>
 		<div>
 		Object's local scale.
 		</div>
 
-		<h3>.[page:Vector3 up]</h3>
+		<h3>[property:Vector3 up]</h3>
 		<div>
 		Up direction.
 		</div>
 
-		<h3>.[page:Matrix4 matrix]</h3>
+		<h3>[property:Matrix4 matrix]</h3>
 		<div>
 		Local transform.
 		</div>
 
-		<h3>.[page:Quaternion quaternion]</h3>
+		<h3>[property:Quaternion quaternion]</h3>
 		<div>
-		Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
+		Object's local rotation as [page:Quaternion Quaternion].
 		</div>
 
-		<h3>.[page:Boolean useQuaternion]</h3>
+		<h3>[property:Boolean visible]</h3>
 		<div>
-		Use quaternion instead of Euler angles for specifying local rotation.
+		Object gets rendered if *true*.
 		</div>
-
-		<h3>.[page:Float renderDepth]</h3>
 		<div>
-		Override depth-sorting order if non *null*.
+		default – true
 		</div>
 
-		<h3>.[page:Boolean visible]</h3>
+		<h3>[property:Boolean castShadow]</h3>
 		<div>
-		Object gets rendered if *true*.
+		Gets rendered into shadow map.
 		</div>
-
-		<h3>.[page:Boolean castShadow]</h3>
 		<div>
-		Gets rendered into shadow map.
+		default – false
 		</div>
 
-		<h3>.[page:Boolean receiveShadow]</h3>
+		<h3>[property:Boolean receiveShadow]</h3>
 		<div>
 		Material gets baked in shadow receiving.
 		</div>
+		<div>
+		default – false
+		</div>
 
-		<h3>.[page:Boolean frustumCulled]</h3>
+		<h3>[property:Boolean frustumCulled]</h3>
 		<div>
 		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
 		</div>
+		<div>
+		default – true
+		</div>
 
-		<h3>.[page:Boolean matrixAutoUpdate]</h3>
+		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<div>
 		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
 		</div>
+		<div>
+		default – true
+		</div>
 
-		<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
+		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<div>
 		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
 		</div>
+		<div>
+		default – false
+		</div>
 
-		<h3>.[page:Boolean rotationAutoUpdate]</h3>
+		<h3>[property:Boolean rotationAutoUpdate]</h3>
 		<div>
 		When this is set, then the rotationMatrix gets calculated every frame.
 		</div>
+		<div>
+		default – true
+		</div>
 
-		<h3>.[page:object userData]</h3>
+		<h3>[property:object userData]</h3>
 		<div>
 		An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
-		</div> 
+		</div>
 
-		<h3>.[page:Matrix4 matrixWorld]</h3>
+		<h3>[property:Matrix4 matrixWorld]</h3>
 		<div>
 		The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
-		</div> 
+		</div>
+
 
-		
 		<h2>Methods</h2>
-		
+
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-		
-		<h3>.applyMatrix( [page:Matrix4 matrix])</h3>
+
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix])</h3>
 		<div>
 		matrix - matrix
 		</div>
 		<div>
 		This updates the position, rotation and scale with the matrix.
 		</div>
-		
-		<h3>.translateX( [page:Float distance] )</h3>
+
+		<h3>[method:null translateX]( [page:Float distance] )</h3>
 		<div>
 		distance - Distance.<br />
 		</div>
@@ -160,7 +166,7 @@
 		Translates object along x axis by distance.
 		</div>
 
-		<h3>.translateY( [page:Float distance] )</h3>
+		<h3>[method:null translateY]( [page:Float distance] )</h3>
 		<div>
 		distance - Distance.<br />
 		</div>
@@ -168,15 +174,15 @@
 		Translates object along y axis by distance.
 		</div>
 
-		<h3>.translateZ( [page:Float distance] )</h3>
+		<h3>[method:null translateZ]( [page:Float distance] )</h3>
 		<div>
 		distance - Distance.<br />
 		</div>
 		<div>
 		Translates object along z axis by distance.
 		</div>
-		
-		<h3>.localToWorld( [page:Vector3 vector] )</h3>
+
+		<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
 		<div>
 		vector - A local vector.<br />
 		</div>
@@ -184,7 +190,7 @@
 		Updates the vector from local space to world space.
 		</div>
 
-		<h3>.worldToLocal( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector.<br />
 		</div>
@@ -192,7 +198,7 @@
 		Updates the vector from world space to local space.
 		</div>
 
-		<h3>.lookAt( [page:Vector3 vector] )</h3>
+		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector to look at.<br />
 		</div>
@@ -200,47 +206,64 @@
 		Rotates object to face point in space.
 		</div>
 
-		<h3>.add( [page:Object3D object] )</h3>
+		<h3>[method:null add]( [page:Object3D object], ... )</h3>
 		<div>
 		object - An object.<br />
 		</div>
 		<div>
-		Adds *object* as child of this object.
+		Adds *object* as child of this object. An arbitrary number of objects may be added.
 		</div>
 
-		<h3>.remove( [page:Object3D object] )</h3>
+		<h3>[method:null remove]( [page:Object3D object], ... )</h3>
 		<div>
 		object - An object.<br />
 		</div>
 		<div>
-		Removes *object* as child of this object.
+		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</div>
 
-		<h3>.traverse( [page:Function callback] )</h3>
+		<h3>[method:null traverse]( [page:Function callback] )</h3>
 		<div>
-		callback - An Function with as first argument an object3D object.<br />
+		callback - A function with as first argument an object3D object.<br />
 		</div>
 		<div>
-		Executes the callback on this object and all descendants. 
+		Executes the callback on this object and all descendants.
+		</div>
+		
+		<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
+		<div>
+		callback - A function with as first argument an object3D object.<br />
+		</div>
+		<div>
+		Like traverse, but the callback will only be executed for visible objects.
+		Descendants of invisible objects are not traversed.
+		</div>
+		
+		<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
+		<div>
+		callback - A function with as first argument an object3D object.<br />
+		</div>
+		<div>
+		Executes the callback on this object and all ancestors.
 		</div>
 
-		<h3>.updateMatrix()</h3>
+		<h3>[method:null updateMatrix]()</h3>
 		<div>
 		Updates local transform.
 		</div>
 
-		<h3>.updateMatrixWorld( [page:Boolean force] )</h3>
+		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
 		<div>
 		Updates global transform of the object and its children.
 		</div>
 
-		<h3>.clone()</h3>
+		<h3>[method:Object3D clone]()</h3>
 		<div>
 		Creates a new clone of this object and all descendants.
 		</div>
 
 
-		<h3>.getObjectByName([page:String name], [page:Boolean recursive]) [page:Object3d Object3d]</h3>
+		<h3>[method:Object3D getObjectByName]([page:String name], [page:Boolean recursive])</h3>
 		<div>
 		name -- String to match to the children's Object3d.name property. <br />
 		recursive -- Boolean whether to search through the children's children. Default is false.
@@ -249,7 +272,7 @@
 		Searches through the object's children and returns the first with a matching name, optionally recursive.
 		</div>
 
-		<h3>.getObjectById([page:Integer id], [page:Boolean recursive]) [page:Object3D]</h3>
+		<h3>[method:Object3D getObjectById]([page:Integer id], [page:Boolean recursive])</h3>
 		<div>
 		id -- Unique number of the object instance<br />
 		recursive -- Boolean whether to search through the children's children. Default is false.
@@ -257,8 +280,8 @@
 		<div>
 		Searches through the object's children and returns the first with a matching id, optionally recursive.
 		</div>
-		
-		<h3>.translateOnAxis([page:Vector3 axis], [page:Float distance]) [page:Object3D]</h3>
+
+		<h3>[method:Object3D translateOnAxis]([page:Vector3 axis], [page:Float distance])</h3>
 		<div>
 		axis -- A normalized vector in object space.<br />
 		distance -- The distance to translate.
@@ -266,8 +289,8 @@
 		<div>
 		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
 		</div>
-		
-		<h3>.rotateOnAxis([page:Vector3 axis], [page:Float angle]) [page:Object3D]</h3>
+
+		<h3>[method:Object3D rotateOnAxis]([page:Vector3 axis], [page:Float angle])</h3>
 		<div>
 		axis -- A normalized vector in object space. <br />
 		angle -- The angle in radians.

+ 0 - 70
docs/api/core/Projector.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">Projects points between spaces.</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		Creates a new projector Object. It initializes a lot of variables that the projector uses to project the points.
-		</div>
-		
-		
-		<h2>Properties</h2>
-
-		<h2>Methods</h2>
-
-		<h3>.projectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
-		<div>
-		[page:Vector3 vector] — vector to project.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		</div>
-		<div>
-		Projects a vector with the camera. Caution, this method changes 'vector'.
-		</div>
-
-		<h3>.unprojectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
-		<div>
-		[page:Vector3 vector] — vector to unproject.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		</div>
-		<div>
-		Unprojects a vector with the camera. Caution, this method changes 'vector'. 
-		</div>
-		
-		<h3>.pickingRay( [page:Vector3 vector], [page:Camera camera] ) [page:Raycaster]</h3>
-		<div>
-		Translates a 2D point from NDC (<em>Normalized Device Coordinates</em>) to a [page:Raycaster] that can be used for picking. NDC range from [-1..1] in x (left to right) and [1.0 .. -1.0] in y (top to bottom).
-		</div>
-
-		<h3>.projectScene( [page:Scene scene], [page:Camera camera], [page:Boolean sort] ) [page:Object]</h3>
-		<div>
-		[page:Scene scene] — scene to project.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		[page:Boolean sort] — select whether to sort elements using the <a href="http://en.wikipedia.org/wiki/Painter%27s_algorithm">Painter's algorithm</a>.
-		</div>
-		
-		<div>
-		Transforms a 3D [page:Scene scene] object into 2D render data that can be rendered in a screen with your renderer of choice, projecting and clipping things out according to the used camera.
-		</div>
-		<div>
-		If the <em>scene</em> were a real scene, this method would be the equivalent of taking a picture with the <em>camera</em> (and developing the film would be the next step, using a Renderer).
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 7 - 7
docs/api/core/Raycaster.html

@@ -32,31 +32,31 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Ray ray]</h3>
+		<h3>[property:Ray ray]</h3>
 		<div>
 		The Ray used for the raycasting.
 		</div>
 
-		<h3>.[page:float near]</h3>
+		<h3>[property:float near]</h3>
 		<div>
 		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		This value shouldn't be negative and should be smaller than the far property. 
 		</div>
 
-		<h3>.[page:float far]</h3>
+		<h3>[property:float far]</h3>
 		<div>
 		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		This value shouldn't be negative and should be larger than the near property. 
 		</div>
 
-		<h3>.[page:float precision]</h3>
+		<h3>[property:float precision]</h3>
 		<div>
 		The precision factor of the raycaster. 
 		</div>
 
 		<h2>Methods</h2>
 
-		<h3>.set( [page:Vector3 origin], [page:Vector3 direction] )</h3>
+		<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
 		<div>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
 		[page:Vector3 direction] — The direction vector that  gives direction to the ray.
@@ -65,7 +65,7 @@
 		Updates the ray with a new origin and direction.
 		</div>
 
-		<h3>.intersectObject( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recursive] )</h3>
 		<div>
 		[page:Object3D object] — The object to check for intersection with the ray.<br />
 		[page:Boolean recursive] — If set, it also checks all descendants. Otherwise it only checks intersecton with the object.
@@ -77,7 +77,7 @@
         </code>
 		</div>
 
-		<h3>.intersectObjects( [page:Array objects], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObjects]( [page:Array objects], [page:Boolean recursive] )</h3>
 		<div>
 		[page:Array objects] — The objects to check for intersection with the ray.<br />
 		[page:Boolean recursive] — If set, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects.

+ 10 - 10
docs/api/examples/Lut.html

@@ -25,18 +25,18 @@
 
 		<h3>[name]( colormap, numberOfColors )</h3>
                 <div>
-                colormap - optional argument that sets a colormap from prefefined colormaps. Available colormaps are : "rainbow", "cooltowarm", "blackbody".
+                colormap - optional argument that sets a colormap from predefined colormaps. Available colormaps are : "rainbow", "cooltowarm", "blackbody".
                 numberOfColors - optional argument that sets the number of colors used to represent the data array.
 		</div>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float minV]</h3>
+		<h3>[property:Float minV]</h3>
 		<div>
 		The minimum value to be represented with the lookup table. Default is 0.
 		</div>
 
-		<h3>.[page:Float maxV]</h3>
+		<h3>[property:Float maxV]</h3>
 		<div>
 		The maximum value to be represented with the lookup table. Default is 1.
 		</div>
@@ -48,7 +48,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>.copy( [page:Lut lut] ) [page:Lut this]</h3>
+		<h3>[method:null copy]( [page:Lut lut] ) [page:Lut this]</h3>
 		<div>
 		color — Lut to copy.
 		</div>
@@ -90,7 +90,7 @@
 		Sets the labels of the legend of this Lut.
 		</div>
 
-		<h3>.setminV( [page:Float minV] ) [page:Lut this]</h3>
+		<h3>[method:Lut setminV]( [page:Float minV] )</h3>
 		<div>
 		minV — The minimum value to be represented with the lookup table.<br />
 		</div>
@@ -98,7 +98,7 @@
 		Sets this Lut with the minimum value to be represented.
 		</div>
 
-		<h3>.setmaxV( [page:Float maxV] ) [page:Lut this]</h3>
+		<h3>[method:Lut setmaxV]( [page:Float maxV] )</h3>
 		<div>
 		maxV — The maximum value to be represented with the lookup table.<br />
 		</div>
@@ -106,7 +106,7 @@
 		Sets this Lut with the maximum value to be represented.
 		</div>
 
-		<h3>.changeNumberOfColors( [page:Float numberOfColors] ) [page:Lut this]</h3>
+		<h3>[method:Lut changeNumberOfColors]( [page:Float numberOfColors] )</h3>
 		<div>
 		numberOfColors — The number of colors to be used to represent the data array.<br />
 		</div>
@@ -114,7 +114,7 @@
 		Sets this Lut with the number of colors to be used.
                 </div>
 
-		<h3>.changeColorMap( [page:Float colorMap] ) [page:Lut this]</h3>
+		<h3>[method:Lut changeColorMap]( [page:Float colorMap] )</h3>
 		<div>
 		colorMap — The name of the color map to be used to represent the data array.<br />
 		</div>
@@ -122,12 +122,12 @@
 		Sets this Lut with the colormap to be used.
 		</div>
 
-		<h3>.addColorMap( colorMapName, arrayOfColors ) [page:Lut this]</h3>
+		<h3>[method:Lut addColorMap]( colorMapName, arrayOfColors )</h3>
 		<div>
 		Insert a new color map into the set of available color maps.
 		</div>
 
-		<h3>.getColor( value ) [page:Lut this]</h3>
+		<h3>[method:Lut getColor]( value ) [page:Lut this]</h3>
 		<div>
 		value -- the data value to be displayed as a color.
 		</div>

+ 29 - 29
docs/api/extras/cameras/CombinedCamera.html → docs/api/examples/cameras/CombinedCamera.html

@@ -11,10 +11,10 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A general perpose camera, for setting FOV, Lens Focal Length,
+		<div class="desc">A general purpose camera, for setting FOV, Lens Focal Length,
  		and switching between perspective and orthographic views easily.
  		Use this only if you do not wish to manage
- 		both a Orthographic and Perspective Camera</div>
+ 		both an Orthographic and Perspective Camera</div>
 
 
 		<h2>Constructor</h2>
@@ -39,69 +39,69 @@
 
 
 
-		<h3>.[page:Number fov]</h3>
+		<h3>[property:Number fov]</h3>
 		<div>
 		Gets or sets the camera frustum vertical field of view in perspective view.
 		</div> 
 
-		<h3>.[page:number left]</h3>
+		<h3>[property:number left]</h3>
 		<div>
 		Gets or sets the camera frustum left plane in orthographic view.
 		</div> 
 
-		<h3>.[page:Number right]</h3>
+		<h3>[property:Number right]</h3>
 		<div>
 		Gets or sets the camera frustum right plane in orthographic view. 
 		</div> 
 
-		<h3>.[page:number top]</h3>
+		<h3>[property:number top]</h3>
 		<div>
 		Gets or sets the camera frustum top plane in orthographic view.
 		</div> 
 
-		<h3>.[page:Number bottom]</h3>
+		<h3>[property:Number bottom]</h3>
 		<div>
 		Gets or sets the camera frustum bottom plane in orthographic view.
 		</div> 
 
-		<h3>.[page:number zoom]</h3>
+		<h3>[property:number zoom]</h3>
 		<div>
 		Gets or sets the zoom factor of the camera.
 		</div> 
 
-		<h3>.[page:number far]</h3>
+		<h3>[property:number near]</h3>
 		<div>
-		Gets camera frustum far plane.
+		Gets camera frustum near plane.
 		</div> 
 
-		<h3>.[page:number near]</h3>
+		<h3>[property:number far]</h3>
 		<div>
-		Gets camera frustum near plane.
+		Gets camera frustum far plane.
 		</div> 
 
-		<h3>.[page:OrthographicCamera cameraO]</h3>
+		<h3>[property:OrthographicCamera cameraO]</h3>
 		<div>
 		Gets or sets the internal OrthographicCamera used as camera.
 		</div> 
 
-		<h3>.[page:PerspectiveCamera cameraP]</h3>
+		<h3>[property:PerspectiveCamera cameraP]</h3>
 		<div>
 		Gets or sets the internal PerspectiveCamera used as camera.
 		</div> 
 
-		<h3>.[page:boolean inOrthographicMode]</h3>
+		<h3>[property:boolean inOrthographicMode]</h3>
 		<div>
 		Gets whether the combinedCamera is in Orthographic Mode.
 		</div> 
 
-		<h3>.[page:boolean inPerspectiveMode]</h3>
+		<h3>[property:boolean inPerspectiveMode]</h3>
 		<div>
 		Gets whether the combinedCamera is in Perspective Mode.
 		</div> 
 
 		<h2>Methods</h2>
 
-		<h3>.setFov([page:Number fov])</h3>
+		<h3>[method:null setFov]([page:Number fov])</h3>
 		<div>
 		fov --  Camera frustum vertical field of view in perspective view.
 		</div>
@@ -109,7 +109,7 @@
 		sets the camera frustum vertical field of view in perspective view.
 		</div>
 
-		<h3>.setZoom([page:Number zoom]) [page:todo]</h3>
+		<h3>[method:null setZoom]([page:Number zoom])</h3>
 		<div>
 		zoom -- The zoom factor.
 		</div>
@@ -117,7 +117,7 @@
 		Sets the zoomfactor.
 		</div>
 
-		<h3>.setLens([page:number focalLength], [page:Number frameHeight]) [page:todo]</h3>
+		<h3>[method:null setLens]([page:number focalLength], [page:Number frameHeight])</h3>
 		<div>
 		focalLength -- The focal length of a lens is defined as the distance from the optical center of a lens (or, the secondary principal point for a complex lens like a camera lens) to the focal point (sensor) when the lens is focused on an object at infinity. <br />
 		frameHeight -- the size of the frame in mm. (default is *35*)
@@ -126,37 +126,37 @@
 		Sets the fov based on lens data.
 		</div>
 
-		<h3>.toFrontView()</h3>
+		<h3>[method:null toFrontView]()</h3>
 		<div>
 		Sets the camera to view the front of the target.
 		</div>
 
-		<h3>.toBackView() </h3>
+		<h3>[method:null toBackView]()</h3>
 		<div>
 		Sets the camera to view the back of the target.
 		</div>
 
-		<h3>.toLeftView() </h3>
+		<h3>[method:null toLeftView]()</h3>
 		<div>
 		Sets the camera to view the left of the target.
 		</div>
 
-		<h3>.toRightView()</h3>
+		<h3>[method:null toRightView]()</h3>
 		<div>
 		Sets the camera to view the right of the target.
 		</div>
 
-		<h3>.toTopView()</h3>
+		<h3>[method:null toTopView]()</h3>
 		<div>
 		Sets the camera to view the top.
 		</div>
 
-		<h3>.toBottomView()</h3>
+		<h3>[method:null toBottomView]()</h3>
 		<div>
 		Sets the camera to view the bottom.
 		</div>
 
-		<h3>.setSize([page:Number width], [page:Number height]) </h3>
+		<h3>[method:null setSize]([page:Number width], [page:Number height])</h3>
 		<div>
 		width -- The width of the orthographic view.<br />
 		height -- The height of the orthographic view.
@@ -165,17 +165,17 @@
 		Sets the size of the orthographic view.
 		</div>
 
-		<h3>.toOrthographic()</h3>
+		<h3>[method:null toOrthographic]()</h3>
 		<div>
 		Change the camera to orthographic view.
 		</div>
 
-		<h3>.toPerspective()</h3>
+		<h3>[method:null toPerspective]()</h3>
 		<div>
 		Change the camera to Perspective view.
 		</div>
 
-		<h3>.updateProjectionMatrix()</h3>
+		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
 		Updates the ProjectionMatrix.
 		</div>

+ 12 - 12
docs/api/extras/FontUtils.html

@@ -16,32 +16,32 @@
 
 
 
-		<h3>.[page:number divisions]</h3>
+		<h3>[property:number divisions]</h3>
 		<div>
 		The amount of segments in a curve. Default is 10.
 		</div> 
 
-		<h3>.[page:string style]</h3>
+		<h3>[property:string style]</h3>
 		<div>
 		The style of the used font. Default is "normal".
 		</div> 
 
-		<h3>.[page:string weight]</h3>
+		<h3>[property:string weight]</h3>
 		<div>
 		The weight of the used font. Default is "normal".
 		</div> 
 
-		<h3>.[page:string face]</h3>
+		<h3>[property:string face]</h3>
 		<div>
 		The name of the font. Default is "helvetiker".
 		</div> 
 
-		<h3>.[page:object faces]</h3>
+		<h3>[property:object faces]</h3>
 		<div>
 		All Fonts which are already loaded in.
 		</div> 
 
-		<h3>.[page:number size]</h3>
+		<h3>[property:number size]</h3>
 		<div>
 		The size of the used Font. Default is 150.
 		</div> 
@@ -50,7 +50,7 @@
 
 
 
-		<h3>.drawText([page:string text]) [page:Object]</h3>
+		<h3>[method:Object drawText]([page:string text])</h3>
 		<div>
 		text -- The text to draw.
 		</div>
@@ -58,7 +58,7 @@
 		Calculates the path and offset of the text in the used font. It returns an  object like { paths : fontPaths, offset : width }.
 		</div>
 
-		<h3>.Triangulate([page:Array contour], [page:Boolean indices]) [page:Array]</h3>
+		<h3>[method:Array Triangulate]([page:Array contour], [page:Boolean indices])</h3>
 		<div>
 		contour -- Array of vector2 to define an contour <br />
 		indices -- A boolean indicating if you need to return indices.
@@ -67,7 +67,7 @@
 		Triangulates a contour into an array of faces.
 		</div>
 
-		<h3>.extractGlyphPoints([page:string c], [page:string face], [page:number scale], [page:number offset], [page:Path path]) [page:Object]</h3>
+		<h3>[method:Object extractGlyphPoints]([page:string c], [page:string face], [page:number scale], [page:number offset], [page:Path path])</h3>
 		<div>
 		c -- The character to extract. <br />
 		face -- The face to use. <br />
@@ -79,7 +79,7 @@
 		This ectracts the glyphPoints of the character of the face and returns an object containing the path and the new offset.
 		</div>
 
-		<h3>.generateShapes([page:string text], [page:Object parameters]) [page:Array]</h3>
+		<h3>[method:Array generateShapes]([page:string text], [page:Object parameters])</h3>
 		<div>
 		text -- The text to generate the shapes from.<br />
 		parameters -- The parameter containing <br />
@@ -94,7 +94,7 @@
 		Generates shapes from the text and return them as an Array of [page:Shape].
 		</div>
 
-		<h3>.loadFace([page:Object data]) [page:Object]</h3>
+		<h3>[method:Object loadFace]([page:Object data])</h3>
 		<div>
 		data -- The data of the face.
 		</div>
@@ -102,7 +102,7 @@
 		This loads and saves the data of the face and return the data. When you add the font Data as javascriptfile, then this automatically get called. So there is no need to do this yourself.
 		</div>
 
-		<h3>.getFace() [page:Object]</h3>
+		<h3>[method:Object getFace]()</h3>
 		<div>
 		Returns the used font its data based on its style and weight.
 		</div>

+ 10 - 10
docs/api/extras/ImageUtils.html

@@ -16,7 +16,7 @@
 
 
 
-		<h3>.[page:string crossOrigin]</h3>
+		<h3>[property:string crossOrigin]</h3>
 		<div>
 		The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS.
 		</div> 
@@ -25,17 +25,17 @@
 
 
 
-		<h3>.generateDataTexture([page:Number width], [page:Number height], [page:Number color]) [page:DataTexture]</h3>
+		<h3>[method:DataTexture generateDataTexture]([page:Number width], [page:Number height], [page:Number color])</h3>
 		<div>
 		width -- The width of the texture. <br />
-		height -- The width of the texture. <br />
+		height -- The height of the texture. <br />
 		color -- The hexadecimal value of the color.
 		</div>
 		<div>
 		Generates a texture of a single color. It is a DataTexture with format, RGBFormat.
 		</div>
 
-		<h3>.parseDDS([page:String buffer], [page:boolean loadMipmaps]) [page:CompressedTexture]</h3>
+		<h3>[method:CompressedTexture parseDDS]([page:String buffer], [page:boolean loadMipmaps])</h3>
 		<div>
 		buffer -- A string containing the data of the dds. <br />
 		loadMipmaps -- A boolean to indicate if you need to load the mipmaps. Default is True.
@@ -44,7 +44,7 @@
 		Parses a DDS Image from the string into a CompressedTexture. 
 		</div>
 
-		<h3>.loadCompressedTexture([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
+		<h3>[method:todo loadCompressedTexture]([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
 		<div>
 		url -- todo <br />
 		mapping -- todo <br />
@@ -55,10 +55,10 @@
 		todo
 		</div>
 
-		<h3>.loadTexture([page:String url], [page:UVMapping mapping], [page:Function onLoad], [page:Function onError]) [page:todo]</h3>
+		<h3>[method:todo loadTexture]([page:String url], [page:UVMapping mapping], [page:Function onLoad], [page:Function onError])</h3>
 		<div>
 		url -- the url of the texture<br />
-		mapping -- Can be an instance of [page:UVMapping THREE.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping], [page:SphericalReflectionMapping THREE.SphericalReflectionMapping] or [page:SphericalRefractionMapping THREE.SphericalRefractionMapping]. Describes how the image is applied to the object.<br />Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
+		mapping -- Can be an instance of [page:UVMapping THREE.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping] or [page:SphericalReflectionMapping THREE.SphericalReflectionMapping]. Describes how the image is applied to the object.<br />Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details. <br/>
 		onLoad -- callback function<br />
 		onError -- callback function
 		</div>
@@ -66,7 +66,7 @@
 		todo
 		</div>
 
-		<h3>.getNormalMap([page:todo image], [page:todo depth]) [page:todo]</h3>
+		<h3>[method:todo getNormalMap]([page:todo image], [page:todo depth])</h3>
 		<div>
 		image -- todo <br />
 		depth -- todo
@@ -75,7 +75,7 @@
 		todo
 		</div>
 
-		<h3>.loadCompressedTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
+		<h3>[method:todo loadCompressedTextureCube]([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
 		<div>
 		array -- todo <br />
 		mapping -- todo <br />
@@ -86,7 +86,7 @@
 		todo
 		</div>
 
-		<h3>.loadTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
+		<h3>[method:todo loadTextureCube]([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
 		<div>
 		array -- todo <br />
 		mapping -- todo <br />

+ 4 - 4
docs/api/extras/SceneUtils.html

@@ -9,13 +9,13 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A class containing usefull utility functions for scene manipulation.</div>
+		<div class="desc">A class containing useful utility functions for scene manipulation.</div>
 
 
 		<h2>Methods</h2>
 
 
-		<h3>.createMultiMaterialObject([page:Geometry geometry], [page:Array materials]) [page:Object3D]</h3>
+		<h3>[method:Object3D createMultiMaterialObject]([page:Geometry geometry], [page:Array materials])</h3>
 		<div>
 		geometry -- The geometry for the Object. <br />
 		materials -- The materials for the object.
@@ -25,7 +25,7 @@
 		This is mostly useful for object that need a material and a wireframe implementation.
 		</div>
 
-		<h3>.attach([page:Object3D child], [page:Object3D scene], [page:Object3D parent])</h3>
+		<h3>[method:null attach]([page:Object3D child], [page:Object3D scene], [page:Object3D parent])</h3>
 		<div>
 		child -- The object to add to the parent  <br />
 		scene -- The scene to detach the object on. <br />
@@ -35,7 +35,7 @@
 		Attaches the object to the parent without the moving the object in the worldspace.
 		</div>
 
-		<h3>.detach([page:Object3D child], [page:Object3D parent], [page:Object3D scene])</h3>
+		<h3>[method:null detach]([page:Object3D child], [page:Object3D parent], [page:Object3D scene])</h3>
 		<div>
 		child -- The object to remove from the parent  <br />
 		scene -- The scene to attach the object on. <br />

+ 16 - 31
docs/api/extras/animation/Animation.html

@@ -9,7 +9,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">This class animates an object based on an hierarchy.This hierarchy can be Object3Ds or bones.</div>
+		<div class="desc">This class animates an object based on an hierarchy. This hierarchy can be Object3ds or bones.</div>
 
 
 		<h2>Constructor</h2>
@@ -26,79 +26,64 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Object3d root]</h3>
+		<h3>[property:Object3d root]</h3>
 		<div>
 		The root object of the animation.
 		</div> 
 
-		<h3>.[page:Object data]</h3>
+		<h3>[property:Object data]</h3>
 		<div>
 		The data containing the animation
 		</div> 
 		
-		<h3>.[page:Array hierarchy]</h3>
+		<h3>[property:Array hierarchy]</h3>
 		<div>
 		The objects that are influenced by the animation.
 		</div>
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		The time elapsed since the last start/restart of the animation.
 		</div>
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		The timez 
 		</div>
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		Indicates whether the animation is playing. This shouldn't be adapted by user code.
 		</div>
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		Indicates whether the animation is paused. This shouldn't be adapted by user code.
 		</div>
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		Set to make the animation restart when the animation ends.
 		</div> 
 		
-		<h3>.[page:number interpolationType]</h3>
+		<h3>[property:number interpolationType]</h3>
 		<div>
 		The type to indicate how to interpolate between 2 data points.
 		</div> 
 
-		<h3>.[page:array points]</h3>
-		<div>
-		This should be removed from the code.(TODO).
-		</div>
-		
-		<h3>.[page:Vector3 target]</h3>
-		<div>
-		This should be removed from the code.(TODO).
-		</div>
-
 		<h2>Methods</h2>
 		
-		<h3>.play([page:Number startTime])</h3>
+		<h3>[method:null play]([page:Number startTime])</h3>
 		<div>
 		Starts the animation from a moment startTime in the animation.
 		</div>
 
-		<h3>.pause() </h3>
-		<div>
-		Pauses the animation or restarts the animation after pausing it.
-		</div>
-
-		<h3>.stop()</h3>
+		<h3>[method:null stop]()</h3>
 		<div>
 		Stops the animation.
 		</div>
 
-		<h3>.update([page:Number deltaTimeMS]) [page:todo]</h3>
+		<h3>[method:Boolean update]([page:Number deltaTimeMS])</h3>
 		<div>
 		deltaTimeMS -- The time of the between the previous frame and this frame in miliseconds. 
 		</div>
@@ -106,7 +91,7 @@
 		Updates the animation in time. This shouldn't be called by user code. The animationHandler calls this method.
 		</div>
 
-		<h3>.interpolateCatmullRom([page:Array points], [page:Number scale]) [page:array]</h3>
+		<h3>[method:array interpolateCatmullRom]([page:Array points], [page:Number scale])</h3>
 		<div>
 		points -- The 4 control point to calculate CatMullRom <br />
 		scale -- The scale between the previous key and the nex key 
@@ -115,7 +100,7 @@
 		Interpolates the point based on the key. Is used in update.
 		</div>
 
-		<h3>.getNextKeyWith([page:String type], [page:Object h], [page:Number key]) [page:Object]</h3>
+		<h3>[method:Object getNextKeyWith]([page:String type], [page:Object h], [page:Number key])</h3>
 		<div>
 		type -- The animationtype for the key. Can be "pos", "rot" and "scl".<br />
 		h -- The object of the hierarchy that catins the key <br />
@@ -125,7 +110,7 @@
 		Gets the next key. Is used in Update.
 		</div>
 
-		<h3>.getPrevKeyWith([page:String type], [page:Object h], [page:Number key]) [page:Object]</h3>
+		<h3>[method:Object getPrevKeyWith]([page:String type], [page:Object h], [page:Number key])</h3>
 		<div>
 		type -- The animationtype for the key. Can be "pos", "rot" and "scl".<br />
 		h -- The object of the hierarchy that contains the key. <br />

+ 9 - 9
docs/api/extras/animation/AnimationHandler.html

@@ -27,17 +27,17 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:number CATMULLROM]</h3>
+		<h3>[property:number CATMULLROM]</h3>
 		<div>
 		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM.
 		</div> 
 
-		<h3>.[page:number CATMULLROM_FORWARD]</h3>
+		<h3>[property:number CATMULLROM_FORWARD]</h3>
 		<div>
 		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM_FORWARD.
 		</div> 
 
-		<h3>.[page:number LINEAR]</h3>
+		<h3>[property:number LINEAR]</h3>
 		<div>
 		Enum Value to indicate that the animation needs to be interpolated as LINEAR.
 		</div> 
@@ -46,7 +46,7 @@
 
 
 
-		<h3>.removeFromUpdate([page:Animation animation])</h3>
+		<h3>[method:null removeFromUpdate]([page:Animation animation])</h3>
 		<div>
 		animation -- The Animation to remove from the update. 
 		</div>
@@ -54,7 +54,7 @@
 		Removes the animation from the update cycle. This gets called when the animation stops. This shouldn't be called by usercode.
 		</div>
 
-		<h3>.get([page:String name]) [page:Object]</h3>
+		<h3>[method:Object get]([page:String name])</h3>
 		<div>
 		name -- The name of the animationData
 		</div>
@@ -62,7 +62,7 @@
 		Gets the animationData from its library.
 		</div>
 
-		<h3>.update([page:Number deltaTimeMS]) </h3>
+		<h3>[method:null update]([page:Number deltaTimeMS]) </h3>
 		<div>
 		deltaTimeMS -- Time elapsed since last update in milliseconds.
 		</div>
@@ -70,7 +70,7 @@
 		Updates all active animations with deltaTime.
 		</div>
 
-		<h3>.parse([page:Object root])</h3>
+		<h3>[method:null parse]([page:Object root])</h3>
 		<div>
 		root -- object
 		</div>
@@ -78,7 +78,7 @@
 		Parses the object to get the hierachy.
 		</div>
 
-		<h3>.add([page:object data])</h3>
+		<h3>[method:null add]([page:object data])</h3>
 		<div>
 		data -- The animationData
 		</div>
@@ -86,7 +86,7 @@
 		Adds the animationData from its library.
 		</div>
 
-		<h3>.addToUpdate([page:Animation animation]) </h3>
+		<h3>[method:null addToUpdate]([page:Animation animation]) </h3>
 		<div>
 		animation -- The Animation to add from the update. 
 		</div>

+ 13 - 13
docs/api/extras/animation/AnimationMorphTarget.html

@@ -26,47 +26,47 @@
 
 		<h2>Properties</h2>
 		
-		<h3>.[page:todo root]</h3>
+		<h3>[property:todo root]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:todo data]</h3>
+		<h3>[property:todo data]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:todo hierarchy]</h3>
+		<h3>[property:todo hierarchy]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:number influence]</h3>
+		<h3>[property:number influence]</h3>
 		<div>
 		todo
 		</div> 
@@ -74,22 +74,22 @@
 
 		<h2>Methods</h2>
 
-		<h3>.play() [page:todo]</h3>
+		<h3>[method:todo play]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.pause() [page:todo]</h3>
+		<h3>[method:todo pause]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.stop() [page:todo]</h3>
+		<h3>[method:todo stop]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
+		<h3>[method:todo update]([page:todo deltaTimeMS])</h3>
 		<div>
 		deltaTimeMS -- todo
 		</div>

+ 16 - 16
docs/api/extras/animation/KeyFrameAnimation.html

@@ -28,69 +28,69 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:todo root]</h3>
+		<h3>[property:todo root]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:todo data]</h3>
+		<h3>[property:todo data]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:todo hierarchy]</h3>
+		<h3>[property:todo hierarchy]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:boolean JITCompile]</h3>
+		<h3>[property:boolean JITCompile]</h3>
 		<div>
 		todo
 		</div>
 
 		<h2>Methods</h2>
 		
-		<h3>.play() [page:todo]</h3>
+		<h3>[method:todo play]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.pause() [page:todo]</h3>
+		<h3>[method:todo pause]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.stop() [page:todo]</h3>
+		<h3>[method:todo stop]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
+		<h3>[method:todo update]([page:todo deltaTimeMS])</h3>
 		<div>
 		deltaTimeMS -- todo
 		</div>
@@ -98,7 +98,7 @@
 		todo
 		</div>
 
-		<h3>.interpolateCatmullRom([page:todo points], [page:todo scale]) [page:todo]</h3>
+		<h3>[method:todo interpolateCatmullRom]([page:todo points], [page:todo scale])</h3>
 		<div>
 		points -- todo <br />
 		scale -- todo
@@ -107,7 +107,7 @@
 		todo
 		</div>
 
-		<h3>.getNextKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
+		<h3>[method:todo getNextKeyWith]([page:todo sid], [page:todo h], [page:todo key])</h3>
 		<div>
 		sid -- todo <br />
 		h -- todo <br />
@@ -117,7 +117,7 @@
 		todo
 		</div>
 
-		<h3>.getPrevKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
+		<h3>[method:todo getPrevKeyWith]([page:todo sid], [page:todo h], [page:todo key])</h3>
 		<div>
 		sid -- todo <br />
 		h -- todo <br />

+ 0 - 57
docs/api/extras/cameras/CubeCamera.html

@@ -1,57 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:todo near], [page:todo far], [page:todo cubeResolution])</h3>
-		<div>
-		near -- todo <br />
-		far -- todo <br />
-		cubeResolution -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-
-		<h3>.[page:WebGLRenderTargetCube renderTarget]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h2>Methods</h2>
-
-
-
-		<h3>.updateCubeMap([page:todo renderer], [page:todo scene]) [page:todo]</h3>
-		<div>
-		renderer -- todo <br />
-		scene -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 14 - 11
docs/api/extras/core/Curve.html

@@ -10,7 +10,10 @@
 		<h1>[name]</h1>
 
 		<div class="desc">An extensible curve object which contains methods for interpolation.</div>
-
+		
+		<h2>Examples</h2>
+		
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
 
 		<h2>Constructor</h2>
 
@@ -23,34 +26,34 @@
 
 		<h2>Methods</h2>
 
-		<h3>.getPoint ( t )</h3>
+		<h3>[method:Vector getPoint]( t )</h3>
 		<div>Returns a vector for point t of the curve where t is between 0 and 1</div>
 
-		<h3>.getPointAt ( u )</h3>
+		<h3>[method:Vector getPointAt]( u )</h3>
 		<div>Returns a vector for point at relative position in curve according to arc length</div>
 
-		<h3>.getPoints ( divisions )</h3>
+		<h3>[method:Array getPoints]( divisions )</h3>
 		<div>Get sequence of points using getPoint( t ) </div>
 
-		<h3>.getSpacedPoints ( divisions )</h3>
+		<h3>[method:Array getSpacedPoints]( divisions )</h3>
 		<div>Get sequence of equi-spaced points using getPointAt( u )</div>
 
-		<h3>.getLength ()</h3>
+		<h3>[method:Float getLength]()</h3>
 		<div>Get total curve arc length</div>
 
-		<h3>.getLengths ( divisions )</h3>
+		<h3>[method:Array getLengths]( divisions )</h3>
 		<div>Get list of cumulative segment lengths</div>
 
-		<h3>.updateArcLengths ()</h3>
+		<h3>[method:null updateArcLengths]()</h3>
 		<div>Update the cumlative segment distance cache</div>
 
-		<h3>.getUtoTmapping ( u, distance )</h3>
+		<h3>[method:Float getUtoTmapping]( u, distance )</h3>
 		<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant</div>
 
-		<h3>.getTangent ( t )</h3>
+		<h3>[method:Vector getTangent]( t )</h3>
 		<div>Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation</div>
 
-		<h3>.getTangentAt ( u )</h3>
+		<h3>[method:Vector getTangentAt]( u )</h3>
 		<div>Returns tangent at equidistant point u on the curve</div>
 
 

+ 15 - 15
docs/api/extras/core/CurvePath.html

@@ -26,17 +26,17 @@
 		<h2>Properties</h2>
 		
 
-		<h3>.[page:array curves]</h3>
+		<h3>[property:array curves]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:array bends]</h3>
+		<h3>[property:array bends]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:boolean autoClose]</h3>
+		<h3>[property:boolean autoClose]</h3>
 		<div>
 		todo
 		</div> 
@@ -44,7 +44,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>.getWrapPoints([page:todo oldPts], [page:todo path]) [page:todo]</h3>
+		<h3>[method:todo getWrapPoints]([page:todo oldPts], [page:todo path])</h3>
 		<div>
 		oldPts -- todo <br />
 		path -- todo
@@ -53,7 +53,7 @@
 		todo
 		</div>
 
-		<h3>.createPointsGeometry([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo createPointsGeometry]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -61,7 +61,7 @@
 		todo
 		</div>
 
-		<h3>.addWrapPath([page:todo bendpath]) [page:todo]</h3>
+		<h3>[method:todo addWrapPath]([page:todo bendpath])</h3>
 		<div>
 		bendpath -- todo
 		</div>
@@ -69,7 +69,7 @@
 		todo
 		</div>
 
-		<h3>.createGeometry([page:todo points]) [page:todo]</h3>
+		<h3>[method:todo createGeometry]([page:todo points])</h3>
 		<div>
 		points -- todo
 		</div>
@@ -77,7 +77,7 @@
 		todo
 		</div>
 
-		<h3>.add([page:todo curve]) [page:todo]</h3>
+		<h3>[method:todo add]([page:todo curve])</h3>
 		<div>
 		curve -- todo
 		</div>
@@ -85,7 +85,7 @@
 		todo
 		</div>
 
-		<h3>.getTransformedSpacedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
+		<h3>[method:todo getTransformedSpacedPoints]([page:todo segments], [page:todo bends])</h3>
 		<div>
 		segments -- todo <br />
 		bends -- todo
@@ -94,7 +94,7 @@
 		todo
 		</div>
 
-		<h3>.createSpacedPointsGeometry([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo createSpacedPointsGeometry]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -102,22 +102,22 @@
 		todo
 		</div>
 
-		<h3>.closePath() [page:todo]</h3>
+		<h3>[method:todo closePath]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.getBoundingBox() [page:todo]</h3>
+		<h3>[method:todo getBoundingBox]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.getCurveLengths() [page:todo]</h3>
+		<h3>[method:todo getCurveLengths]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.getTransformedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
+		<h3>[method:todo getTransformedPoints]([page:todo segments], [page:todo bends])</h3>
 		<div>
 		segments -- todo <br />
 		bends -- todo
@@ -126,7 +126,7 @@
 		todo
 		</div>
 
-		<h3>.checkConnection() [page:todo]</h3>
+		<h3>[method:todo checkConnection]()</h3>
 		<div>
 		todo
 		</div>

+ 0 - 32
docs/api/extras/core/Gyroscope.html

@@ -26,41 +26,9 @@
 		<h2>Properties</h2>
 
 
-
-		<h3>.[page:Vector3 scaleWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 translationWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Quaternion rotationWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 translationObject]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 scaleObject]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Quaternion rotationObject]</h3>
-		<div>
-		todo
-		</div> 
-
 		<h2>Methods</h2>
 
 
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 11 - 11
docs/api/extras/core/Path.html

@@ -29,46 +29,46 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:array actions]</h3>
+		<h3>[property:array actions]</h3>
 		<div>
 		The possible actions that define the path.
 		</div> 
 
 		<h2>Methods</h2>
 
-		<h3>.fromPoints ( vectors ) </h3>
+		<h3>[method:todo fromPoints]( vectors )</h3>
 		<div>
 		Adds to the Path from the points. The first vector defines the offset. After that the lines get defined.
 		</div>
 
-		<h3>.moveTo ( x, y ) </h3>
+		<h3>[method:todo moveTo]( x, y )</h3>
 		<div>This moves the offset to x and y</div>
 
-		<h3>.lineTo ( x, y ) </h3>
+		<h3>[method:todo lineTo]( x, y )</h3>
 		<div>This creates a line from the offset to X and Y and updates the offset to X and Y.</div>
 
-		<h3>.quadraticCurveTo ( aCPx, aCPy, aX, aY ) </h3>
+		<h3>[method:todo quadraticCurveTo]( aCPx, aCPy, aX, aY )</h3>
 		<div>This creates a quadratic curve from the offset to aX and aY with aCPx and aCPy as control point and updates the offset to aX and aY.</div>
 
-		<h3>.bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) </h3>
+		<h3>[method:todo bezierCurveTo]( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY )</h3>
 		<div>This creates a bezier curve from the offset to aX and aY with aCP1x, aCP1y and aCP1x, aCP1y  as control points and updates the offset to aX and aY.</div>
 
 		<h3>.splineThru ( pts /*Array of Vector*/ ) </h3>
 		<div>todo</div>
 
-		<h3>.arc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo arc]( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.absarc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo absarc]( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.ellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo ellipse]( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.absellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo absellipse]( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.toShapes () </h3>
+		<h3>[method:todo toShapes]()</h3>
 		<div>todo</div>
 
 

+ 8 - 8
docs/api/extras/core/Shape.html

@@ -26,7 +26,7 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:array holes]</h3>
+		<h3>[property:array holes]</h3>
 		<div>
 		todo
 		</div> 
@@ -34,7 +34,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>.makeGeometry([page:todo options]) [page:todo]</h3>
+		<h3>[method:todo makeGeometry]([page:todo options])</h3>
 		<div>
 		options -- The options passed as the second argument to [page:ShapeGeometry ShapeGeometry]
 		</div>
@@ -42,7 +42,7 @@
 		Convenience method to return ShapeGeometry
 		</div>
 
-		<h3>.extractAllPoints([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo extractAllPoints]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -50,7 +50,7 @@
 		Get points of shape and holes (keypoints based on segments parameter)
 		</div>
 
-		<h3>.extrude([page:todo options]) [page:todo]</h3>
+		<h3>[method:todo extrude]([page:todo options])</h3>
 		<div>
 		options -- The options passed as the second argument to [page:ExtrudeGeometry ExtrudeGeometry]
 		</div>
@@ -58,7 +58,7 @@
 		Convenience method to return ExtrudeGeometry
 		</div>
 
-		<h3>.extractPoints([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo extractPoints]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -66,7 +66,7 @@
 		todo
 		</div>
 
-		<h3>.extractAllSpacedPoints([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo extractAllSpacedPoints]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -74,7 +74,7 @@
 		todo
 		</div>
 
-		<h3>.getPointsHoles([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo getPointsHoles]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -82,7 +82,7 @@
 		Get points of holes
 		</div>
 
-		<h3>.getSpacedPointsHoles([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo getSpacedPointsHoles]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>

+ 2 - 30
docs/api/extras/curves/ArcCurve.html

@@ -11,38 +11,10 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
-
-		<h2>Constructor</h2>
-
-
-		<h3>todo</h3>
-		<div></div>
-
-
-		<h2>Properties</h2>
-
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
-
-		<h2>Methods</h2>
-		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<div class="desc">Alias for [page:EllipseCurve]</div>
 		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
-</html>
+</html>

+ 23 - 17
docs/api/extras/curves/ClosedSplineCurve3.html

@@ -11,38 +11,44 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Create a smooth 3d spline curve from a series of points that loops back onto itself</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+//Create a closed wavey loop
+var curve = new THREE.ClosedSplineCurve3( [
+	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 geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+</code>
+
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines] (choose SampleClosedSpline)</h3>
+			
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector3] points</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
+		<h3>[property:Array points]</h3>
 
 		<h2>Methods</h2>
 		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h3>See [page:Curve] for inherited methods</h3>
 		
-		<h2>Source</h2>
-
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 </html>

+ 34 - 15
docs/api/extras/curves/CubicBezierCurve.html

@@ -11,35 +11,54 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 2d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.CubicBezierCurve(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( -5, 15, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
 
-		<h2>Constructor</h2>
+var path = new THREE.Path( curve.getPoints( 50 ) );
 
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-		<h3>todo</h3>
-		<div></div>
+// Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
 
+		<h2>Constructor</h2>
 
-		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[name] ( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2], [page:Vector2 v3] )</h3>
 		<div>
-		todo
-		</div> 
+			[page:Vector2 v0] – The starting point<br/>
+			[page:Vector2 v1] – The first control point<br/>
+			[page:Vector2 v2] – The second control point<br/>
+			[page:Vector2 v3] – The ending point<br/>
+		</div>
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Vector2 v0]</h3>
+		
+		<h3>[property:Vector2 v1]</h3>
+		
+		<h3>[property:Vector2 v2]</h3>
+		
+		<h3>[property:Vector2 v3]</h3>
 
 
 		<h2>Methods</h2>
 		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h3>See [page:Curve] for inherited methods</h3>
 		
 		<h2>Source</h2>
 

+ 35 - 16
docs/api/extras/curves/CubicBezierCurve3.html

@@ -11,36 +11,55 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 3d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<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 )
+);
 
-		<h2>Constructor</h2>
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
 
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-		<h3>todo</h3>
-		<div></div>
+// Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
 
+</code>
 
-		<h2>Properties</h2>
+		<h2>Constructor</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
 
+		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2], [page:Vector3 v3] )</h3>
+		<div>
+			[page:Vector3 v0] – The starting point<br/>
+			[page:Vector3 v1] – The first control point<br/>
+			[page:Vector3 v2] – The second control point<br/>
+			[page:Vector3 v3] – The ending point<br/>
+		</div>
 
-		<h2>Methods</h2>
+		<h2>Properties</h2>
+		
+		<h3>[property:Vector3 v0]</h3>
+		
+		<h3>[property:Vector3 v1]</h3>
+		
+		<h3>[property:Vector3 v2]</h3>
+		
+		<h3>[property:Vector3 v3]</h3>
 		
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h2>Methods</h2>
 		
+		<h3>See [page:Curve] for inherited methods</h3>		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 36 - 15
docs/api/extras/curves/EllipseCurve.html

@@ -11,35 +11,56 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Creates a 2d curve in the shape of an ellipse.</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.EllipseCurve(
+	0,  0,            // ax, aY
+	10, 10,           // xRadius, yRadius
+	0,  2 * Math.PI,  // aStartAngle, aEndAngle
+	false             // aClockwise
+);
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final Object3d to add to the scene
+var ellipse = new THREE.Line( geometry, material );
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Float aX], [page:Float aY], [page:Float xRadius], [page:Float yRadius], [page:Radians aStartAngle], [page:Radians aEndAngle], [page:Boolean aClockwise] )</h3>
+		<div>
+			aX – The X center of the ellipse<br/>
+			aY – The Y center of the ellipse<br/>
+			xRadius – The radius of the ellipse in the x direction<br/>
+			yRadius – The radius of the ellipse in the y direction<br/>
+			aStartAngle – The start angle of the curve in radians starting from the middle right side<br/>
+			aEndAngle – The end angle of the curve in radians starting from the middle right side<br/>
+			aClockwise – Whether the ellipse is clockwise<br/><br/>
+			
+			<strong>Note:</strong> When going clockwise it's best to set the start angle to (Math.PI * 2) and then work towards lower numbers.
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
+		<h3>[property:Float aX]</h3>
+		<h3>[property:Float aY]</h3>
+		<h3>[property:Radians xRadius]</h3>
+		<h3>[property:Radians yRadius]</h3>
+		<h3>[property:Float aStartAngle]</h3>
+		<h3>[property:Float aEndAngle]</h3>
+		<h3>[property:Boolean aClockwise]</h3>
 
 		<h2>Methods</h2>
 		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h3>See [page:Curve] for inherited methods</h3>
 		
 		<h2>Source</h2>
 

+ 10 - 17
docs/api/extras/curves/LineCurve.html

@@ -8,38 +8,31 @@
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+			
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
+		<div class="desc">A curve representing a 2d line segment</div>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Vector2 v1], [page:Vector2 v2] )</h3>
+		<div>
+			v1 – The start point<br/>
+			v2 - The end point
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
+		<h3>[property:Vector2 v1]</h3>
+		<h3>[property:Vector2 v2]</h3>
 
 
 		<h2>Methods</h2>
 		
+		<h3>See [page:Curve] for inherited methods</h3>
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
 		
 		<h2>Source</h2>
 

+ 10 - 18
docs/api/extras/curves/LineCurve3.html

@@ -8,38 +8,30 @@
 	</head>
 	<body>
 		[page:Curve] &rarr;
-		
+			
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
-
-		<h2>Example</h2>
-
-		<code>todo</code>
+		<div class="desc">A curve representing a 3d line segment</div>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Vector3 v1], [page:Vector3 v2] )</h3>
+		<div>
+			v1 – The start point<br/>
+			v2 - The end point
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
+		<h3>[property:Vector3 v1]</h3>
+		<h3>[property:Vector3 v2]</h3>
 
 
 		<h2>Methods</h2>
 		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h3>See [page:Curve] for inherited methods</h3>
 		
 		<h2>Source</h2>
 

+ 32 - 14
docs/api/extras/curves/QuadraticBezierCurve.html

@@ -11,36 +11,54 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 2d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.QuadraticBezierCurve(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+//Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2] )</h3>
+		<div>
+			[page:Vector2 v0] – The starting point<br/>
+			[page:Vector2 v1] – The middle control point<br/>
+			[page:Vector2 v2] – The ending point<br/>
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
+		
+		<h3>[property:Vector2 v0]</h3>
+		
+		<h3>[property:Vector2 v1]</h3>
+		
+		<h3>[property:Vector2 v2]</h3>
 
 
 		<h2>Methods</h2>
 		
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
-		
+		<h3>See [page:Curve] for inherited methods</h3>		
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 32 - 14
docs/api/extras/curves/QuadraticBezierCurve3.html

@@ -11,35 +11,53 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			Create a smooth 3d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>.
+		</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+var curve = new THREE.QuadraticBezierCurve3(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
 
-		<h2>Constructor</h2>
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
 
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-		<h3>todo</h3>
-		<div></div>
+// Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
 
+		<h2>Constructor</h2>
 
-		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2] )</h3>
 		<div>
-		todo
-		</div> 
+			[page:Vector3 v0] – The starting point<br/>
+			[page:Vector3 v1] – The middle control point<br/>
+			[page:Vector3 v2] – The ending point<br/>
+		</div>
+
+
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Vector3 v0]</h3>
+		
+		<h3>[property:Vector3 v1]</h3>
+		
+		<h3>[property:Vector3 v2]</h3>
 
 
 		<h2>Methods</h2>
 		
 
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h3>See [page:Curve] for inherited methods</h3>		
 		
 		<h2>Source</h2>
 

+ 23 - 15
docs/api/extras/curves/SplineCurve.html

@@ -11,35 +11,43 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Create a smooth 2d spline curve from a series of points</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<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 path = new THREE.Path( curve.getPoints( 50 ) );
+
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final Object3d to add to the scene
+var splineObject = new THREE.Line( geometry, material );
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector2] points</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
+		<h3>[property:Array points]</h3>
 
 		<h2>Methods</h2>
 		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h3>See [page:Curve] for inherited methods</h3>
 		
 		<h2>Source</h2>
 

+ 26 - 17
docs/api/extras/curves/SplineCurve3.html

@@ -11,38 +11,47 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Create a smooth 3d spline curve from a series of points</div>
 
 		<h2>Example</h2>
 
-		<code>todo</code>
+<code>
+//Create a closed bent a sine-like wave
+var curve = new THREE.SplineCurve3( [
+	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 geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+//Create the final Object3d to add to the scene
+var splineObject = new THREE.Line( geometry, material );
+</code>
+
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ] (choose PipeSpline)</h3>
+
 
 		<h2>Constructor</h2>
 
 
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector3] points</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
+		<h3>[property:Array points]</h3>
 
 		<h2>Methods</h2>
 		
-
-		<h3>todo</h3>
-		<div>todo</div>
-		<div>
-		todo
-		</div>
+		<h3>See [page:Curve] for inherited methods</h3>
 		
-		<h2>Source</h2>
-
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 </html>

+ 39 - 0
docs/api/extras/geometries/DodecahedronGeometry.html

@@ -0,0 +1,39 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:PolyhedronGeometry] &rarr;
+	
+		<h1>[name]</h1>
+
+		<div class="desc">A class for generating a dodecahedron geometries.</div>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<div>
+		radius — Radius of the dodecahedron. Default is 1.<br />
+		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Object parameters]</h3>
+		<div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 2 - 2
docs/api/extras/geometries/ExtrudeGeometry.html

@@ -48,7 +48,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>.addShapeList ([page:Array shapes], [page:Object options])</h3>
+		<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
 		<div>
 			shapes — An Array of shapes to add. <br />
 			options — Object that can contain the following parameters.
@@ -69,7 +69,7 @@
 	</div>
 		<div>Adds the shapes to the list to extrude.</div>
 
-		<h3>.addShape ([page:Shape shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
 		<div>
 			shape — A shape to add. <br />
 			options — Object that can contain the following parameters.

+ 3 - 3
docs/api/extras/geometries/IcosahedronGeometry.html

@@ -25,10 +25,10 @@
 
 		<h2>Properties</h2>
 
-
+		<h3>[property:Object parameters]</h3>
 		<div>
-		Each of the contructor parameters is accessible as a property of the same name. Any modification of these properties after instantiation does not change the geometry.
-		</div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
 
 
 		<h2>Source</h2>

+ 8 - 4
docs/api/extras/geometries/OctahedronGeometry.html

@@ -8,10 +8,9 @@
 	</head>
 	<body>
 		[page:PolyhedronGeometry] &rarr;
-		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A class for generating an octahedron geometry.</div>
 
 
 		<h2>Constructor</h2>
@@ -22,9 +21,14 @@
 		radius — Radius of the octahedron. Default is 1.<br />
 		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
 		</div>
+
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Object parameters]</h3>
 		<div>
-		todo
-		</div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
 
 		<h2>Source</h2>
 

+ 5 - 8
docs/api/extras/geometries/ParametricGeometry.html

@@ -11,20 +11,17 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Generate geometry representing a parametric surface.</div>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo func], [page:todo slices], [page:todo stacks])</h3>
+		<h3>[name]([page:Function func], [page:Integer slices], [page:Integer stacks])</h3>
 		<div>
-		func — todo <br />
-		slices — todo <br />
-		stacks — todo
-		</div>
-		<div>
-		todo
+		func — A function that takes in a [page:Float u] and [page:Float v] value each between 0 and 1 and returns a [page:Vector3]<br />
+		slices — The count of slices to use for the parametric function <br />
+		stacks — The count of stacks to use for the parametric function
 		</div>
 
 

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

@@ -16,7 +16,7 @@
 
 		<h2>Example</h2>
 		
-		<code>var geometry = new THREE.PlaneGeometry( 5, 20 );
+		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var plane = new THREE.Mesh( geometry, material );
 		scene.add( plane );

+ 34 - 7
docs/api/extras/geometries/PolyhedronGeometry.html

@@ -11,22 +11,49 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
+			project them onto a sphere, and then divide them up to the desired level of detail. This class is used
+			by [page:DodecahedronGeometry], [page:IcosahedronGeometry], [page:OctahedronGeometry],
+			and [page:TetrahedronGeometry] to generate their respective geometries.
+		</div>
 
+		<h2>Example</h2>
+<code>
+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,
+];
+
+var indicesOfFaces = [
+    2,1,0,    0,3,2,
+    0,4,7,    7,3,0,
+    0,1,5,    5,4,0,
+    1,2,6,    6,5,1,
+    2,3,7,    7,6,2,
+    4,5,6,    6,7,4
+];
+
+var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
+</code>
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([page:Array vertices], [page:Array faces], [page:Float radius], [page:Integer detail])</h3>
 		<div>
-		vertices — todo <br />
-		faces — todo <br />
-		radius — todo <br />
-		detail — todo
+		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
+		faces — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
+		radius — [page:Float] - The radius of the final shape <br />
+		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
 		</div>
+		
+		<h2>Properties</h2>
+		
+		<h3>[property:Object parameters]</h3>
 		<div>
-		todo
-		</div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
 		
 
 		<h2>Source</h2>

+ 14 - 20
docs/api/extras/geometries/ShapeGeometry.html

@@ -11,7 +11,7 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Creates a one-sided polygonal geometry from one or more path shapes. Similar to [page:ExtrudeGeometry]</div>
 
 		<h2>Example</h2>
 		
@@ -36,42 +36,36 @@
 
 		<h3>[name]([page:Array shapes], [page:Object options])</h3>
 		<div>
-		shapes — todo <br />
-		options — 
+		shapes — [page:Array] of shapes, or a single [page:Shape shape] <br />
+		options — Optional options [page:Object object]
 		<ul>
-		<li>curveSegments - todo</li>
-		<li>material - todo</li>
-		<li>UVGenerator - todo</li>
+		<li>curveSegments - [page:Integer] - Not used at the moment - defaults to 12</li>
+		<li>material - [page:Integer] - index of the material in a material list</li>
+		<li>UVGenerator - A UV generator, defaults to [page:ExtrudeGeometry]'s WorldUVGenerator</li>
 		</ul>
 		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
 
 
 		<h2>Methods</h2>
 
 
 
-		<h3>.addShapeList([page:todo shapes], [page:Object options]) [page:this]</h3>
+		<h3>.addShapeList([page:Array shapes], [page:Object options]) [page:this]</h3>
 		<div>
-		shapes — todo <br />
-		options — todo
+		shapes — [page:Array] of [page:Shape shapes] <br />
+		options — See options in constructor
 		</div>
 		<div>
-		todo
+		Adds a list of shapes to the geometry.
 		</div>
 
-		<h3>.addShape([page:todo shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
 		<div>
-		shape — todo <br />
-		options — todo
+		shape — [page:Shape] <br />
+		options — See options in constructor
 		</div>
 		<div>
-		todo
+		Adds a single shape to the geometry
 		</div>
 
 		<h2>Source</h2>

+ 8 - 0
docs/api/extras/geometries/TetrahedronGeometry.html

@@ -24,6 +24,14 @@
 		</div>
 
 
+		<h2>Properties</h2>
+
+		<h3>[property:Object parameters]</h3>
+		<div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 48 - 41
docs/api/extras/geometries/TubeGeometry.html

@@ -11,77 +11,84 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Creates a tube that extrudes along a 3d curve</div>
 
+		<h2>Example</h2>
+		
+<code>
+var CustomSinCurve = THREE.Curve.create(
+    function ( scale ) { //custom curve constructor
+        this.scale = (scale === undefined) ? 1 : scale;
+    },
+    
+    function ( t ) { //getPoint: t is between 0-1
+        var tx = t * 3 - 1.5,
+            ty = Math.sin( 2 * Math.PI * t ),
+            tz = 0;
+        
+        return new THREE.Vector3(tx, ty, tz).multiplyScalar(this.scale);
+    }
+);
+
+var path = new CustomSinCurve( 10 );
+
+var geometry = new THREE.TubeGeometry(
+    path,  //path
+    20,    //segments
+    2,     //radius
+    8,     //radiusSegments
+    false  //closed
+);
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo path], [page:Integer segments], [page:Float radius], [page:Integer radiusSegments], [page:Boolean closed], [page:Boolean debug])</h3>
+		<h3>[name]([page:Curve path], [page:Integer segments], [page:Float radius], [page:Integer radiusSegments], [page:Boolean closed])</h3>
 		<div>
-		path — todo <br />
-		segments — todo <br />
-		radius — todo <br />
-		radiusSegments — todo <br />
-		closed — todo <br />
-		debug — todo
+		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
+		segments — [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 />
+		radiusSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
+		closed — [page:Float] Is the tube open or closed, default is false <br />
 		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>.[page:todo path]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Integer segments]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Float radius]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Integer radiusSegments]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Boolean closed]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
-		todo
+		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 
-		<h3>.[page:Array tangents]</h3>
+		<h3>[property:Array tangents]</h3>
 		<div>
-		todo
+		An array of [page:Vector3] tangents
 		</div> 
 
-		<h3>.[page:Array normals]</h3>
+		<h3>[property:Array normals]</h3>
 		<div>
-		todo
+		An array of [page:Vector3] normals
 		</div> 
 
-		<h3>.[page:Array binormals]</h3>
+		<h3>[property:Array binormals]</h3>
 		<div>
-		todo
+		An array of [page:Vector3] binormals
 		</div> 
 
 
 		<h2>Methods</h2>
 		
 
-		<h3>.FrenetFrames([page:todo path], [page:Integer segments], [page:Boolean closed])</h3>
+		<h3>THREE.TubeGeometry.FrenetFrames([page:Curve path], [page:Integer segments], [page:Boolean closed])</h3>
 		<div>
-		path — todo <br />
-		segments — todo <br />
-		closed — todo
+		path — A path that inherits from the [page:Curve] base class <br />
+		segments — The number of segments that make up the tube <br />
+		closed — Is the tube open or closed
 		</div>
 		<div>
-		todo
+		A static method that generates the Frenet Frames. This is internally run on any new TubeGeometry and then the
+		generated tangents, normals, and binormals are exposed as properties on the TubeGeometry object.
 		</div>
 		
 		<h2>Source</h2>

+ 8 - 6
docs/api/extras/helpers/ArrowHelper.html

@@ -48,12 +48,12 @@
 
 
 
-		<h3>.[page:Line line]</h3>
+		<h3>[property:Line line]</h3>
 		<div>
 		Contains the line part of the arrowHelper.
 		</div> 
 
-		<h3>.[page:Mesh cone]</h3>
+		<h3>[property:Mesh cone]</h3>
 		<div>
 		Contains the cone part of the arrowHelper.
 		</div> 
@@ -62,7 +62,7 @@
 
 
 
-		<h3>.setColor([page:Number hex])</h3>
+		<h3>[method:null setColor]([page:Number hex])</h3>
 		<div>
 		hex -- The hexadicmal value of the color
 		</div>
@@ -70,15 +70,17 @@
 		Sets the color of the arrowHelper.
 		</div>
 
-		<h3>.setLength([page:Number length])</h3>
+		<h3>[method:null setLength]([page:Number length], [page:Number headLength], [page:Number headWidth])</h3>
 		<div>
-		length -- The desired length
+		length -- The desired length<br />
+		headLength -- The length of the head of the arrow<br />
+		headWidth -- The length of the width of the arrow		
 		</div>
 		<div>
 		Sets the length of the arrowhelper.
 		</div>
 
-		<h3>.setDirection([page:vector3 dir])</h3>
+		<h3>[method:null setDirection]([page:vector3 dir])</h3>
 		<div>
 		dir -- The desired direction in euler format.
 		</div>

+ 1 - 1
docs/api/extras/helpers/AxisHelper.html

@@ -26,7 +26,7 @@
 
 		<h3>[name]([page:Number size])</h3>
 		<div>
-		size -- Define the size of the of the line representing the axes.
+		size -- Define the size of the line representing the axes.
 		</div>
 		<div>
 		Creates an axisHelper with lines of length size.

+ 3 - 3
docs/api/extras/helpers/BoundingBoxHelper.html

@@ -46,19 +46,19 @@
 
 
 
-		<h3>.[page:Object3D object]</h3>
+		<h3>[property:Object3D object]</h3>
 		<div>
 		Contains the object3D to show the world-axis-aligned boundingbox.
 		</div> 
 
-		<h3>.[page:Box3 box]</h3>
+		<h3>[property:Box3 box]</h3>
 		<div>
 		Contains the bounding box of the object.
 		</div> 
 
 		<h2>Methods</h2>
 
-		<h3>.update()</h3>
+		<h3>[method:null update]()</h3>
 		<div>
 		Updates the BoundingBoxHelper based on the object property.
 		</div>

+ 3 - 3
docs/api/extras/helpers/CameraHelper.html

@@ -32,12 +32,12 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:object pointMap]</h3>
+		<h3>[property:object pointMap]</h3>
 		<div>
 		This contains the points to viualize the cameraHelper
 		</div> 
 
-		<h3>.[page:Camera camera]</h3>
+		<h3>[property:Camera camera]</h3>
 		<div>
 		The camera to visualize.
 		</div> 
@@ -45,7 +45,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>.update()</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
 		Updates the helper based on the projectionMatrix of the camera.
 		</div>

+ 3 - 3
docs/api/extras/helpers/DirectionalLightHelper.html

@@ -30,17 +30,17 @@
 		<h2>Properties</h2>
 		
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:DirectionalLight light]</h3>
+		<h3>[property:DirectionalLight light]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:Line targetLine]</h3>
+		<h3>[property:Line targetLine]</h3>
 		<div>
 		todo
 		</div> 

+ 2 - 2
docs/api/extras/helpers/GridHelper.html

@@ -29,7 +29,7 @@
 		<h3>[name]([page:number size], [page:Number step])</h3>
 		<div>
 		size -- The size of the grid <br />
-		step -- The size of the step btween 2 lines 
+		step -- The size of the step between 2 lines 
 		</div>
 		<div>
 		Creates a new [name] of size 'size' and with steps of size 'step'.
@@ -37,7 +37,7 @@
 		
 		<h2>Methods</h2>
 
-		<h3>.setColors([page:number colorCenterLine], [page:Number colorGrid])</h3>
+		<h3>[method:null setColors]([page:number colorCenterLine], [page:Number colorGrid])</h3>
 		<div>
 		colorCenterLine -- The color of the centerline. This can be a [page:Color], a hexadecimal value and an CSS-Color name. <br />
 		colorGrid -- The color of the lines of the grid. This can be a [page:Color], a hexadecimal value and an CSS-Color name.

+ 3 - 3
docs/api/extras/helpers/HemisphereLightHelper.html

@@ -30,12 +30,12 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:HemisphereLight light]</h3>
+		<h3>[property:HemisphereLight light]</h3>
 		<div>
 		todo
 		</div> 
@@ -43,7 +43,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>.update() [page:todo]</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
 		todo
 		</div>

+ 3 - 3
docs/api/extras/helpers/PointLightHelper.html

@@ -40,12 +40,12 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:PointLight light]</h3>
+		<h3>[property:PointLight light]</h3>
 		<div>
 		todo
 		</div> 
@@ -53,7 +53,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>.update() [page:todo]</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
 		todo
 		</div>

+ 4 - 4
docs/api/extras/helpers/SpotLightHelper.html

@@ -30,17 +30,17 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:SpotLight light]</h3>
+		<h3>[property:SpotLight light]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:Mesh lightCone]</h3>
+		<h3>[property:Mesh lightCone]</h3>
 		<div>
 		todo
 		</div> 
@@ -48,7 +48,7 @@
 		<h2>Methods</h2>
 		
 
-		<h3>.update() [page:todo]</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
 		todo
 		</div>

+ 1 - 1
docs/api/extras/objects/ImmediateRenderObject.html

@@ -26,7 +26,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>.render([page:Function renderCallback])</h3>
+		<h3>[method:null render]([page:Function renderCallback])</h3>
 		<div>
 		renderCallback -- A function to render the generated object.
 		</div>

+ 15 - 15
docs/api/extras/objects/MorphBlendMesh.html

@@ -30,12 +30,12 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:object animationsMap]</h3>
+		<h3>[property:object animationsMap]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:array animationsList]</h3>
+		<h3>[property:array animationsList]</h3>
 		<div>
 		todo
 		</div> 
@@ -44,7 +44,7 @@
 
 
 
-		<h3>.setAnimationWeight([page:todo name], [page:todo weight]) [page:todo]</h3>
+		<h3>[method:todo setAnimationWeight]([page:todo name], [page:todo weight])</h3>
 		<div>
 		name -- todo <br />
 		weight -- todo
@@ -53,7 +53,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationFPS([page:todo name], [page:todo fps]) [page:todo]</h3>
+		<h3>[method:todo setAnimationFPS]([page:todo name], [page:todo fps])</h3>
 		<div>
 		name -- todo <br />
 		fps -- todo
@@ -62,7 +62,7 @@
 		todo
 		</div>
 
-		<h3>.createAnimation([page:todo name], [page:todo start], [page:todo end], [page:todo fps]) [page:todo]</h3>
+		<h3>[method:todo createAnimation]([page:todo name], [page:todo start], [page:todo end], [page:todo fps])</h3>
 		<div>
 		name -- todo <br />
 		start -- todo <br />
@@ -73,7 +73,7 @@
 		todo
 		</div>
 
-		<h3>.playAnimation([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo playAnimation]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -81,7 +81,7 @@
 		todo
 		</div>
 
-		<h3>.update([page:todo delta]) [page:todo]</h3>
+		<h3>[method:todo update]([page:todo delta])</h3>
 		<div>
 		delta -- todo
 		</div>
@@ -89,7 +89,7 @@
 		todo
 		</div>
 
-		<h3>.autoCreateAnimations([page:todo fps]) [page:todo]</h3>
+		<h3>[method:todo autoCreateAnimations]([page:todo fps])</h3>
 		<div>
 		fps -- todo
 		</div>
@@ -97,7 +97,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationDuration([page:todo name], [page:todo duration]) [page:todo]</h3>
+		<h3>[method:todo setAnimationDuration]([page:todo name], [page:todo duration])</h3>
 		<div>
 		name -- todo <br />
 		duration -- todo
@@ -106,7 +106,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationDirectionForward([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo setAnimationDirectionForward]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -114,7 +114,7 @@
 		todo
 		</div>
 
-		<h3>.getAnimationDuration([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo getAnimationDuration]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -122,7 +122,7 @@
 		todo
 		</div>
 
-		<h3>.getAnimationTime([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo getAnimationTime]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -130,7 +130,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationDirectionBackward([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo setAnimationDirectionBackward]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -138,7 +138,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationTime([page:todo name], [page:todo time]) [page:todo]</h3>
+		<h3>[method:todo setAnimationTime]([page:todo name], [page:todo time])</h3>
 		<div>
 		name -- todo <br />
 		time -- todo
@@ -147,7 +147,7 @@
 		todo
 		</div>
 
-		<h3>.stopAnimation([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo stopAnimation]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>

+ 0 - 72
docs/api/extras/renderers/plugins/DepthPassPlugin.html

@@ -1,72 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../../list.js"></script>
-		<script src="../../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-
-		<h3>.[page:boolean enabled]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:object renderTarget]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h2>Methods</h2>
-
-
-
-		<h3>.init([page:todo renderer]) [page:todo]</h3>
-		<div>
-		renderer -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.update([page:todo scene], [page:todo camera]) [page:todo]</h3>
-		<div>
-		scene -- todo <br />
-		camera -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.render([page:todo scene], [page:todo camera]) [page:todo]</h3>
-		<div>
-		scene -- todo <br />
-		camera -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 36
docs/api/extras/shaders/ShaderFlares.html

@@ -1,36 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../list.js"></script>
-		<script src="../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">
-		Contains the shader code fragments of the lensflare implementations. 
-		These shouldn't be edited.
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-		<h3>.[page:object lensFlare]</h3>
-		<div>
-		The object that contains the vertex code and fragment code of the lensflares implementation when there are no vertex textures available. 
-		</div> 
-
-		<h3>.[page:object lensFlareVertexTexture]</h3>
-		<div>
-		The object that contains the vertex code and fragment code of the lensflares implementation when there are vertex textures available.
-		</div> 
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 8 - 8
docs/api/lights/AreaLight.html

@@ -40,43 +40,43 @@ scene.add( areaLight1 );</code>
 
 
 
-		<h3>.[page:Vector3 right]</h3>
+		<h3>[property:Vector3 right]</h3>
 		<div>
 		Sets or gets an unit vector that indicates the right side of the light. This is calculated in local space. 
 		</div> 
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 		<div>
 		Sets or gets an unit vectorSets or gets an unit vector that indicates the right side of the light. This is calculated in local space.
 		</div> 
 
-		<h3>.[page:number height]</h3>
+		<h3>[property:number height]</h3>
 		<div>
 		Sets or gets the height of the illuminating plane. 
 		</div> 
 
-		<h3>.[page:number width]</h3>
+		<h3>[property:number width]</h3>
 		<div>
 		Sets or gets the width of the illuminating plane. 
 		</div> 
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 		Light's intensity.<br />
 		Default — *1.0*.
 		</div>
 
-		<h3>.[page:number constantAttenuation]</h3>
+		<h3>[property:number constantAttenuation]</h3>
 		<div>
 		Sets or gets the attention of the light in constant space. This is independant of the distance of the light. 
 		</div> 
 
-		<h3>.[page:number linearAttenuation]</h3>
+		<h3>[property:number linearAttenuation]</h3>
 		<div>
 		Sets or gets the attention of the light in linear space. This increases the attenuation linearly with the distance from the light.
 		</div> 
 
-		<h3>.[page:number quadraticAttenuation]</h3>
+		<h3>[property:number quadraticAttenuation]</h3>
 		<div>
 		Sets or gets the attention of the light in linear space. This increases the attenuation quadratic with the distance from the light.
 		</div> 

+ 27 - 27
docs/api/lights/DirectionalLight.html

@@ -42,162 +42,162 @@ scene.add( directionalLight );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Object3D target]</h3>
+		<h3>[property:Object3D target]</h3>
 		<div>
 			Target used for shadow camera orientation.
 		</div>
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 			Light's intensity.<br />
 			Default — *1.0*.
 		</div>
 
-		<h3>.[page:Boolean onlyShadow]</h3>
+		<h3>[property:Boolean onlyShadow]</h3>
 		<div>
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			Default — *false*.
 		</div>
 
-		<h3>.[page:Float shadowCameraNear]</h3>
+		<h3>[property:Float shadowCameraNear]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *50*.
 		</div>
 
-		<h3>.[page:Float shadowCameraFar]</h3>
+		<h3>[property:Float shadowCameraFar]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *5000*.
 		</div>
 
-		<h3>.[page:Float shadowCameraLeft]</h3>
+		<h3>[property:Float shadowCameraLeft]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *-500*.
 		</div>
 
-		<h3>.[page:Float shadowCameraRight]</h3>
+		<h3>[property:Float shadowCameraRight]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *500*.
 		</div>
 
-		<h3>.[page:Float shadowCameraTop]</h3>
+		<h3>[property:Float shadowCameraTop]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *500*.
 		</div>
 
-		<h3>.[page:Float shadowCameraBottom]</h3>
+		<h3>[property:Float shadowCameraBottom]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *-500*.
 		</div>
 
-		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<div>
 			Show debug shadow camera frustum.<br />
 			Default — *false*.
 		</div>
 
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 			Shadow map bias.<br />
 			Default — *0*.
 		</div>
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 		</div>
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Boolean shadowCascade]</h3>
+		<h3>[property:Boolean shadowCascade]</h3>
 		<div>
 			??? <br />
 			Default — *false*.
 		</div>
 
-		<h3>.[page:Vector3 shadowCascadeOffset]</h3>
+		<h3>[property:Vector3 shadowCascadeOffset]</h3>
 		<div>
 			??? <br />
 			Default — *Three.Vector3( 0, 0, -1000 )*.
 		</div>
 
-		<h3>.[page:Integer shadowCascadeCount]</h3>
+		<h3>[property:Integer shadowCascadeCount]</h3>
 		<div>
 			??? <br />
 			Default — *2*.
 		</div>
 
-		<h3>.[page:Array shadowCascadeBias]</h3>
+		<h3>[property:Array shadowCascadeBias]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 0, 0, 0 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeWidth]</h3>
+		<h3>[property:Array shadowCascadeWidth]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeHeight]</h3>
+		<h3>[property:Array shadowCascadeHeight]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeNearZ]</h3>
+		<h3>[property:Array shadowCascadeNearZ]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeFarZ]</h3>
+		<h3>[property:Array shadowCascadeFarZ]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeArray]</h3>
+		<h3>[property:Array shadowCascadeArray]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ ]</strong>.
 		</div>
 
-		<h3>.[page:RenderTarget shadowMap]</h3>
+		<h3>[property:RenderTarget shadowMap]</h3>
 		<div>
 			??? <br />
 			Default — *null*.
 		</div>
 
-		<h3>.[page:Integer shadowMapSize]</h3>
+		<h3>[property:Integer shadowMapSize]</h3>
 		<div>
 			??? <br />
 			Default — *null*.
 		</div>
 
-		<h3>.[page:Camera shadowCamera]</h3>
+		<h3>[property:Camera shadowCamera]</h3>
 		<div>
 			??? <br />
 			Default — *null*.
 		</div>
 
-		<h3>.[page:Matrix shadowMatrix]</h3>
+		<h3>[property:Matrix shadowMatrix]</h3>
 		<div>
 			??? <br />
 			Default — *null*.

+ 2 - 2
docs/api/lights/HemisphereLight.html

@@ -25,13 +25,13 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float groundColor]</h3>
+		<h3>[property:Float groundColor]</h3>
 
 		<div>
 			Light's ground color.<br />
 		</div>
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 			Light's intensity.<br />
 			Default — *1.0*.

+ 1 - 1
docs/api/lights/Light.html

@@ -28,7 +28,7 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		Color of the light.<br />
 		</div>

+ 2 - 2
docs/api/lights/PointLight.html

@@ -40,13 +40,13 @@ scene.add( light );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 			Light's intensity.<br />
 			Default - *1.0*.
 		</div>
 
-		<h3>.[page:Float distance]</h3>
+		<h3>[property:Float distance]</h3>
 		<div>
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			Default — *0.0*.

+ 25 - 25
docs/api/lights/SpotLight.html

@@ -42,8 +42,8 @@ scene.add( spotLight );</code>
 		<div>
 		[page:Integer hex] — Numeric value of the RGB component of the color. <br />
 		[page:Float intensity] — Numeric value of the light's strength/intensity. <br />
-		distance -- todo <br />
-		angle -- todo <br />
+		distance -- Maximum distance from origin where light will shine whose intensity is attenuated linearly based on distance from origin. <br />
+		angle -- Maximum angle of light dispersion from its direction whose upper bound is Math.PI/2.  <br />
 		exponent -- todo
 		</div>
 		<div>
@@ -53,137 +53,137 @@ scene.add( spotLight );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Object3D target]</h3>
+		<h3>[property:Object3D target]</h3>
 		<div>
 			Spotlight focus points at target.position.<br />
 			Default position — *(0,0,0)*.
 		</div>
 	
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 			Light's intensity.<br />
 			Default — *1.0*.
 		</div>
 	
-		<h3>.[page:Float distance]</h3>
+		<h3>[property:Float distance]</h3>
 		<div>
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			Default — *0.0*.
 		</div>
 	
-		<h3>.[page:Float angle]</h3>
+		<h3>[property:Float angle]</h3>
 		<div>
 			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
 			Default — *Math.PI/3*.
 		</div>
 	
-		<h3>.[page:Float exponent]</h3>
+		<h3>[property:Float exponent]</h3>
 		<div>
 			Rapidity of the falloff of light from its target direction.<br />
 			Default — *10.0*.
 		</div>
 	
-		<h3>.[page:Boolean castShadow]</h3>
+		<h3>[property:Boolean castShadow]</h3>
 		<div>
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
 			Default — *false*.
 		</div>
 		
-		<h3>.[page:Boolean onlyShadow]</h3>
+		<h3>[property:Boolean onlyShadow]</h3>
 		<div>
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			Default — *false*.
 		</div>
 		
-		<h3>.[page:Float shadowCameraNear]</h3>
+		<h3>[property:Float shadowCameraNear]</h3>
 		<div>
 			Perspective shadow camera frustum <em>near</em> parameter.<br />
 			Default — *50*.
 		</div>
 
-		<h3>.[page:Float shadowCameraFar]</h3>
+		<h3>[property:Float shadowCameraFar]</h3>
 		<div>
 			Perspective shadow camera frustum <em>far</em> parameter.<br />
 			Default — *5000*.
 		</div>
 
-		<h3>.[page:Float shadowCameraFov]</h3>
+		<h3>[property:Float shadowCameraFov]</h3>
 		<div>
 			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
 			Default — *50*.
 		</div>
 		
-		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<div>
 			Show debug shadow camera frustum.<br />
 			Default — *false*.
 		</div>
 		
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 			Shadow map bias.<br />
 			Default — *0*.
 		</div>
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 		</div>
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 		</div>
 		
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 			Shadow map bias.<br />
 			Default — *0*.
 		</div>
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 		</div>
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 		</div>
 
 
-		<h3>.[page:object shadowMatrix]</h3>
+		<h3>[property:object shadowMatrix]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:object shadowMapSize]</h3>
+		<h3>[property:object shadowMapSize]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:object shadowCamera]</h3>
+		<h3>[property:object shadowCamera]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:object shadowMap]</h3>
+		<h3>[property:object shadowMap]</h3>
 		<div>
 		todo
 		</div> 

+ 84 - 0
docs/api/loaders/BabylonLoader.html

@@ -0,0 +1,84 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading a <em>.babylon</em> resource.</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:function onLoad] — Will be called when load completes. The argument will be the loaded [page:Object3D].<br />
+		[page:function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:Object3D parse]( [page:Object json] )</h3>
+		<div>
+		[page:Object json] — The <em>JSON</em> structure to parse.
+		</div>
+		<div>
+		Parse a <em>JSON</em> structure and return an [page:Object3D object] or a [page:Scene scene].<br />
+		Found objects are converted to [page:Mesh] with a [page:BufferGeometry] and a default [page:MeshPhongMaterial].<br />
+		Lights are parsed accordingly.
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.BabylonLoader();
+
+		// load a Babylon resource
+		loader.load(
+			// resource URL
+			'models/babylon/skull.babylon',
+			// Function when resource is loaded
+			function ( object ) {
+				scene.add( object );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_babylon]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/BabylonLoader.js examples/js/loaders/BabylonLoader.js]
+	</body>
+</html>

+ 53 - 17
docs/api/loaders/BufferGeometryLoader.html

@@ -9,36 +9,72 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A loader for loading a [page:BufferGeometry].</div>
 
-		<h2>Example</h2>
-
-		<code>todo</code>
 
 		<h2>Constructor</h2>
 
-
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
-		<div>
-		todo
-		</div> 
-
 
 		<h2>Methods</h2>
-		
 
-		<h3>todo</h3>
-		<div>todo</div>
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<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, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:BufferGeometry parse]( [page:Object json] )</h3>
 		<div>
-		todo
+		[page:Object json] — The <em>JSON</em> structure to parse.
 		</div>
-		
+		<div>
+		Parse a <em>JSON</em> structure and return a [page:BufferGeometry].
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.BufferGeometryLoader();
+
+		// load a resource
+		loader.load(
+			// resource URL
+			'models/json/pressure.json',
+			// Function when resource is loaded
+			function ( geometry ) {
+				var material = new THREE.MeshLambertMaterial( { color: 0xF5F5F5 } );
+				var object = new THREE.Mesh( geometry, material );
+				scene.add( object );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 37 - 15
docs/api/loaders/Cache.html

@@ -9,36 +9,58 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A simple caching classe, used internaly by [page:XHRLoader].</div>
 
-		<h2>Example</h2>
-
-		<code>todo</code>
 
 		<h2>Constructor</h2>
 
-
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]()</h3>
+		<div>
+		Creates a new [name].
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[property:Object files]</h3>
 		<div>
-		todo
-		</div> 
+		An [page:Object object] that hold cached values.
+		</div>
 
 
 		<h2>Methods</h2>
-		
 
-		<h3>todo</h3>
-		<div>todo</div>
+		<h3>[method:null add]( [page:String key], value )</h3>
+		<div>
+		[page:String key] — required. A string key <br />
+		[page:Object] value — <br />
+		</div>
+		<div>
+		Adds a cache entry with that key to hold the value. If this key already holds a value, it is overwritten.
+		</div>
+
+		<h3>[method:null get]( [page:String key] )</h3>
+		<div>
+		[page:String key] — required. A string key <br />
+		</div>
+		<div>
+		Get the value of key. If the key does not exist the null value is returned.
+		</div>
+
+		<h3>[method:null remove]( [page:String key] )</h3>
+		<div>
+		[page:String key] — required. A string key <br />
+		</div>
 		<div>
-		todo
+		Remove the cached value associated with the key.
 		</div>
-		
+
+		<h3>[method:null clear]()</h3>
+		<div>
+		Remove all values from the cache.
+		</div>
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 114 - 0
docs/api/loaders/ColladaLoader.html

@@ -0,0 +1,114 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading an <em>.babylon</em> resource.</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]()</h3>
+		<div>
+		Creates a new [name].
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array options]</h3>
+		<div>
+		&nbsp;.[page:Boolean centerGeometry] — Force [page:Geometry] to always be centered at the local origin of the containing [page: Mesh].<br />
+		&nbsp;.[page:Boolean convertUpAxis] — Axis conversion is done for geometries, animations, and controllers.<br />
+		&nbsp;.[page:Boolean subdivideFaces] — Force subdivision into multiple [page: Face3].<br />
+		&nbsp;.[page:String upAxis] — X, Y or Z<br />
+		&nbsp;.[page:Boolean defaultEnvMap] — Cubemap to use for reflective or refractive materials.<br />
+		</div>
+
+		<h3>[property:Object geometries]</h3>
+		<div>
+		Parsed <em>.dae</em> geometries.
+		</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:function onLoad] — Will be called when load completes. The argument will be an [page:Object object] containing loaded resources.<br />
+		[page:function onProgress] — Will be called while load progresses. The argument will be an object containing .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:Object parse]( [page:Document doc], [page:Function callBack], [page:String url] )</h3>
+		<div>
+		[page:Document doc] — The <em>XML</em> document to parse.<br />
+		[page:Function callBack] — Will be called when parse completes.<br />
+		[page:String url] — The base url from which to find subsequent resources.<br />
+		</div>
+		<div>
+		Parse an <em>XML Document</em> and return an [page:Object object] that contain loaded parts: .[page:Scene scene], .[page:Array morphs], .[page:Array skins], .[page:Array animations], .[page:Object dae]
+		</div>
+
+		<h3>[method:null setPreferredShading]( [page:Integer shading] )</h3>
+		<div>
+		[page:Integer shading] — required
+		</div>
+		<div>
+		Set the .[page:Integer shading] property on the resource's materials.<br />
+		Options are [page:Materials THREE.SmoothShading], [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].
+		</div>
+
+		<h3>[method:null applySkin]( [page:Geometry geometry], [page:Object instanceCtrl], [page:Integer frame] )</h3>
+		<div>
+		[page:Geometry geometry] — required<br />
+		[page:Object instanceCtrl] — required. A collada <em>skinController</em><br />
+		[page:Integer frame] — optionnal. Default is 40<br />
+		</div>
+		<div>
+		Apply a skin (vertices, animation, bones) from a <em>collada skin controller</em>, on the given [page:Geometry].
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.ColladaLoader();
+
+		// load a Babylon resource
+		loader.load(
+			// resource URL
+			'models/collada/monster/monster.dae',
+			// Function when resource is loaded
+			function ( collada ) {
+				scene.add( collada.scene );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_collada]<br />
+		[example:webgl_loader_collada_keyframe]<br />
+		[example:webgl_loader_collada_skinning]<br />
+		[example:webgl_loader_collada_kinematics]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/OBJLoader.js examples/js/loaders/BabylonLoader.js]
+	</body>
+</html>

+ 53 - 20
docs/api/loaders/ImageLoader.html

@@ -9,46 +9,79 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A loader for loading an [page:Image image].</div>
+		<div class="desc">A loader for loading an [page:Image].</div>
 
-		<h2>Constructor</h2>
 
+		<h2>Constructor</h2>
 
-		<h3>[name]([page:LoadingManager manager])</h3>
-        <div>
-        manager -- The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-        </div>
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
 		<div>
 		Creates a new [name].
 		</div>
-		
+
 		<h2>Properties</h2>
 
-		<h3>.[page:string crossOrigin]</h3>
+		<h3>[property:String crossOrigin]</h3>
 		<div>
 		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-		</div> 
+		</div>
 
 		<h2>Methods</h2>
 
-		<h3>.load( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] ) [page:Image]</h3>
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
 		<div>
-        onLoad -- Will be called when load completes. The argument will be the loaded Imageloader.
-        onProgress -- Will be called while load progresses. The argument will be the progress event.
-        onError -- Will be called when load errors.
-		url — required
+		[page:String url] — required<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded Imageloader.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
+		[page:Function onError] — Will be called when load errors.<br />
 		</div>
 		<div>
-        Begin loading from url and return the [page:Image image] object that will contain the data.
-        </div>
+		Begin loading from url and return the [page:Image image] object that will contain the data.
+		</div>
 
-        <h3>.setCrossOrigin([page:String value])</h3>
+		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
 		<div>
-        value -- The crossOrigin string.
+		[page:String value] — The crossOrigin string.
 		</div>
 		<div>
-        The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-        </div>
+		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.ImageLoader();
+
+		// load a image resource
+		loader.load(
+			// resource URL
+			'textures/skyboxsun25degtest.png',
+			// Function when resource is loaded
+			function ( image ) {
+				// do something with it
+
+				// like drawing a part of it on a canvas
+				var canvas = document.createElement( 'canvas' );
+				var context = canvas.getContext( '2d' );
+				context.drawImage( image, 100, 100 );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		[example:webgl_shaders_ocean]
+
 
 		<h2>Source</h2>
 

+ 118 - 24
docs/api/loaders/JSONLoader.html

@@ -15,54 +15,148 @@
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]([page:Boolean showStatus])</h3>
+		<h3>[name]( [page:Boolean showStatus] )</h3>
 		<div>
-		showStatus -- todo
+		[page:Boolean showStatus] — Show the status of loading div.
 		</div>
 		<div>
-		todo
+		Creates a new [name].
 		</div>
-		
-		<h2>Properties</h2>
 
 
-		<h3>.[page:boolean withCredentials]</h3>
+		<h2>Properties</h2>
+
+		<h3>[property:boolean withCredentials]</h3>
 		<div>
-		todo
-		</div> 
+		If true, the ajax request will use cookies.
+		</div>
+
+
+		<h2>Properties inherited from [page:Loader]</h2>
+
+		<h3>[property:Boolean showStatus]</h3>
+		<div>If true, show loading status in the statusDomElement.</div>
+
+		<h3>[property:DOMElement statusDomElement]</h3>
+		<div>This is the recipient of status messages.</div>
+
+		<h3>[property:Function onLoadStart]</h3>
+		<div>Will be called when load starts.</div>
+		<div>The default is a function with empty body.</div>
+
+		<!--
+		<h3>[property:Function onLoadProgress]</h3>
+		<div>Will be called while load progresses.</div>
+		<div>The default is a function with empty body.</div>
+		-->
+
+		<h3>[property:Function onLoadComplete]</h3>
+		<div>Will be called when load completes.</div>
+		<div>The default is a function with empty body.</div>
+
 
 		<h2>Methods</h2>
 
-		<h3>.load( [page:String url], [page:Function callback], [page:String texturePath] )</h3>
+		<h3>[method:null load]( [page:String url], [page:Function callback], [page:String texturePath] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function callback] — required. Will be called when load completes. The arguments will be the loaded [page:Object3D] and the loaded [page:Array materials].<br />
+		[page:String texturePath] — optional. If not specified, textures will be assumed to be in the same folder as the Javascript model file.
+		</div>
+
+		<h3>[method:null loadAjaxJSON]([page:JSONLoader context], [page:String url], [page:Function callback], [page:String texturePath], [page:Function callbackProgress])</h3>
+		<div>
+		[page:JSONLoader context] — The [page:JSONLoader] instance<br />
+		[page:String url] — required<br />
+		[page:Function callback] — required. This function will be called with the loaded model as an instance of [page:Geometry geometry] when the load is completed.<br />
+		[page:String texturePath] — Base path for textures.<br />
+		[page:Function callbackProgress] — Will be called while load progresses. The argument will be an [page:Object] containing two attributes: .[page:Integer total] and .[page:Integer loaded] bytes.
+		</div>
+		<div>
+		Begin loading from url and call <em>callback</em> with the parsed response content.
+		</div>
+
+		<h3>[method:Object3D parse]( [page:Object json], [page:String texturePath] )</h3>
 		<div>
-		url — required<br />
-		callback — required. This function will be called with the loaded model as an instance of [page:Geometry geometry] when the load is completed.<br />
-		texturePath — optional. If not specified, textures will be assumed to be in the same folder as the Javascript model file.
+		[page:String json] — JSON object to parse.<br />
+		[page:String texturePath] — Base path for textures.
+		</div>
+		<div>
+		Parse a <em>JSON</em> structure and return an [page:Object] containing the parsed .[page:Geometry] and .[page:Array materials].
 		</div>
 
+		<h2>Methods inherited from [page:Loader]</h2>
 
-		<h3>.parse([page:todo json], [page:todo texturePath]) [page:todo]</h3>
+		<h3>[method:Boolean needsTangents]( [page:Array materials] )</h3>
 		<div>
-		json -- todo <br />
-		texturePath -- todo
+		[page:Array materials] — an array of [page:Material]
 		</div>
 		<div>
-		todo
+		Checks if the loaded object needs tangents based on its materials.
 		</div>
 
-		<h3>.loadAjaxJSON([page:todo context], [page:todo url], [page:todo callback], [page:todo texturePath], [page:todo callbackProgress]) [page:todo]</h3>
+		<h3>[method:null updateProgress]( [page:object progress] )</h3>
 		<div>
-		context -- todo <br />
-		url -- todo <br />
-		callback -- todo <br />
-		texturePath -- todo <br />
-		callbackProgress -- todo
+		[page:Object progress] — an object containing loaded(contains the amount of bytes loaded) and optionally total (containing the total amount of bytes).
 		</div>
 		<div>
-		todo
+		Updates the DOM object with the progress made.
 		</div>
 
+		<h3>[method:Material createMaterial]( [page:object m], [page:string texturePath] )</h3>
+		<div>
+		[page:Object m] — The parameters to create the material. <br />
+		[page:String texturePath] — The base path of the textures.
+		</div>
+		<div>
+		Creates the Material based on the parameters m.
+		</div>
+
+		<h3>[method:Array initMaterials]( [page:Array materials], [page:string texturePath] )</h3>
+		<div>
+		[page:Array materials] — an array of parameters to create materials. <br />
+		[page:String texturePath] —  The base path of the textures.
+		</div>
+		<div>
+		Creates an array of [page:Material] based on the array of parameters m. The index of the parameters decide the correct index of the materials.
+		</div>
+
+		<h3>[method:String extractUrlBase]( [page:string url] )</h3>
+		<div>
+		[page:String url] —  The url to extract the base url from.
+		</div>
+		<div>
+		Extract the base from the URL.
+		</div>
+
+		<h3>[method:DOMElement addStatusElement]()</h3>
+		<div>
+		Add a DOM element to indicate the progress and return the DOMElement
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.JSONLoader();
+
+		// load a resource
+		loader.load(
+			// resource URL
+			'models/animated/monster/monster.js',
+			// Function when resource is loaded
+			function ( geometry, materials ) {
+				var material = new THREE.MeshFaceMaterial( materials );
+				var object = new THREE.Mesh( geometry, material );
+				scene.add( object );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_json_blender]
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 28 - 28
docs/api/loaders/Loader.html

@@ -15,9 +15,9 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Boolean showStatus])</h3>
+		<h3>[name]( [page:Boolean showStatus] )</h3>
 		<div>
-		showStatus -- Show the status of loading div.
+		[page:Boolean showStatus] — Show the status of loading div.
 		</div>
 		<div>
 		Creates a new [name]. This should be called as base class.
@@ -26,76 +26,76 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Boolean showStatus]</h3>
+		<h3>[property:Boolean showStatus]</h3>
 		<div>If true, show loading status in the statusDomElement.</div>
-		
-		<h3>.[page:DOMElement statusDomElement]</h3>
+
+		<h3>[property:DOMElement statusDomElement]</h3>
 		<div>This is the recipient of status messages.</div>
-		
-		<h3>.[page:Function onLoadStart]</h3>
+
+		<h3>[property:Function onLoadStart]</h3>
 		<div>Will be called when load starts.</div>
 		<div>The default is a function with empty body.</div>
 
-		<h3>.[page:Function onLoadProgress]</h3>
+		<h3>[property:Function onLoadProgress]</h3>
 		<div>Will be called while load progresses.</div>
 		<div>The default is a function with empty body.</div>
-		
-		<h3>.[page:Function onLoadComplete]</h3>
+
+		<h3>[property:Function onLoadComplete]</h3>
 		<div>Will be called when load completes.</div>
 		<div>The default is a function with empty body.</div>
-		
-		<h3>.[page:string crossOrigin]</h3>
+
+		<h3>[property:string crossOrigin]</h3>
 		<div>
 		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-		</div> 
+		</div>
 
 		<h2>Methods</h2>
 
-		<h3>.needsTangents([page:Array materials]) [page:Boolean]</h3>
+		<h3>[method:Boolean needsTangents]( [page:Array materials] )</h3>
 		<div>
-		materials -- an array of [page:Material]
+		[page:Array materials] — an array of [page:Material]
 		</div>
 		<div>
 		Checks if the loaded object needs tangents based on its materials.
 		</div>
 
-		<h3>.updateProgress([page:object progress])</h3>
+		<h3>[method:null updateProgress]( [page:object progress] )</h3>
 		<div>
-		progress -- an object containing loaded(contains the amount of bytes loaded) and optionally total (containing the total amount of bytes).
+		[page:Object progress] — an object containing loaded(contains the amount of bytes loaded) and optionally total (containing the total amount of bytes).
 		</div>
 		<div>
 		Updates the DOM object with the progress made.
 		</div>
 
-		<h3>.createMaterial([page:object m], [page:string texturePath]) [page:Material]</h3>
+		<h3>[method:Material createMaterial]( [page:object m], [page:string texturePath] )</h3>
 		<div>
-		m -- The parameters to create the material. <br />
-		texturePath -- The base path of the textures.
+		[page:Object m] — The parameters to create the material. <br />
+		[page:String texturePath] — The base path of the textures.
 		</div>
 		<div>
 		Creates the Material based on the parameters m.
 		</div>
 
-		<h3>.initMaterials([page:Array materials], [page:string texturePath]) [page:Array]</h3>
+		<h3>[method:Array initMaterials]( [page:Array materials], [page:string texturePath] )</h3>
 		<div>
-		materials -- an array of parameters to create materials. <br />
-		texturePath --  The base path of the textures.
+		[page:Array materials] — an array of parameters to create materials. <br />
+		[page:String texturePath] —  The base path of the textures.
 		</div>
 		<div>
 		Creates an array of [page:Material] based on the array of parameters m. The index of the parameters decide the correct index of the materials.
 		</div>
 
-		<h3>.extractUrlBase([page:string url])</h3>
+		<h3>[method:String extractUrlBase]( [page:string url] )</h3>
 		<div>
-		url --  The url to extract the base url from.
+		[page:String url] —  The url to extract the base url from.
 		</div>
 		<div>
-		Extract the base from the URL. 
+		Extract the base from the URL.
 		</div>
 
-		<h3>.addStatusElement() [page:DOMElement]</h3>
+		<h3>[method:DOMElement addStatusElement]()</h3>
 		<div>
-		Add a DOM element to indicate the progress and returns the DOMElement
+		Add a DOM element to indicate the progress and return the DOMElement
 		</div>
 
 

+ 34 - 27
docs/api/loaders/LoadingManager.html

@@ -11,71 +11,78 @@
 
 		<div class="desc">Handles and keeps track of loaded and pending data.</div>
 		<code>
-var manager = new THREE.LoadingManager();
-manager.onProgress = function ( item, loaded, total ) {
+		var manager = new THREE.LoadingManager();
+		manager.onProgress = function ( item, loaded, total ) {
 
-	console.log( item, loaded, total );
+			console.log( item, loaded, total );
 
-};
+		};
 
-var loader = new THREE.OBJLoader( manager );
-loader.load( 'file.obj', function ( object ) {
+		var loader = new THREE.OBJLoader( manager );
+		loader.load( 'file.obj', function ( object ) {
 
-	//
+			//
 
-} );
+		} );
 		</code>
 
+
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:function onLoad], [page:function onProgress], [page:function onError])</h3>
+		<h3>[name]( [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
 		<div>
-		[page:function onLoad] -- The function that needs to be called when all loaders are done.
-		[page:function onProgress] -- The function that needs to be called when an item is complete.
-		[page:function onError] -- The function that needs to be called when an item is errors.
+		[page:Function onLoad] — The function that needs to be called when all loaders are done.<br />
+		[page:Function onProgress] — The function that needs to be called when an item is complete.<br />
+		[page:Function onError] — The function that needs to be called when an item is errors.
 		</div>
 		<div>
 		Creates a [name].
 		</div>
-		
-		
+
+
 		<h2>Properties</h2>
 
-		<h3>.[page:function onLoad]</h3>
+		<h3>[property:Function onLoad]</h3>
 		<div>
-		The function that needs to be called when all loaders are done. 
-		</div> 
+		The function that needs to be called when all loaders are done.
+		</div>
 
-		<h3>.[page:function onProgress]</h3>
+		<h3>[property:Function onProgress]</h3>
 		<div>
 		The function that needs to be called when an item is complete. The arguments are url(The url of the item just loaded),<br />
 		loaded(the amount of items already loaded), total( The total amount of items to be loaded.)
-		</div> 
+		</div>
 
-		<h3>.[page:function onError]</h3>
+		<h3>[property:Function onError]</h3>
 		<div>
 		The function that needs to be called when an item errors.
-		</div> 
-		
-		
+		</div>
+
+
 		<h2>Methods</h2>
 
-		<h3>.itemStart( [page:String url] )</h3>
+		<h3>[method:null itemStart]( [page:String url] )</h3>
 		<div>
-		url — the url to load
+		[page:String url] — the url to load
 		</div>
 		<div>
 		This should be called by any loader used by the manager when the loader starts loading an url. These shouldn't be called outside a loader.
 		</div>
 
-		<h3>.itemEnd( [page:String url] )</h3>
+		<h3>[method:null itemEnd]( [page:String url] )</h3>
 		<div>
-		url — the url to load
+		[page:String url] — the loaded url
 		</div>
 		<div>
 		This should be called by any loader used by the manager when the loader ended loading an url.  These shouldn't be called outside a loader.
 		</div>
 
+
+		<h2>Example</h2>
+
+		[example:webgl_loader_obj]
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 56 - 0
docs/api/loaders/MTLLoader.html

@@ -0,0 +1,56 @@
+<!D]OCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading an <em>.mtl</em> resource, used internaly by [page:OBJMTLLoader] and [page:UTF8Loader].</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:String baseUrl], [page:Object options], [page:String crossOrigin] )</h3>
+		<div>
+		[page:String baseUrl] — The base url from which to find subsequent resources.<br />
+		[page:Object options] — Options passed to the created material (side, wrap, normalizeRGB, ignoreZeroRGBs, invertTransparency).<br />
+		[page:String crossOrigin] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.<br />
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:MTLLoaderMaterialCreator MTLLoader.MaterialCreator] instance.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and return the loaded material.
+		</div>
+
+		<h3>[method:MTLLoaderMaterialCreator parse]( [page:String text] )</h3>
+		<div>
+		[page:String text] — The textual <em>mtl</em> structure to parse.
+		</div>
+		<div>
+		Parse a <em>mtl</em> text structure and return a [page:MTLLoaderMaterialCreator] instance.<br />
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/[name].js examples/js/loaders/[name].js]
+	</body>
+</html>

+ 50 - 22
docs/api/loaders/MaterialLoader.html

@@ -9,15 +9,15 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A loader for loading an [page:Material material].</div>
+		<div class="desc">A loader for loading a [page:Material] in JSON format.</div>
 
-		<h2>Constructor</h2>
 
+		<h2>Constructor</h2>
 
-		<h3>[name]([page:LoadingManager manager])</h3>
-        <div>
-        manager -- The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-        </div>
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
 		<div>
 		Creates a new [name].
 		</div>
@@ -25,32 +25,60 @@
 
 		<h2>Methods</h2>
 
-		<h3>.load( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] ) [page:Image]</h3>
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
 		<div>
-        onLoad -- Will be called when load completes. The argument will be the loaded Imageloader.
-        onProgress -- Will be called while load progresses. The argument will be the progress event.
-        onError -- Will be called when load errors.
-		url — required
+		[page:String url] — required<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 onError] — Will be called when load errors.<br />
 		</div>
 		<div>
-        Begin loading from url and return the [page:Material material] object that will contain the data.
-        </div>
+		Begin loading from url and return the [page:Material] object that will contain the data.
+		</div>
 
-        <h3>.setCrossOrigin([page:String value])</h3>
+		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
 		<div>
-        value -- The crossOrigin string.
+		[page:String value] — The crossOrigin string.
 		</div>
 		<div>
-        The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-        </div>
+		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+		</div>
 
-        <h3>.parse([page:Object json]) {
-        <div>
-        json -- The json object containing the parameters of the Material.
+		<h3>[method:Material parse]( [page:Object json] )</h3>
+		<div>
+		[page:Object json] — The json object containing the parameters of the Material.
 		</div>
 		<div>
-        Creates a new [page:Material material] of the type 'json.type' and with parameters defined in the json object.
-        </div>
+		Parse a <em>JSON</em> structure and create a new [page:Material] of the type [page:String json.type] with parameters defined in the json object.
+		</div>
+
+
+		<h2>Example</h2>
+
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.MaterialLoader();
+
+		// load a resource
+		loader.load(
+			// resource URL
+			'path/to/material.json',
+			// Function when resource is loaded
+			function ( material ) {
+				object.material = material;
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
 
 		<h2>Source</h2>
 

+ 75 - 0
docs/api/loaders/OBJLoader.html

@@ -0,0 +1,75 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading an <em>.obj</em> resource.</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Object3D].<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:Object3D parse]( [page:String text] )</h3>
+		<div>
+		[page:String text] — The textual <em>obj</em> structure to parse.
+		</div>
+		<div>
+		Parse an <em>obj</em> text structure and return an [page:Object3D].<br />
+		Found objects are converted to [page:Mesh] with a [page:BufferGeometry] and a default [page:MeshLambertMaterial].
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.OBJLoader();
+
+		// load a resource
+		loader.load(
+			// resource URL
+			'models/skinned/UCS_config.json',
+			// Function when resource is loaded
+			function ( object ) {
+				scene.add( object );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_obj]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/OBJLoader.js examples/js/loaders/OBJLoader.js]
+	</body>
+</html>

+ 87 - 0
docs/api/loaders/OBJMTLLoader.html

@@ -0,0 +1,87 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading a <em>.obj</em> and its <em>.mtl</em> together.</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String objUrl], [page:String mtlUrl], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String objUrl] — required. URL to the <em>.obj</em> resource<br />
+		[page:String mtlUrl] — required. URL to the <em>.mtl</em> resource<br />
+		[page:Function onLoad] — Will be called when both resources load complete. The argument will be the loaded [page:Object3D].<br />
+		[page:Function onProgress] — Will be called while both load progress. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from urls and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:Object3D parse]( [page:String text], [page:Function mtllibCallback] )</h3>
+		<div>
+		[page:String text] — required. The textual <em>obj</em> structure to parse.<br/>
+		[page:Function mtllibCallback] — optional. Callback to handle <em>mtllib</em> declaration.<br/>
+		</div>
+		<div>
+		Parse an <em>obj</em> text structure and return an [page:Object3D].<br />
+		Found objects are converted to [page:Mesh] with a [page:BufferGeometry] and materials are converted to [page:MeshLambertMaterial].
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.OBJMTLLoader();
+
+		// load an obj / mtl resource pair
+		loader.load(
+			// OBJ resource URL
+			'obj/male02/male02.obj',
+			// MTL resource URL
+			'obj/male02/male02_dds.mtl',
+			// Function when both resources are loaded
+			function ( object ) {
+				scene.add( object );
+			},
+			// Function called when downloads progress
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when downloads error
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_obj_mtl]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/OBJMTLLoader.js examples/js/loaders/OBJMTLLoader.js]
+	</body>
+</html>

+ 46 - 16
docs/api/loaders/ObjectLoader.html

@@ -9,36 +9,66 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A loader for loading a JSON resource. Unlike the [page:JSONLoader], this one make use of the <em>.type</em> attributes of objects to map them to their original classes.</div>
 
-		<h2>Example</h2>
-
-		<code>todo</code>
 
 		<h2>Constructor</h2>
 
-
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
 		<div>
-		todo
-		</div> 
+		[page:String url] — required<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, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
 
 
-		<h2>Methods</h2>
-		
+		<h3>[method:Object3D parse]( [page:Object json] )</h3>
+		<div>
+		[page:Object json] — required. The JSON source to parse<br />
+		</div>
+		<div>
+		Parse a <em>JSON</em> content and return a threejs object.
+		</div>
 
-		<h3>todo</h3>
-		<div>todo</div>
+		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
 		<div>
-		todo
+		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		</div>
-		
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.ObjectLoader();
+
+		// assuming we loaded a JSON structure from elsewhere
+		var object = loader.parse( a_json_object );
+
+		scene.add( object );
+		</code>
+
+		[example:webgl_loader_msgpack]
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 95 - 0
docs/api/loaders/PDBLoader.html

@@ -0,0 +1,95 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		A loader for loading a <em>.pdb</em> resource.
+		<br /><br />
+		The <a href="http://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format)">Protein Data Bank file format</a> is a textual file format describing the three-dimensional structures of molecules.
+		</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required. URL to the <em>.pdb</em> file<br />
+		[page:Function onLoad] — Will be called when load completes. The arguments will be an [page:Geometry geometryAtoms], [page:Geometry geometryBonds] and the [page:Object JSON] structure.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:Object parsePDB]( [page:String text] )</h3>
+		<div>
+		[page:String text] — The textual <em>pdb</em> structure to parse.
+		</div>
+		<div>
+		Parse a <em>pdb</em> text and return a <em>JSON</em> structure.<br />
+		</div>
+
+		<h3>[method:null createModel]( [page:Object json], [page:Function callback] )</h3>
+		<div>
+		[page:Object json] — The <em>(JSON) pdb</em> structure to parse.<br />
+		[page:Function callback] — Will be called when parse completes, with three arguments: [page:Geometry geometryAtoms], [page:Geometry geometryBonds] and the original [page:Object json].<br />
+		</div>
+		<div>
+		Parse a <em>(JSON) pdb</em> structure and return two [page:Geometry]: one for atoms, one for bonds.<br />
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.PDBLoader();
+
+		// load a PDB resource
+		loader.load(
+			// resource URL
+			'models/molecules/caffeine.pdb',
+			// Function when resource is loaded
+			function ( geometryAtoms, geometryBonds, json ) {
+				console.log( 'This molecule has ' + json.atoms.length + ' atoms' );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_pdb]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PDBLoader.js examples/js/loaders/PDBLoader.js]
+	</body>
+</html>

+ 47 - 0
docs/api/loaders/SVGLoader.html

@@ -0,0 +1,47 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading an <em>.svg</em> resource.</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:SVGDocument].<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the response content.
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/SVGLoader.js examples/js/loaders/SVGLoader.js]
+	</body>
+</html>

+ 114 - 0
docs/api/loaders/SceneLoader.html

@@ -0,0 +1,114 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading a [page:Scene] from a <em>JSON</em> resource.</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be an [page:Object] containing the loaded components.<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed scene.
+		</div>
+
+		<h3>[method:Object parse]( [page:Object json], [page:Function callbackFinished], [page:String url] )</h3>
+		<div>
+		[page:Object json] — The <em>JSON</em> structure to parse.<br />
+		[page:Function callbackFinished] — Will be called when parse completes.<br />
+		[page:String url] — Will be used as base for assets' relative URLs.<br />
+		</div>
+		<div>
+		Parse a <em>JSON</em> scene description and return a new [page:Object] with fully instantiated Three.js objects.
+		</div>
+
+		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
+		<div>
+		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+		</div>
+
+		<h3>[method:null addGeometryHandler]( [page:String typeID], [page:Function loaderClass] )</h3>
+		<div>
+		[page:String typeID] — The type to handle.<br />
+		[page:Function loaderClass] — The handler class.<br />
+		</div>
+		<div>
+		Add an handler for a specific geometry type.
+		</div>
+
+		<h3>[method:null addHierarchyHandler]( [page:String typeID], [page:Function loaderClass] )</h3>
+		<div>
+		[page:String typeID] — The type to handle.<br />
+		[page:Function loaderClass] — The handler class.<br />
+		</div>
+		<div>
+		Add an handler for a specific object type.
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.SceneLoader();
+
+		// Handle STL geometries
+		loader.addGeometryHandler( "stl", THREE.STLLoader );
+
+		// Handle OBJ objects
+		loader.addHierarchyHandler( "obj", THREE.OBJLoader );
+
+		// load a JSON resource
+		loader.load(
+			// resource URL
+			'scenes/test_scene.js',
+			// Function when resource is loaded
+			function ( result ) {
+				scene.add( result.scene );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_scene]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/SceneLoader.js examples/js/loaders/SceneLoader.js]
+	</body>
+</html>

+ 77 - 0
docs/api/loaders/TGALoader.html

@@ -0,0 +1,77 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">Class for loading a <em>.tga</em> [page:DataTexture texture].</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:DataTexture load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:DataTexture].<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and pass the loaded [page:DataTexture texture] to onLoad. The [page:DataTexture texture] is also directly returned for immediate use (but may not be fully loaded).
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.TGALoader();
+
+		// load a resource
+		var texture = loader.load(
+			// resource URL
+			'textures/crate_grey8.tga'
+			// Function when resource is loaded
+			function ( texture ) {
+				console.log( 'Texture is loaded' );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+
+		var material = new THREE.MeshPhongMaterial( {
+			color: 0xffffff,
+			map: texture
+		} );
+		</code>
+
+		[example:webgl_materials_texture_tga]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/TGALoader.js examples/js/loaders/TGALoader.js]
+	</body>
+</html>

+ 45 - 58
docs/api/loaders/TextureLoader.html

@@ -10,86 +10,73 @@
 		<h1>[name]</h1>
 
 		<div class="desc">Class for loading a [page:Texture texture].</div>
-		<div class="desc">Unlike other loaders, this one emits events instead of using predefined callbacks. So if you're interested in getting notified when <em>things</em> happen, you need to add listeners to the object.</div>
 
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		todo
-		</div>
 
+		<h2>Constructor</h2>
 
-		<h2>Events</h2>
-		
-		<h3>load</h3>
-		<div class="desc">
-		Dispatched when the texture has completed loading
-		</div>
+		<h3>[name]( [page:LoadingManager manager] )</h3>
 		<div>
-		content — loaded texture object
-		</div>
-		
-		<h3>error</h3>
-		<div class="desc">
-		Dispatched when the texture can't be loaded
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
 		</div>
 		<div>
-		message — error message
+		Creates a new [name].
 		</div>
-		
+
+
 		<h2>Properties</h2>
 
-		<h3>.[page:todo crossOrigin]</h3>
+		<h3>[property:String crossOrigin]</h3>
 		<div>
 		default — *null*.<br />
 		If set, assigns the *crossOrigin* attribute of the image to the value of *crossOrigin*, prior to starting the load.
 		</div>
-		
-		<h2>Methods</h2>
 
-		<h3>.load( [page:String url] )</h3>
-		<div>
-		url — required
-		</div>
-		
-		<div class="desc">Begin loading from <em>url</em></div>
 
-		<h3>.dispatchEvent([page:todo event]) [page:todo]</h3>
-		<div>
-		event -- todo
-		</div>
-		<div>
-		todo
-		</div>
+		<h2>Methods</h2>
 
-		<h3>.hasEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
 		<div>
-		type -- todo <br />
-		listener -- todo
+		[page:String url] — required<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, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
 		</div>
 		<div>
-		todo
+		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
 		</div>
 
-		<h3>.removeEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
-		<div>
-		todo
-		</div>
 
-		<h3>.addEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
-		<div>
-		todo
-		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.TextureLoader();
+
+		// load a resource
+		loader.load(
+			// resource URL
+			'textures/land_ocean_ice_cloud_2048.jpg',
+			// Function when resource is loaded
+			function ( texture ) {
+				// do something with the texture
+				var material = new THREE.MeshBasicMaterial( {
+					map: texture
+				 } );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		[example:canvas_geometry_earth]
+
 
 		<h2>Source</h2>
 

+ 47 - 15
docs/api/loaders/XHRLoader.html

@@ -7,38 +7,70 @@
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<h1>[name]</h1>
 
-		<h2>Example</h2>
+		<div class="desc">A low level class for loading resources with XmlHttpRequest, used internaly by most loaders.</div>
 
-		<code>todo</code>
 
 		<h2>Constructor</h2>
 
-
-		<h3>todo</h3>
-		<div></div>
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>todo</h3>
+		<h3>[property:Cache cache]</h3>
 		<div>
-		todo
-		</div> 
+		A [page:Cache cache] instance that hold the response from each request made through this loader, so each file is requested once.
+		</div>
+
+		<h3>[property:String crossOrigin]</h3>
+		<div>
+		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+		</div>
+
+		<h3>[property:String responseType]</h3>
+		<div>
+		Can be set to change the response type.
+		</div>
 
 
 		<h2>Methods</h2>
-		
 
-		<h3>todo</h3>
-		<div>todo</div>
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
 		<div>
-		todo
+		[page:String url] — required<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, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
 		</div>
-		
+		<div>
+		Begin loading from url and return the [page:String text] response that will contain the data.
+		</div>
+
+		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
+		<div>
+		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
+		</div>
+
+		<h3>[method:null setResponseType]( [page:String value] )</h3>
+		<div>
+		[page:String value] — the empty string (default), "arraybuffer", "blob", "document", "json", or "text".
+		</div>
+
+
+		<h2>Example</h2>
+
+		[example:webgl_morphtargets_human]
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 73 - 0
docs/api/loaders/glTFLoader.html

@@ -0,0 +1,73 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		[page:Loader] &rarr;
+		<h1>[name]</h1>
+
+		<div class="desc">
+		A loader for loading a <em>.gltf</em> resource in <em>JSON</em> format.
+		<br /><br />
+		The <a href="https://www.khronos.org/gltf">glTF file format</a> is a JSON file format to enable rapid delivery and loading of 3D content.
+		</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( )</h3>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:Object3D load]( [page:String url], [page:Function callback] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function callback] — Will be called when load completes. The argument will be an [page:Object] containing the loaded .[page:Object3D scene],  .[page:Array cameras] and .[page:Array animations].<br />
+		</div>
+		<div>
+		Begin loading from url and call the callback function with the parsed response content.
+		</div>
+
+
+		<h2>Notes</h2>
+
+		<div>
+		This class is often used with [page:glTFAnimator THREE.glTFAnimator] to animate parsed animations.
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.glTFLoader();
+
+		// load a glTF resource
+		loader.load(
+			// resource URL
+			'models/gltf/duck/duck.json',
+			// Function when resource is loaded
+			function ( object ) {
+				scene.add( object.scene );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_gltf]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/gltf/glTFLoader.js examples/js/loaders/gltf/glTFLoader.js]
+	</body>
+</html>

+ 6 - 6
docs/api/materials/LineBasicMaterial.html

@@ -31,26 +31,26 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer color]</h3>
+		<h3>[property:Integer color]</h3>
 		<div>Sets the color of the line. Default is 0xffffff.</div>
 
-		<h3>.[page:Float linewidth]</h3>
+		<h3>[property:Float linewidth]</h3>
 		<div>Controls line thickness. Default is 1.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
-		<h3>.[page:String linecap]</h3>
+		<h3>[property:String linecap]</h3>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
-		<h3>.[page:String linejoin]</h3>
+		<h3>[property:String linejoin]</h3>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
-		<h3>.[page:Integer vertexColors]</h3>
+		<h3>[property:Integer vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>This setting might not have any effect when used with certain renderers.</div>
 
-		<h3>.[page:Boolean fog]</h3>
+		<h3>[property:Boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 

+ 17 - 17
docs/api/materials/LineDashedMaterial.html

@@ -34,37 +34,37 @@
 
 
 
-		<h3>.[page:number scale]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
-		The scale of the dashed part of a line.
+		Sets the color of the line. Default is 0xffffff.
 		</div> 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:number linewidth]</h3>
+		<div>Controls line thickness. Default is 1.</div>
+		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
+
+		<h3>[property:number scale]</h3>
 		<div>
-		Sets the color of the line. Default is 0xffffff.
+		The scale of the dashed part of a line.
 		</div> 
 
-		<h3>.[page:boolean vertexColors]</h3>
-		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
-		<div>This setting might not have any effect when used with certain renderers.</div>
-
-		<h3>.[page:number dashSize]</h3>
+		<h3>[property:number dashSize]</h3>
 		<div>
 		The size of the dash. This is both the gap with the stroke. Default is 3.
 		</div> 
 
-		<h3>.[page:boolean fog]</h3>
-		<div>Define whether the material color is affected by global fog settings.</div>
-		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
-
-		<h3>.[page:number gapSize]</h3>
+		<h3>[property:number gapSize]</h3>
 		<div>
 		The size of the gap. Default is 1.
 		</div> 
 
-		<h3>.[page:number linewidth]</h3>
-		<div>Controls line thickness. Default is 1.</div>
-		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
+		<h3>[property:boolean vertexColors]</h3>
+		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
+		<div>This setting might not have any effect when used with certain renderers.</div>
+
+		<h3>[property:boolean fog]</h3>
+		<div>Define whether the material color is affected by global fog settings.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 		<h2>Methods</h2>
 

+ 23 - 22
docs/api/materials/Material.html

@@ -23,17 +23,17 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
-		Unique number of this material instance.
+		Unique number for this material instance.
 		</div>
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String name]</h3>
 		<div>
 		Material name. Default is an empty string.
 		</div>
 
-		<h3>.[page:Float opacity]</h3>
+		<h3>[property:Float opacity]</h3>
 		<div>
 		Float in the range of 0.0 - 1.0 indicating how transparent the material is.
 		A value of 0.0 indicates fully transparent, 1.0 is fully opaque. If
@@ -42,7 +42,7 @@
 		</div>
 		<div>Default is *1.0*.</div>
 
-		<h3>.[page:Boolean transparent]</h3>
+		<h3>[property:Boolean transparent]</h3>
 		<div>
 		Defines whether this material is transparent. This has an effect on rendering
 		as transparent objects need special treatment and are rendered after 
@@ -55,30 +55,31 @@
 
 		<h3>.[page:Blending blending]</h3>
 		<div>
-		Which blending to use when displaying objects with this material. Default is [page:Materials NormalBlending].
+		Which blending to use when displaying objects with this material. Default is [page:Materials NormalBlending]. See the blending mode [page:Materials constants] for all possible values.
+
 		</div>
 
 		<h3>.[page:Integer blendSrc]</h3>
 		<div>
-		Blending source. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation SrcAlphaFactor]
+		Blending source. It's one of the blending mode constants defined in Three.js. Default is [page:CustomBlendingEquation SrcAlphaFactor]. See the destination factors [page:CustomBlendingEquation constants] for all possible values.
 		</div>
 
-		<h3>.[page:Integer blendDst]</h3>
+		<h3>[property:Integer blendDst]</h3>
 		<div>
 		Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
 		</div>
 
-		<h3>.[page:Integer blendEquation]</h3>
+		<h3>[property:Integer blendEquation]</h3>
 		<div>
 		Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation AddEquation.]
 		</div>
 
-		<h3>.[page:Boolean depthTest]</h3>
+		<h3>[property:Boolean depthTest]</h3>
 		<div>
 		Whether to have depth test enabled when rendering this material. Default is *true*.
 		</div>
 
-		<h3>.[page:Boolean depthWrite]</h3>
+		<h3>[property:Boolean depthWrite]</h3>
 		<div>
 		Whether rendering this material has any effect on the depth buffer. Default is *true*.
 		</div>
@@ -86,37 +87,37 @@
 		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
 		</div>
 
-		<h3>.[page:Boolean polygonOffset]</h3>
+		<h3>[property:Boolean polygonOffset]</h3>
 		<div>
 		Whether to use polygon offset. Default is *false*. This corresponds to the *POLYGON_OFFSET_FILL* WebGL feature.
 		</div>
 
-		<h3>.[page:Integer polygonOffsetFactor]</h3>
+		<h3>[property:Integer polygonOffsetFactor]</h3>
 		<div>
 		Sets the polygon offset factor. Default is *0*.
 		</div>
 
-		<h3>.[page:Integer polygonOffsetUnits]</h3>
+		<h3>[property:Integer polygonOffsetUnits]</h3>
 		<div>
 		Sets the polygon offset units. Default is *0*.
 		</div>
 
-		<h3>.[page:Number alphaTest]</h3>
+		<h3>[property:Number alphaTest]</h3>
 		<div>
 		Sets the alpha value to be used when running an alpha test. Default is *0*.
 		</div>
 
-		<h3>.[page:Float overdraw]</h3>
+		<h3>[property:Float overdraw]</h3>
 		<div>
 		Amount of triangle expansion at draw time. This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer]. *0.5* tends to give good results across browsers. Default is *0*.
 		</div>
 
-		<h3>.[page:Boolean visible]</h3>
+		<h3>[property:Boolean visible]</h3>
 		<div>
 		Defines whether this material is visible. Default is *true*.
 		</div>
 
-		<h3>.[page:Enum side]</h3>
+		<h3>[property:Enum side]</h3>
 		<div>
 		Defines which of the face sides will be rendered - front, back or both.
 		</div>
@@ -124,7 +125,7 @@
 		Default is [page:Materials THREE.FrontSide]. Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
 		</div>
 
-		<h3>.[page:Boolean needsUpdate]</h3>
+		<h3>[property:Boolean needsUpdate]</h3>
 		<div>
 		Specifies that the material needs to be updated at the WebGL level. Set it to true if you made changes that need to be reflected in WebGL.
 		</div>
@@ -137,7 +138,7 @@
 		
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 		
-		<h3>.clone([page:material material]) [page:Material]</h3>
+		<h3>[method:Material clone]([page:material material])</h3>
 		<div>
 		material -- this material gets the cloned information (optional). 
 		</div>
@@ -145,12 +146,12 @@
 		This clones the material in the optional parameter and returns it.
 		</div>
 
-		<h3>.dispose()</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
 		This disposes the material.
 		</div>
 
-		<h3>.setValues([page:object values])</h3>
+		<h3>[method:null setValues]([page:object values])</h3>
 		<div>
 		values -- a container with parameters.
 		</div>

+ 40 - 38
docs/api/materials/MeshBasicMaterial.html

@@ -14,6 +14,7 @@
 		<div class="desc">A material for drawing geometries in a simple shaded (flat or wireframe) way.</div>
 		<div class="desc">The default will render as flat polygons. To draw the mesh as wireframe, simply set the 'wireframe' property to true.</div>
 
+		<iframe src='../../scenes/material-browser.html#MeshBasicMaterial'></iframe>
 
 		<h2>Constructor</h2>
 
@@ -23,87 +24,88 @@
 		<div>parameters is an object with one or more properties defining the material's appearance.</div>
 		<div>
 		color — geometry color in hexadecimal. Default is 0xffffff.<br />
+		map — Sets the texture map. Default is null <br />
+		lightMap — Set light map. Default is null.<br />
+		specularMap — Set specular map. Default is null.<br />
+		alphaMap — Set alpha map. Default is null.<br />
+		envMap — Set env map. Default is null.<br />
+		fog — Define whether the material color is affected by global fog settings. Default is true.<br />
+		shading — Define shading type. Default is THREE.SmoothShading.<br />
 		wireframe — render geometry as wireframe. Default is false.<br />
 		wireframeLinewidth — Line thickness. Default is 1.<br />
 		wireframeLinecap — Define appearance of line ends. Default is 'round'.<br />
 		wireframeLinejoin — Define appearance of line joints. Default is 'round'.<br />
-		shading — Define shading type. Default is THREE.SmoothShading.<br />
 		vertexColors — Define how the vertices gets colored. Default is THREE.NoColors.<br />
-		fog — Define whether the material color is affected by global fog settings. Default is true.<br />
-		lightMap — Set light map. Default is null.<br />
-		specularMap — Set specular map. Default is null.<br />
-		alphaMap — Set alpha map. Default is null.<br />
-		envMap — Set env map. Default is null.<br />
 		skinning — Define whether the material uses skinning. Default is false.<br />
 		morphTargets — Define whether the material uses morphTargets. Default is false.
 		</div>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer color]</h3>
+		<h3>[property:Integer color]</h3>
 		<div>Sets the color of the geometry. Default is 0xffffff.</div>
 		
-		<h3>.[page:Boolean wireframe]</h3>
+		<h3>[property:Texture lightMap]</h3>
+		<div>Set light map. Default is null.</div>
+
+		<h3>[property:Texture specularMap]</h3>
+		<div>Set specular map. Default is null.</div>
+
+		<h3>[property:Texture alphaMap]</h3>
+		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
+		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
+
+		<h3>[property:TextureCube envMap]</h3>
+		<div>Set env map. Default is null.</div>
+
+		<h3>[property:Boolean fog]</h3>
+		<div>Define whether the material color is affected by global fog settings.</div>
+		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
+
+		<h3>[property:String shading]</h3>
+		<div>Define shading type. Default is THREE.SmoothShading.</div>
+
+		<h3>[property:Boolean wireframe]</h3>
 		<div>Render geometry as wireframe. Default is false (i.e. render as flat polygons).</div>
 
-		<h3>.[page:Float wireframeLinewidth]</h3>
+		<h3>[property:Float wireframeLinewidth]</h3>
 		<div>Controls wireframe thickness. Default is 1.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		
-		<h3>.[page:String wireframeLinecap]</h3>
+		<h3>[property:String wireframeLinecap]</h3>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
-		<h3>.[page:String wireframeLinejoin]</h3>
+		<h3>[property:String wireframeLinejoin]</h3>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		
-		<h3>.[page:String shading]</h3>
-		<div>Define shading type. Default is THREE.SmoothShading.</div>
-
-		<h3>.[page:Integer vertexColors]</h3>
+		<h3>[property:Integer vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
-		<h3>.[page:Boolean fog]</h3>
-		<div>Define whether the material color is affected by global fog settings.</div>
-		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
-
-		<h3>.[page:Texture lightMap]</h3>
-		<div>Set light map. Default is null.</div>
-
-		<h3>.[page:Texture specularMap]</h3>
-		<div>Set specular map. Default is null.</div>
-
-		<h3>.[page:Texture alphaMap]</h3>
-		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
-		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
-
-		<h3>.[page:TextureCube envMap]</h3>
-		<div>Set env map. Default is null.</div>
-
-		<h3>.[page:Boolean skinning]</h3>
+		<h3>[property:Boolean skinning]</h3>
 		<div>Define whether the material uses skinning. Default is false.</div>
 	
-		<h3>.[page:Boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<div>Define whether the material uses morphTargets. Default is false.</div>	
 		
-		<h3>.[page:Texture map]</h3>
+		<h3>[property:Texture map]</h3>
 		<div>
 		Sets the texture map. Default is  null.
 		</div> 
 
-		<h3>.[page:number combine]</h3>
+		<h3>[property:number combine]</h3>
 		<div>
 		How to combine the result of the surface's color with the environment map, if any.
 		</div> 
 
-		<h3>.[page:number reflectivity]</h3>
+		<h3>[property:number reflectivity]</h3>
 		<div>
 		How much the environment map affects the surface; also see "combine".
 		</div> 
 
-		<h3>.[page:number refractionRatio]</h3>
+		<h3>[property:number refractionRatio]</h3>
 		<div>
 		The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.
 		</div> 

+ 8 - 2
docs/api/materials/MeshDepthMaterial.html

@@ -12,6 +12,8 @@
 		<h1>[name]</h1>
 
 		<div class="desc">A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.</div>
+		
+		<iframe src='../../scenes/material-browser.html#MeshDepthMaterial'></iframe>
 
 		<h2>Constructor</h2>
 
@@ -21,6 +23,7 @@
 		parameters is an object with one or more properties defining the material's appearance. 
 		</div>
 		<div>
+		morphTargets -- Define whether the material uses morphTargets. Default is false.<br/>
 		wireframe -- Render geometry as wireframe. Default is false (i.e. render as smooth shaded).<br/>
 		wireframeLinewidth -- Controls wireframe thickness. Default is 1.<br/>
 		</div>
@@ -29,10 +32,13 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:boolean wireframe]</h3>
+		<h3>[property:boolean morphTargets]</h3>
+		<div>Define whether the material uses morphTargets. Default is false.</div> 
+
+		<h3>[property:boolean wireframe]</h3>
 		<div>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</div> 
 		
-		<h3>.[page:number wireframeLinewidth]</h3>
+		<h3>[property:number wireframeLinewidth]</h3>
 		<div>
 			Controls wireframe thickness. Default is 1.<br/><br/>
 			Due to limitations in the ANGLE layer, on Windows platforms linewidth will always be 1 regardless of the set value.

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