Mr.doob 5 years ago
parent
commit
19ec994141
100 changed files with 2288 additions and 1712 deletions
  1. 566 373
      build/three.js
  2. 578 568
      build/three.min.js
  3. 566 373
      build/three.module.js
  4. 3 3
      docs/api/en/animation/AnimationObjectGroup.html
  5. 4 4
      docs/api/en/cameras/CubeCamera.html
  6. 1 1
      docs/api/en/core/BufferGeometry.html
  7. 1 1
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  8. 1 1
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  9. 1 1
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  10. 4 0
      docs/api/en/core/Uniform.html
  11. 28 18
      docs/api/en/deprecated/DeprecatedList.html
  12. 32 0
      docs/api/en/extras/ImageUtils.html
  13. 80 0
      docs/api/en/extras/PMREMGenerator.html
  14. 1 1
      docs/api/en/extras/ShapeUtils.html
  15. 0 2
      docs/api/en/extras/core/ShapePath.html
  16. 4 3
      docs/api/en/extras/curves/CatmullRomCurve3.html
  17. 5 13
      docs/api/en/helpers/ArrowHelper.html
  18. 5 6
      docs/api/en/helpers/AxesHelper.html
  19. 5 5
      docs/api/en/helpers/BoxHelper.html
  20. 4 3
      docs/api/en/helpers/CameraHelper.html
  21. 5 4
      docs/api/en/helpers/GridHelper.html
  22. 1 3
      docs/api/en/helpers/HemisphereLightHelper.html
  23. 3 1
      docs/api/en/helpers/PointLightHelper.html
  24. 4 3
      docs/api/en/helpers/PolarGridHelper.html
  25. 3 3
      docs/api/en/helpers/SkeletonHelper.html
  26. 6 10
      docs/api/en/helpers/SpotLightHelper.html
  27. 0 1
      docs/api/en/lights/PointLight.html
  28. 2 21
      docs/api/en/lights/SpotLight.html
  29. 2 2
      docs/api/en/lights/shadows/LightShadow.html
  30. 3 1
      docs/api/en/loaders/BufferGeometryLoader.html
  31. 4 2
      docs/api/en/loaders/TextureLoader.html
  32. 3 1
      docs/api/en/materials/MeshDistanceMaterial.html
  33. 5 3
      docs/api/en/materials/MeshPhysicalMaterial.html
  34. 1 1
      docs/api/en/materials/MeshStandardMaterial.html
  35. 11 10
      docs/api/en/materials/PointsMaterial.html
  36. 1 1
      docs/api/en/materials/ShaderMaterial.html
  37. 4 1
      docs/api/en/materials/ShadowMaterial.html
  38. 2 2
      docs/api/en/materials/SpriteMaterial.html
  39. 1 1
      docs/api/en/math/Box2.html
  40. 14 16
      docs/api/en/math/Box3.html
  41. 6 19
      docs/api/en/math/Frustum.html
  42. 13 0
      docs/api/en/math/MathUtils.html
  43. 0 8
      docs/api/en/math/Matrix3.html
  44. 0 8
      docs/api/en/math/Matrix4.html
  45. 10 7
      docs/api/en/math/Vector3.html
  46. 6 2
      docs/api/en/objects/InstancedMesh.html
  47. 1 4
      docs/api/en/objects/Line.html
  48. 0 3
      docs/api/en/objects/LineLoop.html
  49. 0 3
      docs/api/en/objects/LineSegments.html
  50. 1 1
      docs/api/en/objects/Mesh.html
  51. 2 3
      docs/api/en/objects/Points.html
  52. 3 4
      docs/api/en/renderers/WebGLCubeRenderTarget.html
  53. 2 2
      docs/api/en/renderers/WebGLRenderer.html
  54. 1 1
      docs/api/en/scenes/Scene.html
  55. 3 1
      docs/api/en/textures/DepthTexture.html
  56. 3 3
      docs/api/zh/animation/AnimationObjectGroup.html
  57. 3 3
      docs/api/zh/cameras/CubeCamera.html
  58. 1 1
      docs/api/zh/core/BufferGeometry.html
  59. 1 1
      docs/api/zh/core/Geometry.html
  60. 1 1
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  61. 1 1
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  62. 1 1
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  63. 4 0
      docs/api/zh/core/Uniform.html
  64. 23 12
      docs/api/zh/deprecated/DeprecatedList.html
  65. 32 0
      docs/api/zh/extras/ImageUtils.html
  66. 80 0
      docs/api/zh/extras/PMREMGenerator.html
  67. 1 1
      docs/api/zh/extras/ShapeUtils.html
  68. 0 2
      docs/api/zh/extras/core/ShapePath.html
  69. 4 3
      docs/api/zh/extras/curves/CatmullRomCurve3.html
  70. 5 10
      docs/api/zh/helpers/ArrowHelper.html
  71. 5 7
      docs/api/zh/helpers/AxesHelper.html
  72. 5 5
      docs/api/zh/helpers/BoxHelper.html
  73. 4 3
      docs/api/zh/helpers/CameraHelper.html
  74. 4 3
      docs/api/zh/helpers/GridHelper.html
  75. 1 3
      docs/api/zh/helpers/HemisphereLightHelper.html
  76. 3 1
      docs/api/zh/helpers/PointLightHelper.html
  77. 4 3
      docs/api/zh/helpers/PolarGridHelper.html
  78. 3 3
      docs/api/zh/helpers/SkeletonHelper.html
  79. 1 6
      docs/api/zh/helpers/SpotLightHelper.html
  80. 4 5
      docs/api/zh/lights/PointLight.html
  81. 3 22
      docs/api/zh/lights/SpotLight.html
  82. 2 2
      docs/api/zh/lights/shadows/LightShadow.html
  83. 3 1
      docs/api/zh/loaders/BufferGeometryLoader.html
  84. 4 2
      docs/api/zh/loaders/TextureLoader.html
  85. 3 1
      docs/api/zh/materials/MeshDistanceMaterial.html
  86. 6 3
      docs/api/zh/materials/MeshPhysicalMaterial.html
  87. 1 1
      docs/api/zh/materials/MeshStandardMaterial.html
  88. 11 10
      docs/api/zh/materials/PointsMaterial.html
  89. 1 1
      docs/api/zh/materials/ShaderMaterial.html
  90. 4 1
      docs/api/zh/materials/ShadowMaterial.html
  91. 2 2
      docs/api/zh/materials/SpriteMaterial.html
  92. 12 11
      docs/api/zh/math/Box3.html
  93. 7 19
      docs/api/zh/math/Frustum.html
  94. 13 0
      docs/api/zh/math/MathUtils.html
  95. 0 8
      docs/api/zh/math/Matrix3.html
  96. 0 8
      docs/api/zh/math/Matrix4.html
  97. 4 5
      docs/api/zh/math/Vector3.html
  98. 6 2
      docs/api/zh/objects/InstancedMesh.html
  99. 0 3
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  100. 0 3
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build/three.js


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build/three.min.js


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+ 566 - 373
build/three.module.js


+ 3 - 3
docs/api/en/animation/AnimationObjectGroup.html

@@ -37,10 +37,10 @@
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
-		[page:object obj] - an abitrary number of meshes that share the same animation state.<br />
-
+		<p>
+			[page:object obj] - an abitrary number of meshes that share the same animation state.
+		</p>
 
 		<h2>Properties</h2>
 

+ 4 - 4
docs/api/en/cameras/CubeCamera.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</p>
+		<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
 
 		<h2>Examples</h2>
 
@@ -47,7 +47,7 @@
 		near -- The near clipping distance. <br />
 		far -- The far clipping distance <br />
 		cubeResolution -- Sets the length of the cube's edges. <br />
-		options - (optional) object that holds texture parameters passed to the auto-generated WebGLRenderTargetCube.
+		options - (optional) object that holds texture parameters passed to the auto-generated WebGLCubeRenderTarget.
 		If not specified, the options default to:
 		<code>
 		{ format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }
@@ -56,14 +56,14 @@
 		</p>
 		<p>
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
-		render to a [page:WebGLRenderTargetCube].
+		render to a [page:WebGLCubeRenderTarget].
 		</p>
 
 
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
+		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 		The cube texture that gets generated.
 		</p>

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

@@ -179,7 +179,7 @@
 		</p>
 
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 
 		<h3>[method:BufferGeometry center] ()</h3>

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

@@ -203,7 +203,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 
 		<h3>[method:Geometry center] ()</h3>

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

@@ -22,7 +22,7 @@
 		</p>
 
 		<h2>Properties</h2>
-		See [page:BufferAttribute] for inherited properties.
+		<p>See [page:BufferAttribute] for inherited properties.</p>
 
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>

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

@@ -204,7 +204,7 @@
 		See [page:Group] for info on manually grouping objects.
 		</p>
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
 
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>

+ 4 - 0
docs/api/en/core/Uniform.html

@@ -50,6 +50,10 @@
 					<td>int</td>
 					<td>[page:Number]</td>
 				</tr>
+				<tr>
+					<td>uint (WebGL 2)</td>
+					<td>[page:Number]</td>
+				</tr>
 				<tr>
 					<td>float</td>
 					<td>[page:Number]</td>

+ 28 - 18
docs/api/en/deprecated/DeprecatedList.html

@@ -55,7 +55,7 @@
 
 
 		<h3>[page:DynamicBufferAttribute]</h3>
-		<p>DynamicBufferAttribute has been removed. Use [page:BufferAttribute.setDynamic]( true ) instead.</p>
+		<p>DynamicBufferAttribute has been removed. Use [page:BufferAttribute.setUsage]( THREE.DynamicDrawUsage ) instead.</p>
 
 		<h3>[page:Int8Attribute]</h3>
 		<p>Int8Attribute has been removed. Use [page:BufferAttributeTypes Int8BufferAttribute] instead.</p>
@@ -152,14 +152,6 @@
 
 
 
-		<h2>Geometry</h2>
-
-		<p>
-			Geometry.computeTangents() has been removed.<br /><br />
-
-			Geometry.computeLineDistances() has been removed. Use [page:Line.computeLineDistances] instead.<br /><br />
-		</p>
-
 		<h3>[page:BufferGeometry]</h3>
 		<p>
 			BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
@@ -176,13 +168,25 @@
 
 			BufferGeometry.offsets has been renamed to [page:BufferGeometry.groups].<br /><br />
 
+			BufferGeometry.applyMatrix() has been renamed to [page:BufferGeometry.applyMatrix4]().
 		</p>
 
+
+
+
 		<h3>[page:CubeGeometry]</h3>
 		<p>CubeGeometry has been renamed to [page:BoxGeometry].</p>
 
+
+
 		<h3>[page:Geometry]</h3>
-		<p>Geometry.computeTangents() has been removed.</p>
+		<p>
+			Geometry.computeTangents() has been removed.<br /><br />
+
+			Geometry.computeLineDistances() has been removed. Use [page:Line.computeLineDistances] instead.<br /><br />
+
+			Geometry.applyMatrix() has been renamed to [page:Geometry.applyMatrix4]().
+		</p>
 
 		<h3>[page:GeometryUtils]</h3>
 		<p>
@@ -253,7 +257,7 @@
 		<h3>[page:JSONLoader]</h3>
 		<p>JSONLoader has been removed from core.</p>
 
-		<h2>Maths</h2>
+		<h2>Math</h2>
 
 		<h3>[page:Box2]</h3>
 		<p>
@@ -283,6 +287,9 @@
 		<h3>[page:Face4]</h3>
 		<p>Face4 has been removed. Use [page:Face3] instead.</p>
 
+		<h3>[page:Frustum]</h3>
+		<p>Frustum.setFromMatrix() has been renamed to [page:Frustum.setFromProjectionMatrix]().</p>
+
 		<h3>[page:Line3]</h3>
 		<p>Line3.center has been renamed to [page:Line3.getCenter]().</p>
 
@@ -293,15 +300,15 @@
 
 		<h3>[page:Matrix3]</h3>
 		<p>
-			Matrix3.flattenToArrayOffset is deprecated. Use [page:Matrix3.toArray]() instead.<br /><br />
+			Matrix3.flattenToArrayOffset() is deprecated. Use [page:Matrix3.toArray]() instead.<br /><br />
 
-			Matrix3.multiplyVector3 has been removed. Use vector.applyMatrix3( matrix ) instead.<br /><br />
+			Matrix3.multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.<br /><br />
 
-			Matrix3.multiplyVector3Array has been renamed to [page:Matrix3.applyToVector3Array]( array ).<br /><br />
+			Matrix3.multiplyVector3Array() has been renamed to [page:Matrix3.applyToVector3Array]( array ).<br /><br />
 
-			Matrix3.applyToBuffer has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.<br /><br />
+			Matrix3.applyToBufferAttribute() has been removed. Use [page:BufferAttribute.applyMatrix3]( matrix ) instead.<br /><br />
 
-			Matrix3.applyToVector3Array has been removed.
+			Matrix3.applyToVector3Array() has been removed.
 		<p>
 
 		<h3>[page:Matrix4]</h3>
@@ -332,7 +339,7 @@
 
 			Matrix4.rotateByAxis() has been removed.<br /><br />
 
-			Matrix4.applyToBuffer() has been removed. Use matrix.applyToBufferAttribute() instead.<br /><br />
+			Matrix4.applyToBufferAttribute() has been removed. Use [page:BufferAttribute.applyMatrix4]( matrix ) instead.<br /><br />
 
 			Matrix4.applyToVector3Array() has been removed.<br /><br />
 
@@ -458,7 +465,10 @@
 
 			Object3D.translate() has been removed. Use [page:Object3D.translateOnAxis]( axis, distance ) instead.<br /><br />
 
-			Object3D.useQuaternion has been removed. The library now uses quaternions by default.
+			Object3D.useQuaternion has been removed. The library now uses quaternions by default.<br /><br />
+
+			Object3D.applyMatrix() has been renamed to [page:Object3D.applyMatrix4]().
+
 		</p>
 
 		<h3>[page:LensFlare]</h3>

+ 32 - 0
docs/api/en/extras/ImageUtils.html

@@ -0,0 +1,32 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+		A class containing utility functions for images.
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:String getDataURL]( [param:HTMLCanvasElement image] | [param:HTMLImageElement image] | [param:ImageBitmap image] )</h3>
+		<p>
+		image -- The image object.<br /><br />
+
+		Returns a data URI containing a representation of the given image.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 80 - 0
docs/api/en/extras/PMREMGenerator.html

@@ -0,0 +1,80 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+			This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
+			This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special
+			CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE.
+			Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
+			filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
+			resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:WebGLRenderer renderer] )</h3>
+		<p>
+		This constructor creates a new [name].
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:WebGLRenderTarget fromScene]( [param:Scene scene], [param:Number sigma], [param:Number near], [param:Number far] )</h3>
+		<p>
+			[page:Scene scene] - The given scene.<br>
+			[page:Number sigma] - (optional) Specifies a blur radius in radians to be applied to the scene before PMREM generation. Default is *0*.<br>
+			[page:Number near] - (optional) The near plane value. Default is *0.1*.<br>
+			[page:Number far] - (optional) The far plane value. Default is *100*.<br /><br />
+
+			Generates a PMREM from a supplied Scene, which can be faster than using an image if networking bandwidth is low.
+			Optional near and far planes ensure the scene is rendered in its entirety (the cubeCamera is placed at the origin).
+		</p>
+
+		<h3>[method:WebGLRenderTarget fromEquirectangular]( [param:Texture equirectangular] )</h3>
+		<p>
+			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
+
+			Generates a PMREM from an equirectangular texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
+		</p>
+
+		<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
+		<p>
+			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
+
+			Generates a PMREM from an cubemap texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
+		</p>
+
+		<h3>[method:void compileCubemapShader]()</h3>
+		<p>
+			Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
+		</p>
+
+		<h3>[method:void compileEquirectangularShader]()</h3>
+		<p>
+			Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
+		</p>
+
+		<h3>[method:void dispose]()</h3>
+		<p>
+			Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, so you should not need more than one
+			PMREMGenerator object. If you do, calling dispose() on one of them will cause any others to also become unusable.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

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

@@ -28,7 +28,7 @@
 
 		</p>
 
-		<h3>[method:Boolean isClockwise]( pts )</h3>
+		<h3>[method:Boolean isClockWise]( pts )</h3>
 		<p>
 		pts -- points defining a 2D polygon<br /><br />
 

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

@@ -8,8 +8,6 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Curve] &rarr; [page:CurvePath] &rarr;
-
 		<h1>[name]</h1>
 
 		<p class="desc">

+ 4 - 3
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -17,6 +17,10 @@
 
 		<h2>Example</h2>
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
@@ -36,9 +40,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>

+ 5 - 13
docs/api/en/helpers/ArrowHelper.html

@@ -14,12 +14,13 @@
 
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 
-
 		<h2>Example</h2>
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
-		<div>[example:webgl_shadowmesh WebGL / shadowmesh]</div>
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
 
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,11 +36,8 @@
 		scene.add( arrowHelper );
 		</code>
 
-
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<p>
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
@@ -53,21 +51,15 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-
 		<h3>[property:Line line]</h3>
 		<p>Contains the line part of the arrowHelper.</p>
 
 		<h3>[property:Mesh cone]</h3>
 		<p>Contains the cone part of the arrowHelper.</p>
 
-
-
-
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
-
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		color -- The desired color.<br /><br />

+ 5 - 6
docs/api/en/helpers/AxesHelper.html

@@ -15,14 +15,13 @@
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
 			The X axis is red. The Y axis is green. The Z axis is blue.</p>
 
-
 		<h2>Example</h2>
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
-		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
-
-
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_convex WebGL / geometry / convex]<br/>
+			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
+		</p>
 
 		<code>
 var axesHelper = new THREE.AxesHelper( 5 );

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

@@ -19,13 +19,13 @@
 			so it won't work with [page:Sprite Sprites].
 		</p>
 
-
 		<h2>Example</h2>
 
-		<div>[example:webgl_helpers WebGL / helpers]</div>
-		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
-		<div>[example:webgl_buffergeometry_drawcalls advanced / buffergeometry / drawcalls]</div>
-
+		<p>
+			[example:webgl_helpers WebGL / helpers]<br/>
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
+			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
+		</p>
 
 		<code>
 			var sphere = new THREE.SphereGeometry();

+ 4 - 3
docs/api/en/helpers/CameraHelper.html

@@ -18,9 +18,10 @@
 		</p>
 
 		<h2>Example</h2>
-
-		<div>[example:webgl_camera WebGL / camera]</div>
-		<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
+		<p>
+			[example:webgl_camera WebGL / camera]<br/>
+			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
+		</p>
 
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

+ 5 - 4
docs/api/en/helpers/GridHelper.html

@@ -9,22 +9,23 @@
 	</head>
 	<body>
 		[page:Object3D] &rarr; [page:Line] &rarr;
-		
+
 		<h1>[name]</h1>
 
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 
-
 		<h2>Example</h2>
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var size = 10;
 		var divisions = 10;
 
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		scene.add( gridHelper );
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 		<h2>Constructor</h2>
 

+ 1 - 3
docs/api/en/helpers/HemisphereLightHelper.html

@@ -16,13 +16,11 @@
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 		</p>
 
-		<h3>Example</h3>
+		<h2>Example</h2>
 
 		<code>
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-
 var helper = new THREE.HemisphereLightHelper( light, 5 );
-
 scene.add( helper );
 		</code>
 

+ 3 - 1
docs/api/en/helpers/PointLightHelper.html

@@ -20,7 +20,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );

+ 4 - 3
docs/api/en/helpers/PolarGridHelper.html

@@ -14,9 +14,12 @@
 
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 
-
 		<h2>Example</h2>
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var radius = 10;
 		var radials = 16;
 		var circles = 8;
@@ -25,8 +28,6 @@
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		scene.add( helper );
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 		<h2>Constructor</h2>
 

+ 3 - 3
docs/api/en/helpers/SkeletonHelper.html

@@ -21,9 +21,9 @@
 		<h2>Example</h2>
 
 		<p>
-		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
-		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
-		[example:webgl_loader_bvh loader / bvh ]
+			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
+			[example:webgl_animation_skinning_morph WebGL / animation / skinning / morph]<br />
+			[example:webgl_loader_bvh WebGL / loader / bvh ]
 		</p>
 
 		<code>

+ 6 - 10
docs/api/en/helpers/SpotLightHelper.html

@@ -14,12 +14,10 @@
 
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 
-		<h2>Example</h2>
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
-		<h2>Other Examples</h2>
-
-		<div>[example:webgl_lights_spotlights lights / spotlights ]</div>
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lights_spotlights WebGL/ lights / spotlights ]
+		</p>
 
 		<h2>Code Example</h2>
 		<code>
@@ -31,10 +29,8 @@
 		scene.add( spotLightHelper );
 		</code>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<p>
 			[page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
@@ -63,8 +59,8 @@
 
 		<h3>[property:hex color]</h3>
 		<p>
-					 The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
-					the next time [page:.update update] is called.
+			 The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
+			the next time [page:.update update] is called.
 		</p>
 
 		<h2>Methods</h2>

+ 0 - 1
docs/api/en/lights/PointLight.html

@@ -25,7 +25,6 @@
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]

+ 2 - 21
docs/api/en/lights/SpotLight.html

@@ -19,30 +19,11 @@
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 
-
-
-
 		<h2>Example</h2>
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<p>
-			[example:webgl_lights_spotlight View in Examples ]
-		</p>
-
-		<h2>Other Examples</h2>
-
 		<p>
-			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
-			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_loader_md2 loader / md2 ]<br />
-			[example:webgl_shading_physical shading / physical ]<br />
-			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-			[example:webgl_shading_physical shading / physical]<br/>
-			[example:webgl_shadowmap shadowmap]<br/>
-			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-			[example:webgl_shadowmap_viewer shadowmap / viewer]
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 
 		<h2>Code Example</h2>

+ 2 - 2
docs/api/en/lights/shadows/LightShadow.html

@@ -74,8 +74,8 @@
 
 			High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
 			will allow for a higher value to be used here before these effects become visible.<br />
-			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], it is recommended to
-			leave radius at 1 and increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
+			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has 
+			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
 
 			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
 		</p>

+ 3 - 1
docs/api/en/loaders/BufferGeometryLoader.html

@@ -19,7 +19,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
+		<p>
+			[example:webgl_performance WebGL / performance]
+		</p>
 
 		<code>
 		// instantiate a loader

+ 4 - 2
docs/api/en/loaders/TextureLoader.html

@@ -19,6 +19,10 @@
 
 		<h2>Example</h2>
 
+		<p>
+			[example:webgl_geometry_cube geometry / cube]
+		</p>
+
 		<code>
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 
@@ -26,8 +30,6 @@
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		</code>
 
-		[example:webgl_geometry_cube geometry / cube]
-
 		<h2>Example with Callbacks</h2>
 
 		<code>

+ 3 - 1
docs/api/en/materials/MeshDistanceMaterial.html

@@ -21,7 +21,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		<p>
+			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		</p>
 
 		<script>
 

+ 5 - 3
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -37,8 +37,10 @@
 		</script>
 
 		<h2>Examples</h2>
-		[example:webgl_materials_variations_physical materials / variations / physical]<br />
-		[example:webgl_materials_reflectivity materials / reflectivity]
+		<p>
+			[example:webgl_materials_variations_physical materials / variations / physical]<br />
+			[example:webgl_materials_reflectivity materials / reflectivity]
+		</p>
 
 		<h2>Constructor</h2>
 
@@ -70,7 +72,7 @@
 
 					'STANDARD': ''
 					'PHYSICAL': '',
-			
+
 				};
 			</code>
 

+ 1 - 1
docs/api/en/materials/MeshStandardMaterial.html

@@ -174,7 +174,7 @@
 		<p>
 		Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
 		for MeshStandardMaterial. If you want to use an equirectangular map you will need to use
-		[page:WebGLRenderTargetCube.fromEquirectangularTexture WebGLRenderTargetCube.fromEquirectangularTexture]().
+		[page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().
 		See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
 		</p>
 

+ 11 - 10
docs/api/en/materials/PointsMaterial.html

@@ -32,25 +32,26 @@
 		</p>
 
 		<code>
-//This will add a starfield to the background of a scene
-var starsGeometry = new THREE.Geometry();
+var vertices = [];
 
 for ( var i = 0; i < 10000; i ++ ) {
 
-	var star = new THREE.Vector3();
-	star.x = THREE.Math.randFloatSpread( 2000 );
-	star.y = THREE.Math.randFloatSpread( 2000 );
-	star.z = THREE.Math.randFloatSpread( 2000 );
+	var x = THREE.MathUtils.randFloatSpread( 2000 );
+	var y = THREE.MathUtils.randFloatSpread( 2000 );
+	var z = THREE.MathUtils.randFloatSpread( 2000 );
 
-	starsGeometry.vertices.push( star );
+	vertices.push( x, y, z );
 
 }
 
-var starsMaterial = new THREE.PointsMaterial( { color: 0x888888 } );
+var geometry = new THREE.BufferGeometry();
+geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
 
-var starField = new THREE.Points( starsGeometry, starsMaterial );
+var material = new THREE.PointsMaterial( { color: 0x888888 } );
 
-scene.add( starField );
+var points = new THREE.Points( geometry, material );
+
+scene.add( points );
 		</code>
 
 		<h3>[name]( [param:Object parameters] )</h3>

+ 1 - 1
docs/api/en/materials/ShaderMaterial.html

@@ -35,7 +35,7 @@
 				using [page:BufferAttribute] instances to define custom attributes.
 			</li>
 			<li>
-				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLRenderTargetCube] instances
+				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
 				are no longer supposed to be used as uniforms. Their [page:Texture texture] property
 				must be used instead.
 			</li>

+ 4 - 1
docs/api/en/materials/ShadowMaterial.html

@@ -17,7 +17,10 @@
 		</p>
 
 		<h3>Example</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );

+ 2 - 2
docs/api/en/materials/SpriteMaterial.html

@@ -15,12 +15,12 @@
 		<p class="desc">A material for a use with a [page:Sprite].</p>
 
 		<h2>Examples</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

+ 1 - 1
docs/api/en/math/Box2.html

@@ -11,7 +11,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Represents a box in 2D space.
+			Represents an axis-aligned bounding box (AABB) in 2D space.
 		</p>
 
 

+ 14 - 16
docs/api/en/math/Box3.html

@@ -11,32 +11,30 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Represents a box or cube in 3D space. The main purpose of this is to represent
-			the world-axis-aligned bounding boxes for objects. 
+			Represents an axis-aligned bounding box (AABB) in 3D space.
 		</p>
 
-		
+
 		<h2>Example</h2>
 
 		<code>
-		// Creating the object whose bounding box we want to compute
-		var sphereObject = new THREE.Mesh( 
-			new THREE.SphereGeometry(), 
-			new THREE.MeshBasicMaterial( 0xff0000 ) 
+		var box = new THREE.Box3();
+
+		var mesh = new THREE.Mesh(
+			new THREE.SphereBufferGeometry(),
+			new THREE.MeshBasicMaterial()
 		);
-		// Creating the actual bounding box with Box3
-		sphereObject.geometry.computeBoundingBox();
-		var box = sphereObject.geometry.boundingBox.clone();
+
+		// ensure the bounding box is computed for its geometry
+		// this should be done only once (assuming static geometries)
+		mesh.geometry.computeBoundingBox();
 
 		// ...
-		
-		// In the animation loop, to keep the bounding box updated after move/rotate/scale operations
-		sphereObject.updateMatrixWorld( true );
-		box.copy( sphereObject.geometry.boundingBox ).applyMatrix4( sphereObject.matrixWorld );
-		</code>
 
+		// in the animation loop, compute the current bounding box with the world matrix
+		box.copy( mesh.geometry.boundingBox ).applyMatrix4( mesh.matrixWorld );
+		</code>
 
-		
 		<h2>Constructor</h2>
 
 

+ 6 - 19
docs/api/en/math/Frustum.html

@@ -89,32 +89,19 @@
 			Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
 		</p>
 
-		<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
+		<h3>[method:this set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
 		<p>
-		Sets the current frustum from the passed planes. No plane order is implicitely implied.<br>
-		Please note that this method only copies the values from the given objects.
+		Sets the frustum from the passed planes. No plane order is implied.<br>
+		Note that this method only copies the values from the given objects.
 		</p>
 
-		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this setFromProjectionMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>
-			[page:Matrix4 matrix] - [page:Matrix4] used to set the [page:.planes planes]<br /><br />
-
-			This is used by the [page:WebGLRenderer] to set up the Frustum from a [page:Camera Camera]'s
-			[page:Camera.projectionMatrix projectionMatrix] and [page:Camera.matrixWorldInverse matrixWorldInverse].
+		[page:Matrix4 matrix] - Projection [page:Matrix4] used to set the [page:.planes planes]<br /><br />
+		Sets the frustum planes from the projection matrix.
 		</p>
 
 
-
-
-
-
-
-
-
-
-
-
-
 		<h2>Source</h2>
 
 		<p>

+ 13 - 0
docs/api/en/math/Math.html → docs/api/en/math/MathUtils.html

@@ -105,6 +105,19 @@
 		that has zero 1st and 2nd order derivatives at x=0 and x=1.
 		</p>
 
+		<h3>[method:null setQuaternionFromProperEuler]( [param:Quaternion q], [param:Float a], [param:Float b], [param:Float c], [param:String order] )</h3>
+		<p>
+		[page:Quaternion q] - the quaternion to be set<br />
+		[page:Float a] - the rotation applied to the first axis, in radians <br />
+		[page:Float b] - the rotation applied to the second axis, in radians <br />
+		[page:Float c] - the rotation applied to the third axis, in radians <br />
+		[page:String order] - a string specifying the axes order: 'XYX', 'XZX', 'YXY', 'YZY', 'ZXZ', or 'ZYZ'<br /><br />
+
+		Sets quaternion [page:Quaternion q] from the [link:http://en.wikipedia.org/wiki/Euler_angles intrinsic Proper Euler Angles] defined by angles [page:Float a], [page:Float b], and [page:Float c], and order [page:String order].<br />
+
+		Rotations are applied to the axes in the order specified by [page:String order]: rotation by angle [page:Float a] is applied first, then by angle [page:Float b], then by angle [page:Float c]. Angles are in radians.
+		</p>
+
 		<h2>Source</h2>
 
 		<p>

+ 0 - 8
docs/api/en/math/Matrix3.html

@@ -65,14 +65,6 @@ m.elements = [ 11, 21, 31,
 
 		<h2>Methods</h2>
 
-		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
-		<p>
-		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
-
-		Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
-		</p>
-
-
 		<h3>[method:Matrix3 clone]()</h3>
 		<p>Creates a new Matrix3 and with identical elements to this one.</p>
 

+ 0 - 8
docs/api/en/math/Matrix4.html

@@ -101,14 +101,6 @@ m.elements = [ 11, 21, 31, 41,
 
 		<h2>Methods</h2>
 
-		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
-		<p>
-		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
-
-		Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
-		</p>
-
-
 		<h3>[method:Matrix4 clone]()</h3>
 		<p>Creates a new Matrix4 with identical [page:.elements elements] to this one.</p>
 

+ 10 - 7
docs/api/en/math/Vector3.html

@@ -117,7 +117,7 @@ var d = a.distanceTo( b );
 
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<p>
-		Returns the angle between this vector and vector [page:Vector3 v] in radians. Neither this vector nor [page:Vector3 v] can be the zero vector.
+		Returns the angle between this vector and vector [page:Vector3 v] in radians.
 		</p>
 
 		<h3>[method:this ceil]()</h3>
@@ -305,7 +305,7 @@ var d = a.distanceTo( b );
 		<p>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Vector_projection Projects] the vector with the camera.
+		Projects this vector from world space into the camera's normalized device coordinate (NDC) space.
 		</p>
 
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
@@ -317,7 +317,7 @@ var d = a.distanceTo( b );
 		</p>
 
 		<h3>[method:this projectOnVector]( [param:Vector3 v] )</h3>
-		<p>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto [page:Vector3 v]. [page:Vector3 v] cannot be the zero vector.</p>
+		<p>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto [page:Vector3 v].</p>
 
 		<h3>[method:this reflect]( [param:Vector3 normal] )</h3>
 		<p>
@@ -358,8 +358,12 @@ var d = a.distanceTo( b );
 
 		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<p>
-		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] equal to the column of
-		the [page:Matrix4 matrix] specified by the [page:Integer index].
+		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix4 matrix].
+		</p>
+
+		<h3>[method:this setFromMatrix3Column]( [param:Matrix3 matrix], [param:Integer index] )</h3>
+		<p>
+		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] components from [page:Integer index] column of [page:Matrix3 matrix].
 		</p>
 
 		<h3>[method:this setFromMatrixPosition]( [param:Matrix4 m] )</h3>
@@ -430,8 +434,7 @@ var d = a.distanceTo( b );
 		<p>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Vector_projection Unprojects] the vector with the
-		camera's projection matrix.
+		Projects this vector from the camera's normalized device coordinate (NDC) space into world space.
 		</p>
 
 

+ 6 - 2
docs/api/en/objects/InstancedMesh.html

@@ -18,10 +18,14 @@
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 		<p>
-			[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
+			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
+			[example:webgl_instancing_modified WebGL / instancing / modified]<br />
+			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
+			[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
+			[example:webgl_instancing_raycast WebGL / instancing / raycast]
 		</p>
 
 		<h2>Constructor</h2>

+ 1 - 4
docs/api/en/objects/Line.html

@@ -47,12 +47,9 @@
 
 		<p>
 		[page:Geometry geometry] — vertices representing the line segment(s). Default is a new [page:BufferGeometry].<br />
-		[page:Material material] — material for the line. Default is a new [page:LineBasicMaterial] with random color.<br />
+		[page:Material material] — material for the line. Default is a new [page:LineBasicMaterial].<br />
 		</p>
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
-
-
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 

+ 0 - 3
docs/api/en/objects/LineLoop.html

@@ -31,9 +31,6 @@
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
-
-
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 

+ 0 - 3
docs/api/en/objects/LineSegments.html

@@ -30,9 +30,6 @@
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
-
-
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 

+ 1 - 1
docs/api/en/objects/Mesh.html

@@ -52,7 +52,7 @@
 		<h3>[property:Material material]</h3>
 		<p>
 			An instance of material derived from the [page:Material] base class or an array of materials, defining the
-			object's appearance. Default is a [page:MeshBasicMaterial] with a random color.
+			object's appearance. Default is a [page:MeshBasicMaterial].
 		</p>
 
 		<h3>[property:Array morphTargetInfluences]</h3>

+ 2 - 3
docs/api/en/objects/Points.html

@@ -25,8 +25,7 @@
 		<p>
 			[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
 				Default is a new [page:BufferGeometry].<br />
-			[page:Material material] — (optional) a [page:Material]. Default is a new [page:PointsMaterial]
-				with a random color.
+			[page:Material material] — (optional) a [page:Material]. Default is a new [page:PointsMaterial].
 		</p>
 
 
@@ -44,7 +43,7 @@
 		<h3>[property:Material material]</h3>
 		<p>
 			An instance of [page:Material], defining the object's appearance.
-			Default is a [page:PointsMaterial] with a random color.
+			Default is a [page:PointsMaterial].
 		</p>
 
 		<h3>[property:Array morphTargetInfluences]</h3>

+ 3 - 4
docs/api/en/renderers/WebGLRenderTargetCube.html → docs/api/en/renderers/WebGLCubeRenderTarget.html

@@ -24,10 +24,9 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
+		<h3>[name]([param:Number size], param:Object options])</h3>
 		<p>
-		[page:Float width] - The width of the renderTarget. <br />
-		[page:Float height] - The height of the renderTarget. <br />
+		[page:Float size] - the size, in pixels. <br />
 		options - (optional) object that holds texture parameters for an auto-generated target
 		texture and depthBuffer/stencilBuffer booleans.
 
@@ -57,7 +56,7 @@
 
 		<h3>See [page:WebGLRenderTarget] for inherited methods</h3>
 
-		<h3>[method:WebGLRenderTargetCube fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
+		<h3>[method:WebGLCubeRenderTarget fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
 		<p>
 			[page:WebGLRenderer renderer] — the renderer.<br/>
 			[page:Texture texture] — the equirectangular texture.

+ 2 - 2
docs/api/en/renderers/WebGLRenderer.html

@@ -410,7 +410,7 @@
 		<p>buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.</p>
 		<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().</p>
 		<p>See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.</p>
-		<p>For reading out a [page:WebGLRenderTargetCube WebGLRenderTargetCube] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
+		<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
 
 
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
@@ -451,7 +451,7 @@
 		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
 		<p>
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated. When *null* is given, the canvas is set as the active render target instead.<br />
-		activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLRenderTargetCube] (optional).<br />
+		activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) of [page:WebGLCubeRenderTarget] (optional).<br />
 		activeMipmapLevel -- Specifies the active mipmap level (optional).<br /><br />
 		This method sets the active rendertarget.
 		</p>

+ 1 - 1
docs/api/en/scenes/Scene.html

@@ -33,7 +33,7 @@
 
 		<h3>[property:Object background]</h3>
 		<p>
-		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a cubemap as a [page:CubeTexture] or [page:WebGLRenderTargetCube]. Default is null.
+		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a cubemap as a [page:CubeTexture] or [page:WebGLCubeRenderTarget]. Default is null.
 		</p>
 
 		<h3>[property:Texture environment]</h3>

+ 3 - 1
docs/api/en/textures/DepthTexture.html

@@ -19,7 +19,9 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_depth_texture depth / texture]
+		<p>
+			[example:webgl_depth_texture depth / texture]
+		</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>

+ 3 - 3
docs/api/zh/animation/AnimationObjectGroup.html

@@ -35,10 +35,10 @@
 
 		<h2>构造器</h2>
 
-
 		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
-		[page:object obj] - 共享同一动画状态的任意数量的网格<br />
-
+		<p>
+			[page:object obj] - 共享同一动画状态的任意数量的网格
+		</p>
 
 		<h2>属性</h2>
 

+ 3 - 3
docs/api/zh/cameras/CubeCamera.html

@@ -13,7 +13,7 @@
 		<h1>立方相机([name])</h1>
 
 
-		<p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLRenderTargetCube]上。</p>
+		<p class="desc">创建6个摄像机,并将它们所拍摄的场景渲染到[page:WebGLCubeRenderTarget]上。</p>
 
 		<h2>示例</h2>
 
@@ -54,7 +54,7 @@
 		cubeResolution -- 设置立方体边缘的长度
 		</p>
 		<p>
-			构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLRenderTargetCube]上。
+			构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLCubeRenderTarget]上。
 
 		</p>
 
@@ -62,7 +62,7 @@
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Object3D]。</p>
 
-		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
+		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 			生成的立方体纹理<br>
 			(译注:生成的立方体纹理保存在其中的.texture对象中,可作为贴图赋值给其他材质)

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

@@ -162,7 +162,7 @@
 		</p>
 
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p> 用给定矩阵转换几何体的顶点坐标。</p>
 
 		<h3>[method:BufferGeometry center] ()</h3>

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

@@ -198,7 +198,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] 该类中可用的函数。</h3>
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p> 将矩阵信息直接应用于几何体顶点坐标。</p>
 
 		<h3>[method:Geometry center] ()</h3>

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

@@ -22,7 +22,7 @@
 		</p>
 
 		<h2>属性</h2>
-		继承属性详见 [page:BufferAttribute]。
+		<p>继承属性详见 [page:BufferAttribute]。</p>
 
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>

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

@@ -193,7 +193,7 @@
 		请参阅[page:Group]来查看手动编组对象的相关信息。
 	</p>
 
-	<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+	<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 	<p>对当前物体应用这个变换矩阵,并更新物体的位置、旋转和缩放。</p>
 
 	<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>

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

@@ -101,7 +101,7 @@
 		<h3>[property:float near]</h3>
 		<p>
 			raycaster的近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
-			这个值不应当为负,并且应当比near属性小。
+			这个值不应当为负,并且应当比far属性小。
 		</p>
 
 		<h3>[property:Camera camera]</h3>

+ 4 - 0
docs/api/zh/core/Uniform.html

@@ -48,6 +48,10 @@
 					<td>int</td>
 					<td>[page:Number]</td>
 				</tr>
+				<tr>
+					<td>uint (WebGL 2)</td>
+					<td>[page:Number]</td>
+				</tr>
 				<tr>
 					<td>float</td>
 					<td>[page:Number]</td>

+ 23 - 12
docs/api/zh/deprecated/DeprecatedList.html

@@ -130,16 +130,6 @@
 
 
 
-
-
-		<h2>几何体(Geometry)</h2>
-
-		<p>
-			Geometry.computeTangents() 已被删除。<br /><br />
-
-			Geometry.computeLineDistances() 已被删除。 请使用[page:Line.computeLineDistances]。<br /><br />
-		</p>
-
 		<h3>[page:BufferGeometry]</h3>
 		<p>
 			BufferGeometry.addIndex 已被重命名为 [page:BufferGeometry.setIndex]。<br /><br />
@@ -156,13 +146,28 @@
 
 			BufferGeometry.offsets 已被重命名为 [page:BufferGeometry.groups]。<br /><br />
 
+			BufferGeometry.applyMatrix() has been renamed to [page:BufferGeometry.applyMatrix4]().
+
 		</p>
 
+
+
+
 		<h3>[page:CubeGeometry]</h3>
 		<p>CubeGeometry 已被重命名为 [page:BoxGeometry]。</p>
 
+
+
+
 		<h3>[page:Geometry]</h3>
-		<p>Geometry.computeTangents() 已被删除。</p>
+		<p>
+			Geometry.computeTangents() 已被删除。<br /><br />
+
+			Geometry.computeLineDistances() 已被删除。 请使用[page:Line.computeLineDistances]。<br /><br />
+
+			Geometry.applyMatrix() has been renamed to [page:Geometry.applyMatrix4]().
+		</p>
+
 
 		<h3>[page:GeometryUtils]</h3>
 		<p>
@@ -263,6 +268,9 @@
 		<h3>[page:Face4]</h3>
 		<p>Face4 已被删除。 请使用[page:Face3]。</p>
 
+		<h3>[page:Frustum]</h3>
+		<p>Frustum.setFromMatrix() has been renamed to [page:Frustum.setFromProjectionMatrix]().</p>
+
 		<h3>[page:Line3]</h3>
 		<p>Line3.center 已被重命名为 [page:Line3.getCenter]()。</p>
 
@@ -438,7 +446,10 @@
 
 			Object3D.translate() 已被删除。 请使用[page:Object3D.translateOnAxis]( axis, distance )。<br /><br />
 
-			Object3D.useQuaternion 已被删除。 默认情况下,Three.js库是使用quaternions(四元数)的。
+			Object3D.useQuaternion 已被删除。 默认情况下,Three.js库是使用quaternions(四元数)的。<br /><br />
+
+			Object3D.applyMatrix() has been renamed to [page:Object3D.applyMatrix4]().
+
 		</p>
 
 		<h3>[page:LensFlare]</h3>

+ 32 - 0
docs/api/zh/extras/ImageUtils.html

@@ -0,0 +1,32 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+		A class containing utility functions for images.
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:String getDataURL]( [param:HTMLCanvasElement image] | [param:HTMLImageElement image] | [param:ImageBitmap image] )</h3>
+		<p>
+		image -- The image object.<br /><br />
+
+		Returns a data URI containing a representation of the given image.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 80 - 0
docs/api/zh/extras/PMREMGenerator.html

@@ -0,0 +1,80 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">
+			This class generates a Prefiltered, Mipmapped Radiance Environment Map (PMREM) from a cubeMap environment texture.
+			This allows different levels of blur to be quickly accessed based on material roughness. It is packed into a special
+			CubeUV format that allows us to perform custom interpolation so that we can support nonlinear formats such as RGBE.
+			Unlike a traditional mipmap chain, it only goes down to the LOD_MIN level (above), and then creates extra even more
+			filtered 'mips' at the same LOD_MIN resolution, associated with higher roughness levels. In this way we maintain
+			resolution to smoothly interpolate diffuse lighting while limiting sampling computation.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:WebGLRenderer renderer] )</h3>
+		<p>
+		This constructor creates a new [name].
+		</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:WebGLRenderTarget fromScene]( [param:Scene scene], [param:Number sigma], [param:Number near], [param:Number far] )</h3>
+		<p>
+			[page:Scene scene] - The given scene.<br>
+			[page:Number sigma] - (optional) Specifies a blur radius in radians to be applied to the scene before PMREM generation. Default is *0*.<br>
+			[page:Number near] - (optional) The near plane value. Default is *0.1*.<br>
+			[page:Number far] - (optional) The far plane value. Default is *100*.<br /><br />
+
+			Generates a PMREM from a supplied Scene, which can be faster than using an image if networking bandwidth is low.
+			Optional near and far planes ensure the scene is rendered in its entirety (the cubeCamera is placed at the origin).
+		</p>
+
+		<h3>[method:WebGLRenderTarget fromEquirectangular]( [param:Texture equirectangular] )</h3>
+		<p>
+			[page:Texture equirectangular] - The equirectangular texture.<br /><br />
+
+			Generates a PMREM from an equirectangular texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			The ideal input image size is 1k (1024 x 512), as this matches best with the 256 x 256 cubemap output.
+		</p>
+
+		<h3>[method:WebGLRenderTarget fromCubemap]( [param:CubeTexture cubemap] )</h3>
+		<p>
+			[page:CubeTexture cubemap] - The cubemap texture.<br /><br />
+
+			Generates a PMREM from an cubemap texture, which can be either LDR (RGBFormat) or HDR (RGBEFormat).
+			The ideal input cube size is 256 x 256, as this matches best with the 256 x 256 cubemap output.
+		</p>
+
+		<h3>[method:void compileCubemapShader]()</h3>
+		<p>
+			Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
+		</p>
+
+		<h3>[method:void compileEquirectangularShader]()</h3>
+		<p>
+			Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during your texture's network fetch for increased concurrency.
+		</p>
+
+		<h3>[method:void dispose]()</h3>
+		<p>
+			Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, so you should not need more than one
+			PMREMGenerator object. If you do, calling dispose() on one of them will cause any others to also become unusable.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 1 - 1
docs/api/zh/extras/ShapeUtils.html

@@ -27,7 +27,7 @@
 
 		</p>
 
-		<h3>[method:Boolean isClockwise]( pts )</h3>
+		<h3>[method:Boolean isClockWise]( pts )</h3>
 		<p>
 		pts -- 定义2D多边形的点<br /><br />
 

+ 0 - 2
docs/api/zh/extras/core/ShapePath.html

@@ -8,8 +8,6 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Curve] &rarr; [page:CurvePath] &rarr;
-
 		<h1>形状路径([name])</h1>
 
 		<p class="desc">

+ 4 - 3
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -18,6 +18,10 @@
 
 		<h2>示例</h2>
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
@@ -37,9 +41,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>

+ 5 - 10
docs/api/zh/helpers/ArrowHelper.html

@@ -14,12 +14,13 @@
 
 		<p class="desc">用于模拟方向的3维箭头对象.</p>
 
-
 		<h2>例子</h2>
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
-		<div>[example:webgl_shadowmesh WebGL / shadowmesh]</div>
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
 
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,8 +36,6 @@
 		scene.add( arrowHelper );
 		</code>
 
-
-
 		<h2>构造函数</h2>
 
 
@@ -60,13 +59,9 @@
 		<h3>[property:Mesh cone]</h3>
 		<p>包含箭头辅助对象的锥体部分.</p>
 
-
-
-
 		<h2>方法</h2>
 		<p>请到基类 [page:Object3D] 页面查看公共方法.</p>
 
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		color -- 所需的颜色。<br /><br />

+ 5 - 7
docs/api/zh/helpers/AxesHelper.html

@@ -15,15 +15,13 @@
 		<p class="desc">用于简单模拟3个坐标轴的对象. <br />
 			红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.</p>
 
-
 		<h2>例子</h2>
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometries2 WebGL / geometries2]</div>
-		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
-		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
-
-
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_convex WebGL / geometry / convex]<br/>
+			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
+		</p>
 
 		<code>
 var axesHelper = new THREE.AxesHelper( 5 );

+ 5 - 5
docs/api/zh/helpers/BoxHelper.html

@@ -20,13 +20,13 @@
 			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
 		</p>
 
-
 		<h2>例子</h2>
 
-		<div>[example:webgl_helpers WebGL / helpers]</div>
-		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
-		<div>[example:webgl_buffergeometry_drawcalls advanced / buffergeometry / drawcalls]</div>
-
+		<p>
+			[example:webgl_helpers WebGL / helpers]<br/>
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
+			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
+		</p>
 
 		<code>
 			var sphere = new THREE.SphereGeometry();

+ 4 - 3
docs/api/zh/helpers/CameraHelper.html

@@ -18,9 +18,10 @@
 		</p>
 
 		<h2>例子</h2>
-
-		<div>[example:webgl_camera WebGL / camera]</div>
-		<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
+		<p>
+			[example:webgl_camera WebGL / camera]<br/>
+			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
+		</p>
 
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

+ 4 - 3
docs/api/zh/helpers/GridHelper.html

@@ -14,17 +14,18 @@
 
 		<p class="desc">坐标格辅助对象. 坐标格实际上是2维线数组.</p>
 
-
 		<h2>例子</h2>
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var size = 10;
 		var divisions = 10;
 
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		scene.add( gridHelper );
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 		<h2>构造函数</h2>
 

+ 1 - 3
docs/api/zh/helpers/HemisphereLightHelper.html

@@ -17,13 +17,11 @@
 			半球形光源 [page:HemisphereLight HemisphereLight].
 		</p>
 
-		<h3>例子</h3>
+		<h2>例子</h2>
 
 		<code>
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-
 var helper = new THREE.HemisphereLightHelper( light, 5 );
-
 scene.add( helper );
 		</code>
 

+ 3 - 1
docs/api/zh/helpers/PointLightHelper.html

@@ -20,7 +20,9 @@
 
 		<h2>例子</h2>
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );

+ 4 - 3
docs/api/zh/helpers/PolarGridHelper.html

@@ -14,9 +14,12 @@
 
 		<p class="desc">极坐标格辅助对象. 坐标格实际上是2维线数组.</p>
 
-
 		<h2>例子</h2>
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var radius = 10;
 		var radials = 16;
 		var circles = 8;
@@ -25,8 +28,6 @@
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		scene.add( helper );
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 		<h2>构造函数</h2>
 

+ 3 - 3
docs/api/zh/helpers/SkeletonHelper.html

@@ -21,9 +21,9 @@
 		<h2>例子</h2>
 
 		<p>
-		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
-		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
-		[example:webgl_loader_bvh loader / bvh ]
+			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
+			[example:webgl_animation_skinning_morph WebGL / animation / skinning / morph]<br />
+			[example:webgl_loader_bvh WebGL / loader / bvh ]
 		</p>
 
 		<code>

+ 1 - 6
docs/api/zh/helpers/SpotLightHelper.html

@@ -15,11 +15,7 @@
 		<p class="desc">用于模拟聚光灯 [page:SpotLight] 的锥形辅助对象.</p>
 
 		<h2>例子</h2>
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
-		<h2>其他例子</h2>
-
-		<div>[example:webgl_lights_spotlights lights / spotlights ]</div>
+		<p>[example:webgl_lights_spotlights WebGL / lights / spotlights ]</p>
 
 		<h2>代码示例</h2>
 		<code>
@@ -31,7 +27,6 @@
 		scene.add( spotLightHelper );
 		</code>
 
-
 		<h2>构造函数</h2>
 
 

+ 4 - 5
docs/api/zh/lights/PointLight.html

@@ -24,7 +24,6 @@
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
@@ -46,7 +45,7 @@ scene.add( light );
 			[page:Number distance] - 这个距离表示从光源到光照强度为0的位置。
 			当设置为0时,光永远不会消失(距离无穷大)。缺省值 0.<br />
 			[page:Float decay] - 沿着光照距离的衰退量。缺省值 1。
-			
+
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,decay = 2。<br /><br />
 
 			创建一个新的点光源(PointLight)。
@@ -75,7 +74,7 @@ scene.add( light );
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
-			
+
 			该值与 [page:.intensity intensity] 直接关联
   			<code>
 				power = intensity * 4&pi;
@@ -86,9 +85,9 @@ scene.add( light );
 		<h3>[property:LightShadow shadow]</h3>
 		<p>
 			[page:LightShadow]用与计算此光照的阴影。<br /><br />
-			
+
 			此对象的摄像机被设置为 [page:PerspectiveCamera.fov fov] 为90度,[page:PerspectiveCamera.aspect aspect]为1
-			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far] 
+			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far]
 			为500的透视摄像机 [page:PerspectiveCamera]。
 		</p>
 

+ 3 - 22
docs/api/zh/lights/SpotLight.html

@@ -18,30 +18,11 @@
 			该光源可以投射阴影 - 跳转至 [page:SpotLightShadow] 查看更多细节。
 		</p>
 
-
-
-
 		<h2>示例</h2>
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<p>
-			[example:webgl_lights_spotlight View in Examples ]
-		</p>
-
-		<h2>其他例子</h2>
-
 		<p>
-			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
-			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_loader_md2 loader / md2 ]<br />
-			[example:webgl_shading_physical shading / physical ]<br />
-			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-			[example:webgl_shading_physical shading / physical]<br/>
-			[example:webgl_shadowmap shadowmap]<br/>
-			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-			[example:webgl_shadowmap_viewer shadowmap / viewer]
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 
 		<h2>代码示例</h2>
@@ -124,7 +105,7 @@
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
-			
+
 			该值与 [page:.intensity intensity] 直接关联
 				<code>
 				power = intensity * 4&pi;

+ 2 - 2
docs/api/zh/lights/shadows/LightShadow.html

@@ -69,8 +69,8 @@
 			将此值设置为大于1的值将模糊阴影的边缘。<br />
 
 			较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br />
-			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], it is recommended to
-			leave radius at 1 and increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
+			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has 
+			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
 			
 			请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
 		</p>

+ 3 - 1
docs/api/zh/loaders/BufferGeometryLoader.html

@@ -19,7 +19,9 @@
 
 		<h2>例子</h2>
 
-		[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
+		<p>
+			[example:webgl_performance WebGL / performance]
+		</p>
 
 		<code>
 		// 初始化一个加载器

+ 4 - 2
docs/api/zh/loaders/TextureLoader.html

@@ -19,6 +19,10 @@
 
 		<h2>例子</h2>
 
+		<p>
+			[example:webgl_geometry_cube geometry / cube]
+		</p>
+
 		<code>
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 
@@ -26,8 +30,6 @@
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		</code>
 
-		[example:webgl_geometry_cube geometry / cube]
-
 		<h2>Example with Callbacks</h2>
 
 		<code>

+ 3 - 1
docs/api/zh/materials/MeshDistanceMaterial.html

@@ -21,7 +21,9 @@
 
 		<h2>示例</h2>
 
-		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		<p>
+			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		</p>
 
 		<script>
 

+ 6 - 3
docs/api/zh/materials/MeshPhysicalMaterial.html

@@ -35,8 +35,11 @@
 		</script>
 
 		<h2>例子(Examples)</h2>
-		[example:webgl_materials_variations_physical materials / variations / physical]<br />
-		[example:webgl_materials_reflectivity materials / reflectivity]
+
+		<p>
+			[example:webgl_materials_variations_physical materials / variations / physical]<br />
+			[example:webgl_materials_reflectivity materials / reflectivity]
+		</p>
 
 		<h2>构造函数(Constructor)</h2>
 
@@ -65,7 +68,7 @@
 
 					'STANDARD': ''
 					'PHYSICAL': '',
-			
+
 				};
 			</code>
 			[page:WebGLRenderer]使用它来选择shaders。

+ 1 - 1
docs/api/zh/materials/MeshStandardMaterial.html

@@ -140,7 +140,7 @@
 			请确保将minFilter设置为其中一个MipMap选项,并且未强制禁用mip贴图。</p>
 		<p>
 			注意:MeshStandardMaterial 仅支持[link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps]。
-			如果要使用equirectangular贴图,则需要使用 [page:WebGLRenderTargetCube.fromEquirectangularTexture WebGLRenderTargetCube.fromEquirectangularTexture]().。
+			如果要使用equirectangular贴图,则需要使用 [page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().。
 			详细信息请参阅此示例[link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example]。
 		</p>
 

+ 11 - 10
docs/api/zh/materials/PointsMaterial.html

@@ -34,25 +34,26 @@
 		</p>
 
 		<code>
-//This will add a starfield to the background of a scene
-var starsGeometry = new THREE.Geometry();
+var vertices = [];
 
 for ( var i = 0; i < 10000; i ++ ) {
 
-	var star = new THREE.Vector3();
-	star.x = THREE.Math.randFloatSpread( 2000 );
-	star.y = THREE.Math.randFloatSpread( 2000 );
-	star.z = THREE.Math.randFloatSpread( 2000 );
+	var x = THREE.MathUtils.randFloatSpread( 2000 );
+	var y = THREE.MathUtils.randFloatSpread( 2000 );
+	var z = THREE.MathUtils.randFloatSpread( 2000 );
 
-	starsGeometry.vertices.push( star );
+	vertices.push( x, y, z );
 
 }
 
-var starsMaterial = new THREE.PointsMaterial( { color: 0x888888 } );
+var geometry = new THREE.BufferGeometry();
+geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
 
-var starField = new THREE.Points( starsGeometry, starsMaterial );
+var material = new THREE.PointsMaterial( { color: 0x888888 } );
 
-scene.add( starField );
+var points = new THREE.Points( geometry, material );
+
+scene.add( points );
 		</code>
 
 		<h3>[name]( [param:Object parameters] )</h3>

+ 1 - 1
docs/api/zh/materials/ShaderMaterial.html

@@ -29,7 +29,7 @@
 			<li> 从 THREE r72开始,不再支持在ShaderMaterial中直接分配属性。
 				必须使用 [page:BufferGeometry]实例 (而不是 [page:Geometry] 实例),使用[page:BufferAttribute]实例来定义自定义属性。
 			</li>
-			<li> 从 THREE r77开始,[page:WebGLRenderTarget] 或 [page:WebGLRenderTargetCube] 实例不再被用作uniforms。
+			<li> 从 THREE r77开始,[page:WebGLRenderTarget] 或 [page:WebGLCubeRenderTarget] 实例不再被用作uniforms。
 				必须使用它们的[page:Texture texture] 属性。
 			</li>
 			<li> 内置attributes和uniforms与代码一起传递到shaders。

+ 4 - 1
docs/api/zh/materials/ShadowMaterial.html

@@ -17,7 +17,10 @@
 		</p>
 
 		<h3>例子(Example)</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+	
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );

+ 2 - 2
docs/api/zh/materials/SpriteMaterial.html

@@ -15,12 +15,12 @@
 		<p class="desc">一种使用[page:Sprite]的材质。</p>
 
 		<h2>例子(Examples)</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

+ 12 - 11
docs/api/zh/math/Box3.html

@@ -17,20 +17,21 @@
 		<h2>示例</h2>
 
 		<code>
-		// Creating the object whose bounding box we want to compute
-		var sphereObject = new THREE.Mesh( 
-			new THREE.SphereGeometry(), 
-			new THREE.MeshBasicMaterial( 0xff0000 ) 
+		var box = new THREE.Box3();
+
+		var mesh = new THREE.Mesh(
+			new THREE.SphereBufferGeometry(),
+			new THREE.MeshBasicMaterial()
 		);
-		// Creating the actual bounding box with Box3
-		sphereObject.geometry.computeBoundingBox();
-		var box = sphereObject.geometry.boundingBox.clone();
+
+		// ensure the bounding box is computed for its geometry
+		// this should be done only once (assuming static geometries)
+		mesh.geometry.computeBoundingBox();
 
 		// ...
-		
-		// In the animation loop, to keep the bounding box updated after move/rotate/scale operations
-		sphereObject.updateMatrixWorld( true );
-		box.copy( sphereObject.geometry.boundingBox ).applyMatrix4( sphereObject.matrixWorld );
+
+		// in the animation loop, compute the current bounding box with the world matrix
+		box.copy( mesh.geometry.boundingBox ).applyMatrix4( mesh.matrixWorld );
 		</code>
 
 		<h2>构造器(Constructor)</h2>

+ 7 - 19
docs/api/zh/math/Frustum.html

@@ -86,29 +86,17 @@
 			检查精灵[page:Sprite sprite]是否与截锥体相交。<br /><br />
 		</p>
 
-		<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
+		<h3>[method:this set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
 		<p>
-			使用传入的平面设置当前视锥体。没有隐式的顺序。
+		Sets the frustum from the passed planes. No plane order is implied.<br>
+		Note that this method only copies the values from the given objects.
 		</p>
 
-		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this setFromProjectionMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>
-			[page:Matrix4 matrix] - [page:Matrix4] 用于设置 [page:.planes planes]<br /><br />
-
-			[page:WebGLRenderer] 使用 [page:Camera Camera]的投影矩阵([page:Camera.projectionMatrix projectionMatrix] )
-			和相机世界变换矩阵的逆矩阵 [page:Camera.matrixWorldInverse matrixWorldInverse] 来设置视锥体。
-				</p>
-
-
-
-
-
-
-
-
-
-
-
+		[page:Matrix4 matrix] - Projection [page:Matrix4] used to set the [page:.planes planes]<br /><br />
+		Sets the frustum planes from the projection matrix.
+		</p>
 
 
 		<h2>Source</h2>

+ 13 - 0
docs/api/zh/math/Math.html → docs/api/zh/math/MathUtils.html

@@ -100,6 +100,19 @@
 		返回一个0-1之间的值。它和smoothstep相同,但变动更平缓。[link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep] 在x=0和x=1处有0阶和二阶导数。
 		</p>
 
+		<h3>[method:null setQuaternionFromProperEuler]( [param:Quaternion q], [param:Float a], [param:Float b], [param:Float c], [param:String order] )</h3>
+		<p>
+		[page:Quaternion q] - the quaternion to be set<br />
+		[page:Float a] - the rotation applied to the first axis, in radians <br />
+		[page:Float b] - the rotation applied to the second axis, in radians <br />
+		[page:Float c] - the rotation applied to the third axis, in radians <br />
+		[page:String order] - a string specifying the axes order: 'XYX', 'XZX', 'YXY', 'YZY', 'ZXZ', or 'ZYZ'<br /><br />
+
+		Sets quaternion [page:Quaternion q] from the [link:http://en.wikipedia.org/wiki/Euler_angles intrinsic Proper Euler Angles] defined by angles [page:Float a], [page:Float b], and [page:Float c], and order [page:String order].<br />
+
+		Rotations are applied to the axes in the order specified by [page:String order]: rotation by angle [page:Float a] is applied first, then by angle [page:Float b], then by angle [page:Float c]. Angles are in radians.
+		</p>
+
 		<h2>Source</h2>
 
 		<p>

+ 0 - 8
docs/api/zh/math/Matrix3.html

@@ -62,14 +62,6 @@ m.elements = [ 11, 21, 31,
 
 		<h2>方法(Methods)</h2>
 
-		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
-		<p>
-		[page:BufferAttribute attribute] - 表示三维向量缓存属性。<br /><br />
-
-		用这个矩阵乘以缓存属性[page:BufferAttribute attribute]里的所有3d向量。
-		</p>
-
-
 		<h3>[method:Matrix3 clone]()</h3>
 		<p>创建一个新的矩阵,元素 [page:.elements elements] 与该矩阵相同。</p>
 

+ 0 - 8
docs/api/zh/math/Matrix4.html

@@ -93,14 +93,6 @@ m.elements = [ 11, 21, 31, 41,
 
 		<h2>方法(Methods)</h2>
 
-		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
-		<p>
-		[page:BufferAttribute attribute] - 表示三维向量缓存属性。<br /><br />
-
-		用这个矩阵乘以缓存属性[page:BufferAttribute attribute]里的所有3d向量。
-		</p>
-
-
 		<h3>[method:Matrix4 clone]()</h3>
 		<p>创建一个新的矩阵,元素[page:.elements elements]与该矩阵相同。</p>
 

+ 4 - 5
docs/api/zh/math/Vector3.html

@@ -114,7 +114,7 @@ var d = a.distanceTo( b );
 
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<p>
-		以弧度返回该向量与向量[page:Vector3 v]之间的角度。 Neither this vector nor [page:Vector3 v] can be the zero vector.
+		以弧度返回该向量与向量[page:Vector3 v]之间的角度。
 		</p>
 
 		<h3>[method:this ceil]()</h3>
@@ -301,7 +301,7 @@ var d = a.distanceTo( b );
 		<p>
 		[page:Camera camera] — 在投影中使用的摄像机。<br /><br />
 
-		使用所传入的摄像机来投影([link:https://en.wikipedia.org/wiki/Vector_projection projects])该向量。
+		Projects this vector from world space into the camera's normalized device coordinate (NDC) space.
 		</p>
 
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
@@ -313,7 +313,7 @@ var d = a.distanceTo( b );
 		</p>
 
 		<h3>[method:this projectOnVector]( [param:Vector3] )</h3>
-		<p>投影([link:https://en.wikipedia.org/wiki/Vector_projection Projects])该向量到向量[page:Vector3 v]上。[page:Vector3 v]不能是零向量。</p>
+		<p>投影([link:https://en.wikipedia.org/wiki/Vector_projection Projects])该向量到向量[page:Vector3 v]上。</p>
 
 		<h3>[method:this reflect]( [param:Vector3 normal] )</h3>
 		<p>
@@ -424,8 +424,7 @@ var d = a.distanceTo( b );
 		<p>
 		[page:Camera camera] — 在投影中使用的摄像机。<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Vector_projection Unprojects] the vector with the
-		camera's projection matrix.
+		Projects this vector from the camera's normalized device coordinate (NDC) space into world space.
 		</p>
 
 

+ 6 - 2
docs/api/zh/objects/InstancedMesh.html

@@ -18,10 +18,14 @@
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 		<p>
-			[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
+			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
+			[example:webgl_instancing_modified WebGL / instancing / modified]<br />
+			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
+			[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
+			[example:webgl_instancing_raycast WebGL / instancing / raycast]
 		</p>
 
 		<h2>Constructor</h2>

+ 0 - 3
docs/api/zh/objects/Line.html

@@ -47,9 +47,6 @@
 		[page:Material material] —— 线的材质,默认值是一个新的具有随机颜色的[page:LineBasicMaterial]。<br />
 		</p>
 
-		<p>如果没有指定材质,一个随机颜色的线的材质将会被创建,并应用到该物体上。</p>
-
-
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Object3D]。</p>
 

+ 0 - 3
docs/api/zh/objects/LineLoop.html

@@ -29,9 +29,6 @@
 		[page:Material material] —— 线的材质,默认值是[page:LineBasicMaterial LineBasicMaterial]。
 		</p>
 
-		<p>如果没有指定材质,一个随机颜色的线的材质将会被创建,并应用到该物体上。</p>
-
-
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Line]。</p>
 

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