Mr.doob 5 years ago
parent
commit
19ec994141
100 changed files with 2288 additions and 1712 deletions
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      build/three.js
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build/three.js


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build/three.min.js


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build/three.module.js


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

@@ -37,10 +37,10 @@
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<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>
 		<h2>Properties</h2>
 
 

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

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

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

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

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

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

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

@@ -204,7 +204,7 @@
 		See [page:Group] for info on manually grouping objects.
 		See [page:Group] for info on manually grouping objects.
 		</p>
 		</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>
 		<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>
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>

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

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

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

@@ -55,7 +55,7 @@
 
 
 
 
 		<h3>[page:DynamicBufferAttribute]</h3>
 		<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>
 		<h3>[page:Int8Attribute]</h3>
 		<p>Int8Attribute has been removed. Use [page:BufferAttributeTypes Int8BufferAttribute] instead.</p>
 		<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>
 		<h3>[page:BufferGeometry]</h3>
 		<p>
 		<p>
 			BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
 			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.offsets has been renamed to [page:BufferGeometry.groups].<br /><br />
 
 
+			BufferGeometry.applyMatrix() has been renamed to [page:BufferGeometry.applyMatrix4]().
 		</p>
 		</p>
 
 
+
+
+
 		<h3>[page:CubeGeometry]</h3>
 		<h3>[page:CubeGeometry]</h3>
 		<p>CubeGeometry has been renamed to [page:BoxGeometry].</p>
 		<p>CubeGeometry has been renamed to [page:BoxGeometry].</p>
 
 
+
+
 		<h3>[page:Geometry]</h3>
 		<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>
 		<h3>[page:GeometryUtils]</h3>
 		<p>
 		<p>
@@ -253,7 +257,7 @@
 		<h3>[page:JSONLoader]</h3>
 		<h3>[page:JSONLoader]</h3>
 		<p>JSONLoader has been removed from core.</p>
 		<p>JSONLoader has been removed from core.</p>
 
 
-		<h2>Maths</h2>
+		<h2>Math</h2>
 
 
 		<h3>[page:Box2]</h3>
 		<h3>[page:Box2]</h3>
 		<p>
 		<p>
@@ -283,6 +287,9 @@
 		<h3>[page:Face4]</h3>
 		<h3>[page:Face4]</h3>
 		<p>Face4 has been removed. Use [page:Face3] instead.</p>
 		<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>
 		<h3>[page:Line3]</h3>
 		<p>Line3.center has been renamed to [page:Line3.getCenter]().</p>
 		<p>Line3.center has been renamed to [page:Line3.getCenter]().</p>
 
 
@@ -293,15 +300,15 @@
 
 
 		<h3>[page:Matrix3]</h3>
 		<h3>[page:Matrix3]</h3>
 		<p>
 		<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>
 		<p>
 
 
 		<h3>[page:Matrix4]</h3>
 		<h3>[page:Matrix4]</h3>
@@ -332,7 +339,7 @@
 
 
 			Matrix4.rotateByAxis() has been removed.<br /><br />
 			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 />
 			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.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>
 		</p>
 
 
 		<h3>[page:LensFlare]</h3>
 		<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>
 		</p>
 
 
-		<h3>[method:Boolean isClockwise]( pts )</h3>
+		<h3>[method:Boolean isClockWise]( pts )</h3>
 		<p>
 		<p>
 		pts -- points defining a 2D polygon<br /><br />
 		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" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:Curve] &rarr; [page:CurvePath] &rarr;
-
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">

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

@@ -17,6 +17,10 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 <code>
 //Create a closed wavey loop
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
 var curve = new THREE.CatmullRomCurve3( [
@@ -36,9 +40,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 </code>
 
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<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>
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 
 
-
 		<h2>Example</h2>
 		<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>
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,11 +36,8 @@
 		scene.add( arrowHelper );
 		scene.add( arrowHelper );
 		</code>
 		</code>
 
 
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<p>
 		<p>
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
@@ -53,21 +51,15 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-
 		<h3>[property:Line line]</h3>
 		<h3>[property:Line line]</h3>
 		<p>Contains the line part of the arrowHelper.</p>
 		<p>Contains the line part of the arrowHelper.</p>
 
 
 		<h3>[property:Mesh cone]</h3>
 		<h3>[property:Mesh cone]</h3>
 		<p>Contains the cone part of the arrowHelper.</p>
 		<p>Contains the cone part of the arrowHelper.</p>
 
 
-
-
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 
-
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		<p>
 		color -- The desired color.<br /><br />
 		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 />
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
 			The X axis is red. The Y axis is green. The Z axis is blue.</p>
 			The X axis is red. The Y axis is green. The Z axis is blue.</p>
 
 
-
 		<h2>Example</h2>
 		<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>
 		<code>
 var axesHelper = new THREE.AxesHelper( 5 );
 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].
 			so it won't work with [page:Sprite Sprites].
 		</p>
 		</p>
 
 
-
 		<h2>Example</h2>
 		<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>
 		<code>
 			var sphere = new THREE.SphereGeometry();
 			var sphere = new THREE.SphereGeometry();

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

@@ -18,9 +18,10 @@
 		</p>
 		</p>
 
 
 		<h2>Example</h2>
 		<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>
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

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

@@ -9,22 +9,23 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Line] &rarr;
 		[page:Object3D] &rarr; [page:Line] &rarr;
-		
+
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var size = 10;
 		<code>var size = 10;
 		var divisions = 10;
 		var divisions = 10;
 
 
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		scene.add( gridHelper );
 		scene.add( gridHelper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>Constructor</h2>
 		<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].
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h2>Example</h2>
 
 
 		<code>
 		<code>
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-
 var helper = new THREE.HemisphereLightHelper( light, 5 );
 var helper = new THREE.HemisphereLightHelper( light, 5 );
-
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 

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

@@ -20,7 +20,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 
 		<code>
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
 		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>
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var radius = 10;
 		<code>var radius = 10;
 		var radials = 16;
 		var radials = 16;
 		var circles = 8;
 		var circles = 8;
@@ -25,8 +28,6 @@
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

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

@@ -21,9 +21,9 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<p>
 		<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>
 		</p>
 
 
 		<code>
 		<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>
 		<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>
 		<h2>Code Example</h2>
 		<code>
 		<code>
@@ -31,10 +29,8 @@
 		scene.add( spotLightHelper );
 		scene.add( spotLightHelper );
 		</code>
 		</code>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<p>
 		<p>
 			[page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
 			[page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
@@ -63,8 +59,8 @@
 
 
 		<h3>[property:hex color]</h3>
 		<h3>[property:hex color]</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -25,7 +25,6 @@
 		<p>
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
 			[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.
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 		</p>
 
 
-
-
-
 		<h2>Example</h2>
 		<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>
 		<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>
 		</p>
 
 
 		<h2>Code Example</h2>
 		<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]
 			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 />
 			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].
 			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
 		</p>
 		</p>

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

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

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

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

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

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

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

@@ -37,8 +37,10 @@
 		</script>
 		</script>
 
 
 		<h2>Examples</h2>
 		<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>
 		<h2>Constructor</h2>
 
 
@@ -70,7 +72,7 @@
 
 
 					'STANDARD': ''
 					'STANDARD': ''
 					'PHYSICAL': '',
 					'PHYSICAL': '',
-			
+
 				};
 				};
 			</code>
 			</code>
 
 

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

@@ -174,7 +174,7 @@
 		<p>
 		<p>
 		Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
 		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
 		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.
 		See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
 		</p>
 		</p>
 
 

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

@@ -32,25 +32,26 @@
 		</p>
 		</p>
 
 
 		<code>
 		<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 ++ ) {
 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>
 		</code>
 
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<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.
 				using [page:BufferAttribute] instances to define custom attributes.
 			</li>
 			</li>
 			<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
 				are no longer supposed to be used as uniforms. Their [page:Texture texture] property
 				must be used instead.
 				must be used instead.
 			</li>
 			</li>

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

@@ -17,7 +17,10 @@
 		</p>
 		</p>
 
 
 		<h3>Example</h3>
 		<h3>Example</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 
 		<code>
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
 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>
 		<p class="desc">A material for a use with a [page:Sprite].</p>
 
 
 		<h2>Examples</h2>
 		<h2>Examples</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 
 		<code>
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

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

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

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

@@ -11,32 +11,30 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<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>
 		</p>
 
 
-		
+
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<code>
 		<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>
 		<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 />
 			Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
 		</p>
 		</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>
 		<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>
 		</p>
 
 
-		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this setFromProjectionMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
-
-
-
-
-
-
-
-
-
-
-
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<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.
 		that has zero 1st and 2nd order derivatives at x=0 and x=1.
 		</p>
 		</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>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

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

@@ -65,14 +65,6 @@ m.elements = [ 11, 21, 31,
 
 
 		<h2>Methods</h2>
 		<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>
 		<h3>[method:Matrix3 clone]()</h3>
 		<p>Creates a new Matrix3 and with identical elements to this one.</p>
 		<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>
 		<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>
 		<h3>[method:Matrix4 clone]()</h3>
 		<p>Creates a new Matrix4 with identical [page:.elements elements] to this one.</p>
 		<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>
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:this ceil]()</h3>
 		<h3>[method:this ceil]()</h3>
@@ -305,7 +305,7 @@ var d = a.distanceTo( b );
 		<p>
 		<p>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 		[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>
 		</p>
 
 
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
@@ -317,7 +317,7 @@ var d = a.distanceTo( b );
 		</p>
 		</p>
 
 
 		<h3>[method:this projectOnVector]( [param:Vector3 v] )</h3>
 		<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>
 		<h3>[method:this reflect]( [param:Vector3 normal] )</h3>
 		<p>
 		<p>
@@ -358,8 +358,12 @@ var d = a.distanceTo( b );
 
 
 		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<h3>[method:this setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:this setFromMatrixPosition]( [param:Matrix4 m] )</h3>
 		<h3>[method:this setFromMatrixPosition]( [param:Matrix4 m] )</h3>
@@ -430,8 +434,7 @@ var d = a.distanceTo( b );
 		<p>
 		<p>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 		[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>
 		</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.
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

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

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

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

@@ -31,9 +31,6 @@
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 		</p>
 
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
-
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 		<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].
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 		</p>
 
 
-		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
-
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 		<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>
 		<h3>[property:Material material]</h3>
 		<p>
 		<p>
 			An instance of material derived from the [page:Material] base class or an array of materials, defining the
 			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>
 		</p>
 
 
 		<h3>[property:Array morphTargetInfluences]</h3>
 		<h3>[property:Array morphTargetInfluences]</h3>

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

@@ -25,8 +25,7 @@
 		<p>
 		<p>
 			[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
 			[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
 				Default is a new [page:BufferGeometry].<br />
 				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>
 		</p>
 
 
 
 
@@ -44,7 +43,7 @@
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>
 		<p>
 			An instance of [page:Material], defining the object's appearance.
 			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>
 		</p>
 
 
 		<h3>[property:Array morphTargetInfluences]</h3>
 		<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>
 		<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>
 		<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
 		options - (optional) object that holds texture parameters for an auto-generated target
 		texture and depthBuffer/stencilBuffer booleans.
 		texture and depthBuffer/stencilBuffer booleans.
 
 
@@ -57,7 +56,7 @@
 
 
 		<h3>See [page:WebGLRenderTarget] for inherited methods</h3>
 		<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>
 		<p>
 			[page:WebGLRenderer renderer] — the renderer.<br/>
 			[page:WebGLRenderer renderer] — the renderer.<br/>
 			[page:Texture texture] — the equirectangular texture.
 			[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>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>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>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>
 		<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>
 		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
 		<p>
 		<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 />
 		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 />
 		activeMipmapLevel -- Specifies the active mipmap level (optional).<br /><br />
 		This method sets the active rendertarget.
 		This method sets the active rendertarget.
 		</p>
 		</p>

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

@@ -33,7 +33,7 @@
 
 
 		<h3>[property:Object background]</h3>
 		<h3>[property:Object background]</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[property:Texture environment]</h3>
 		<h3>[property:Texture environment]</h3>

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

@@ -19,7 +19,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		[example:webgl_depth_texture depth / texture]
+		<p>
+			[example:webgl_depth_texture depth / texture]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<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>
 		<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>
 		<h2>构造器</h2>
 
 
-
 		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<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>
 		<h2>属性</h2>
 
 

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

@@ -13,7 +13,7 @@
 		<h1>立方相机([name])</h1>
 		<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>
 		<h2>示例</h2>
 
 
@@ -54,7 +54,7 @@
 		cubeResolution -- 设置立方体边缘的长度
 		cubeResolution -- 设置立方体边缘的长度
 		</p>
 		</p>
 		<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>
 		</p>
 
 
@@ -62,7 +62,7 @@
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Object3D]。</p>
 		<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>
 		<p>
 			生成的立方体纹理<br>
 			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)
 			(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>
 		</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>
 		<p> 用给定矩阵转换几何体的顶点坐标。</p>
 
 
 		<h3>[method:BufferGeometry center] ()</h3>
 		<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>[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>
 		<p> 将矩阵信息直接应用于几何体顶点坐标。</p>
 
 
 		<h3>[method:Geometry center] ()</h3>
 		<h3>[method:Geometry center] ()</h3>

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

@@ -22,7 +22,7 @@
 		</p>
 		</p>
 
 
 		<h2>属性</h2>
 		<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>
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>
 		<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。
 		请参阅[page:Group]来查看手动编组对象的相关信息。
 	</p>
 	</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>
 	<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>
 	<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>
 		<h3>[property:float near]</h3>
 		<p>
 		<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。
 			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>
 		</p>
 
 
 		<h3>[property:Camera camera]</h3>
 		<h3>[property:Camera camera]</h3>

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

@@ -48,6 +48,10 @@
 					<td>int</td>
 					<td>int</td>
 					<td>[page:Number]</td>
 					<td>[page:Number]</td>
 				</tr>
 				</tr>
+				<tr>
+					<td>uint (WebGL 2)</td>
+					<td>[page:Number]</td>
+				</tr>
 				<tr>
 				<tr>
 					<td>float</td>
 					<td>float</td>
 					<td>[page:Number]</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>
 		<h3>[page:BufferGeometry]</h3>
 		<p>
 		<p>
 			BufferGeometry.addIndex 已被重命名为 [page:BufferGeometry.setIndex]。<br /><br />
 			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.offsets 已被重命名为 [page:BufferGeometry.groups]。<br /><br />
 
 
+			BufferGeometry.applyMatrix() has been renamed to [page:BufferGeometry.applyMatrix4]().
+
 		</p>
 		</p>
 
 
+
+
+
 		<h3>[page:CubeGeometry]</h3>
 		<h3>[page:CubeGeometry]</h3>
 		<p>CubeGeometry 已被重命名为 [page:BoxGeometry]。</p>
 		<p>CubeGeometry 已被重命名为 [page:BoxGeometry]。</p>
 
 
+
+
+
 		<h3>[page:Geometry]</h3>
 		<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>
 		<h3>[page:GeometryUtils]</h3>
 		<p>
 		<p>
@@ -263,6 +268,9 @@
 		<h3>[page:Face4]</h3>
 		<h3>[page:Face4]</h3>
 		<p>Face4 已被删除。 请使用[page:Face3]。</p>
 		<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>
 		<h3>[page:Line3]</h3>
 		<p>Line3.center 已被重命名为 [page:Line3.getCenter]()。</p>
 		<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.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>
 		</p>
 
 
 		<h3>[page:LensFlare]</h3>
 		<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>
 		</p>
 
 
-		<h3>[method:Boolean isClockwise]( pts )</h3>
+		<h3>[method:Boolean isClockWise]( pts )</h3>
 		<p>
 		<p>
 		pts -- 定义2D多边形的点<br /><br />
 		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" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:Curve] &rarr; [page:CurvePath] &rarr;
-
 		<h1>形状路径([name])</h1>
 		<h1>形状路径([name])</h1>
 
 
 		<p class="desc">
 		<p class="desc">

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

@@ -18,6 +18,10 @@
 
 
 		<h2>示例</h2>
 		<h2>示例</h2>
 
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 <code>
 //Create a closed wavey loop
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
 var curve = new THREE.CatmullRomCurve3( [
@@ -37,9 +41,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 </code>
 
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<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>
 		<p class="desc">用于模拟方向的3维箭头对象.</p>
 
 
-
 		<h2>例子</h2>
 		<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>
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,8 +36,6 @@
 		scene.add( arrowHelper );
 		scene.add( arrowHelper );
 		</code>
 		</code>
 
 
-
-
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 
 
 
@@ -60,13 +59,9 @@
 		<h3>[property:Mesh cone]</h3>
 		<h3>[property:Mesh cone]</h3>
 		<p>包含箭头辅助对象的锥体部分.</p>
 		<p>包含箭头辅助对象的锥体部分.</p>
 
 
-
-
-
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>请到基类 [page:Object3D] 页面查看公共方法.</p>
 		<p>请到基类 [page:Object3D] 页面查看公共方法.</p>
 
 
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		<p>
 		color -- 所需的颜色。<br /><br />
 		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 />
 		<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>
 			红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.</p>
 
 
-
 		<h2>例子</h2>
 		<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>
 		<code>
 var axesHelper = new THREE.AxesHelper( 5 );
 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.
 			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
 		</p>
 		</p>
 
 
-
 		<h2>例子</h2>
 		<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>
 		<code>
 			var sphere = new THREE.SphereGeometry();
 			var sphere = new THREE.SphereGeometry();

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

@@ -18,9 +18,10 @@
 		</p>
 		</p>
 
 
 		<h2>例子</h2>
 		<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>
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

+ 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>
 		<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>
 		<h2>例子</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var size = 10;
 		<code>var size = 10;
 		var divisions = 10;
 		var divisions = 10;
 
 
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		var gridHelper = new THREE.GridHelper( size, divisions );
 		scene.add( gridHelper );
 		scene.add( gridHelper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>构造函数</h2>
 		<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].
 			半球形光源 [page:HemisphereLight HemisphereLight].
 		</p>
 		</p>
 
 
-		<h3>例子</h3>
+		<h2>例子</h2>
 
 
 		<code>
 		<code>
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
 var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-
 var helper = new THREE.HemisphereLightHelper( light, 5 );
 var helper = new THREE.HemisphereLightHelper( light, 5 );
-
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 

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

@@ -20,7 +20,9 @@
 
 
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 
 		<code>
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
 		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>
 		<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>
 		<h2>例子</h2>
 
 
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<code>var radius = 10;
 		<code>var radius = 10;
 		var radials = 16;
 		var radials = 16;
 		var circles = 8;
 		var circles = 8;
@@ -25,8 +28,6 @@
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		var helper = new THREE.PolarGridHelper( radius, radials, circles, divisions );
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
-		[example:webgl_helpers Example using various helpers]
-
 
 
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 

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

@@ -21,9 +21,9 @@
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
 		<p>
 		<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>
 		</p>
 
 
 		<code>
 		<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>
 		<p class="desc">用于模拟聚光灯 [page:SpotLight] 的锥形辅助对象.</p>
 
 
 		<h2>例子</h2>
 		<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>
 		<h2>代码示例</h2>
 		<code>
 		<code>
@@ -31,7 +27,6 @@
 		scene.add( spotLightHelper );
 		scene.add( spotLightHelper );
 		</code>
 		</code>
 
 
-
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 
 
 

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

@@ -24,7 +24,6 @@
 		<p>
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
 			[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。
 			[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 />
 			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。
 			[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 />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,decay = 2。<br /><br />
 
 
 			创建一个新的点光源(PointLight)。
 			创建一个新的点光源(PointLight)。
@@ -75,7 +74,7 @@ scene.add( light );
 			光功率<br />
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			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 />
 			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
 			该值与 [page:.intensity intensity] 直接关联
   			<code>
   			<code>
 				power = intensity * 4&pi;
 				power = intensity * 4&pi;
@@ -86,9 +85,9 @@ scene.add( light );
 		<h3>[property:LightShadow shadow]</h3>
 		<h3>[property:LightShadow shadow]</h3>
 		<p>
 		<p>
 			[page:LightShadow]用与计算此光照的阴影。<br /><br />
 			[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
 			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]。
 			为500的透视摄像机 [page:PerspectiveCamera]。
 		</p>
 		</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。
 			该光源可以投射阴影 - 跳转至 [page:SpotLightShadow] 查看更多细节。
 		</p>
 		</p>
 
 
-
-
-
 		<h2>示例</h2>
 		<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>
 		<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>
 		</p>
 
 
 		<h2>代码示例</h2>
 		<h2>代码示例</h2>
@@ -124,7 +105,7 @@
 			光功率<br />
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			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 />
 			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
 			该值与 [page:.intensity intensity] 直接关联
 				<code>
 				<code>
 				power = intensity * 4&pi;
 				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 />
 			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 />
 			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。
 			请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
 		</p>
 		</p>

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

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

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

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

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

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

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

@@ -35,8 +35,11 @@
 		</script>
 		</script>
 
 
 		<h2>例子(Examples)</h2>
 		<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>
 		<h2>构造函数(Constructor)</h2>
 
 
@@ -65,7 +68,7 @@
 
 
 					'STANDARD': ''
 					'STANDARD': ''
 					'PHYSICAL': '',
 					'PHYSICAL': '',
-			
+
 				};
 				};
 			</code>
 			</code>
 			[page:WebGLRenderer]使用它来选择shaders。
 			[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>
 			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>
 		<p>
 			注意:MeshStandardMaterial 仅支持[link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps]。
 			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]。
 			详细信息请参阅此示例[link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example]。
 		</p>
 		</p>
 
 

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

@@ -34,25 +34,26 @@
 		</p>
 		</p>
 
 
 		<code>
 		<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 ++ ) {
 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>
 		</code>
 
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<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。
 			<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。
 				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>
-			<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。
 				必须使用它们的[page:Texture texture] 属性。
 			</li>
 			</li>
 			<li> 内置attributes和uniforms与代码一起传递到shaders。
 			<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>
 		</p>
 
 
 		<h3>例子(Example)</h3>
 		<h3>例子(Example)</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+	
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 
 		<code>
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
 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>
 		<p class="desc">一种使用[page:Sprite]的材质。</p>
 
 
 		<h2>例子(Examples)</h2>
 		<h2>例子(Examples)</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 
 		<code>
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );
 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>
 		<h2>示例</h2>
 
 
 		<code>
 		<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>
 		</code>
 
 
 		<h2>构造器(Constructor)</h2>
 		<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 />
 			检查精灵[page:Sprite sprite]是否与截锥体相交。<br /><br />
 		</p>
 		</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>
 		<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>
 		</p>
 
 
-		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this setFromProjectionMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>
 		<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>
 		<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。
 		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>
 		</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>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

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

@@ -62,14 +62,6 @@ m.elements = [ 11, 21, 31,
 
 
 		<h2>方法(Methods)</h2>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:this ceil]()</h3>
 		<h3>[method:this ceil]()</h3>
@@ -301,7 +301,7 @@ var d = a.distanceTo( b );
 		<p>
 		<p>
 		[page:Camera camera] — 在投影中使用的摄像机。<br /><br />
 		[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>
 		</p>
 
 
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
 		<h3>[method:this projectOnPlane]( [param:Vector3 planeNormal] )</h3>
@@ -313,7 +313,7 @@ var d = a.distanceTo( b );
 		</p>
 		</p>
 
 
 		<h3>[method:this projectOnVector]( [param:Vector3] )</h3>
 		<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>
 		<h3>[method:this reflect]( [param:Vector3 normal] )</h3>
 		<p>
 		<p>
@@ -424,8 +424,7 @@ var d = a.distanceTo( b );
 		<p>
 		<p>
 		[page:Camera camera] — 在投影中使用的摄像机。<br /><br />
 		[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>
 		</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.
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<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 />
 		[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>
 
 
-		<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>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Object3D]。</p>
 		<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]。
 		[page:Material material] —— 线的材质,默认值是[page:LineBasicMaterial LineBasicMaterial]。
 		</p>
 		</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>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Line]。</p>
 		<p>共有属性请参见其基类[page:Line]。</p>
 
 

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