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Merge pull request #1 from mrdoob/dev

update
Benjamin MICHEL 5 years ago
parent
commit
3246561dfd
100 changed files with 2434 additions and 1948 deletions
  1. 3 2
      .github/CONTRIBUTING.md
  2. 1 1
      .github/ISSUE_TEMPLATE.md
  3. 1 1
      .gitignore
  4. 26 4
      .travis.yml
  5. 1 1
      LICENSE
  6. 9 18
      README.md
  7. 591 385
      build/three.js
  8. 531 588
      build/three.min.js
  9. 591 385
      build/three.module.js
  10. 3 3
      docs/api/en/animation/AnimationObjectGroup.html
  11. 1 1
      docs/api/en/audio/PositionalAudio.html
  12. 0 7
      docs/api/en/cameras/Camera.html
  13. 4 4
      docs/api/en/cameras/CubeCamera.html
  14. 0 8
      docs/api/en/cameras/OrthographicCamera.html
  15. 0 7
      docs/api/en/cameras/PerspectiveCamera.html
  16. 0 79
      docs/api/en/constants/DrawModes.html
  17. 0 14
      docs/api/en/constants/Materials.html
  18. 1 1
      docs/api/en/constants/Renderer.html
  19. 288 1
      docs/api/en/constants/Textures.html
  20. 12 7
      docs/api/en/core/BufferAttribute.html
  21. 1 8
      docs/api/en/core/BufferGeometry.html
  22. 3 3
      docs/api/en/core/Face3.html
  23. 1 8
      docs/api/en/core/Geometry.html
  24. 1 6
      docs/api/en/core/InstancedBufferAttribute.html
  25. 2 13
      docs/api/en/core/InstancedBufferGeometry.html
  26. 0 5
      docs/api/en/core/InstancedInterleavedBuffer.html
  27. 0 5
      docs/api/en/core/InterleavedBuffer.html
  28. 3 5
      docs/api/en/core/InterleavedBufferAttribute.html
  29. 3 9
      docs/api/en/core/Object3D.html
  30. 14 6
      docs/api/en/core/Raycaster.html
  31. 7 4
      docs/api/en/core/Uniform.html
  32. 9 3
      docs/api/en/core/bufferAttributeTypes/BufferAttributeTypes.html
  33. 28 18
      docs/api/en/deprecated/DeprecatedList.html
  34. 32 0
      docs/api/en/extras/ImageUtils.html
  35. 80 0
      docs/api/en/extras/PMREMGenerator.html
  36. 1 1
      docs/api/en/extras/ShapeUtils.html
  37. 13 0
      docs/api/en/extras/core/CurvePath.html
  38. 0 7
      docs/api/en/extras/core/Font.html
  39. 1 1
      docs/api/en/extras/core/Interpolations.html
  40. 9 9
      docs/api/en/extras/core/Path.html
  41. 1 1
      docs/api/en/extras/core/Shape.html
  42. 3 4
      docs/api/en/extras/core/ShapePath.html
  43. 1 8
      docs/api/en/extras/curves/ArcCurve.html
  44. 4 10
      docs/api/en/extras/curves/CatmullRomCurve3.html
  45. 0 7
      docs/api/en/extras/curves/CubicBezierCurve.html
  46. 0 7
      docs/api/en/extras/curves/CubicBezierCurve3.html
  47. 0 7
      docs/api/en/extras/curves/EllipseCurve.html
  48. 0 7
      docs/api/en/extras/curves/LineCurve.html
  49. 0 7
      docs/api/en/extras/curves/LineCurve3.html
  50. 0 8
      docs/api/en/extras/curves/QuadraticBezierCurve.html
  51. 0 7
      docs/api/en/extras/curves/QuadraticBezierCurve3.html
  52. 0 7
      docs/api/en/extras/curves/SplineCurve.html
  53. 3 1
      docs/api/en/geometries/BoxBufferGeometry.html
  54. 3 1
      docs/api/en/geometries/CircleBufferGeometry.html
  55. 3 1
      docs/api/en/geometries/ConeBufferGeometry.html
  56. 3 1
      docs/api/en/geometries/CylinderBufferGeometry.html
  57. 3 1
      docs/api/en/geometries/DodecahedronBufferGeometry.html
  58. 3 1
      docs/api/en/geometries/ExtrudeBufferGeometry.html
  59. 3 1
      docs/api/en/geometries/IcosahedronBufferGeometry.html
  60. 3 1
      docs/api/en/geometries/LatheBufferGeometry.html
  61. 3 1
      docs/api/en/geometries/OctahedronBufferGeometry.html
  62. 3 1
      docs/api/en/geometries/ParametricBufferGeometry.html
  63. 3 1
      docs/api/en/geometries/PlaneBufferGeometry.html
  64. 3 1
      docs/api/en/geometries/PolyhedronBufferGeometry.html
  65. 3 1
      docs/api/en/geometries/RingBufferGeometry.html
  66. 3 1
      docs/api/en/geometries/ShapeBufferGeometry.html
  67. 3 1
      docs/api/en/geometries/SphereBufferGeometry.html
  68. 3 1
      docs/api/en/geometries/TetrahedronBufferGeometry.html
  69. 3 1
      docs/api/en/geometries/TextBufferGeometry.html
  70. 1 1
      docs/api/en/geometries/TextGeometry.html
  71. 3 1
      docs/api/en/geometries/TorusBufferGeometry.html
  72. 3 1
      docs/api/en/geometries/TorusKnotBufferGeometry.html
  73. 3 1
      docs/api/en/geometries/TubeBufferGeometry.html
  74. 7 15
      docs/api/en/helpers/ArrowHelper.html
  75. 5 6
      docs/api/en/helpers/AxesHelper.html
  76. 9 9
      docs/api/en/helpers/BoxHelper.html
  77. 4 3
      docs/api/en/helpers/CameraHelper.html
  78. 5 4
      docs/api/en/helpers/GridHelper.html
  79. 1 3
      docs/api/en/helpers/HemisphereLightHelper.html
  80. 3 1
      docs/api/en/helpers/PointLightHelper.html
  81. 4 3
      docs/api/en/helpers/PolarGridHelper.html
  82. 10 11
      docs/api/en/helpers/SkeletonHelper.html
  83. 6 10
      docs/api/en/helpers/SpotLightHelper.html
  84. 0 9
      docs/api/en/lights/AmbientLight.html
  85. 2 11
      docs/api/en/lights/DirectionalLight.html
  86. 1 8
      docs/api/en/lights/HemisphereLight.html
  87. 0 7
      docs/api/en/lights/Light.html
  88. 3 11
      docs/api/en/lights/PointLight.html
  89. 0 7
      docs/api/en/lights/RectAreaLight.html
  90. 4 30
      docs/api/en/lights/SpotLight.html
  91. 7 5
      docs/api/en/lights/shadows/LightShadow.html
  92. 6 6
      docs/api/en/lights/shadows/PointLightShadow.html
  93. 3 10
      docs/api/en/lights/shadows/SpotLightShadow.html
  94. 3 1
      docs/api/en/loaders/BufferGeometryLoader.html
  95. 4 2
      docs/api/en/loaders/TextureLoader.html
  96. 2 3
      docs/api/en/loaders/managers/LoadingManager.html
  97. 0 7
      docs/api/en/materials/LineBasicMaterial.html
  98. 0 7
      docs/api/en/materials/LineDashedMaterial.html
  99. 2 18
      docs/api/en/materials/Material.html
  100. 2 12
      docs/api/en/materials/MeshBasicMaterial.html

+ 3 - 2
.github/CONTRIBUTING.md

@@ -1,5 +1,5 @@
 
-# Help 
+# Help
 #### The issues section is for bug reports and feature requests only. If you need help, please use the [forum](http://discourse.threejs.org/) or [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
 ---
 # Bugs
@@ -25,4 +25,5 @@
 2. Fork the repository on GitHub.
 3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js).
 4. Make changes to your clone of the repository.
-5. Submit a pull request. Don't include build files in the PR.
+5. If your changes leads to a change in examples, make a new screenshot with `npm run make-screenshot <example_name>`.
+6. Submit a pull request. Don't include build files in the PR.

+ 1 - 1
.github/ISSUE_TEMPLATE.md

@@ -17,7 +17,7 @@ Please also include a live example if possible. You can start from these templat
 ##### Three.js version
 
 - [ ] Dev
-- [ ] r111
+- [ ] r113
 - [ ] ...
 
 ##### Browser

+ 1 - 1
.gitignore

@@ -7,4 +7,4 @@ node_modules
 npm-debug.log
 .jshintrc
 .vs/
-test/unit/three.*.unit.js
+test/unit/three.*.unit.js

+ 26 - 4
.travis.yml

@@ -1,5 +1,27 @@
 language: node_js
-node_js:
-  - node
-script:
-  - npm run travis
+node_js: node
+services: xvfb
+cache: bundler
+
+jobs:
+  include:
+
+    - &lint-n-unit
+      stage: lint & unit
+      name: lint
+      script: npm run test-lint
+    - <<: *lint-n-unit
+      name: unit
+      script: npm run test-unit
+
+    - &diff
+      stage: diff
+      name: diff
+      script: npm run test-diff
+      env: FORCE_COLOR=0 CI=0
+    - <<: *diff
+      env: FORCE_COLOR=0 CI=1
+    - <<: *diff
+      env: FORCE_COLOR=0 CI=2
+    - <<: *diff
+      env: FORCE_COLOR=0 CI=3

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 
-Copyright © 2010-2019 three.js authors
+Copyright © 2010-2020 three.js authors
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal

+ 9 - 18
README.md

@@ -1,10 +1,9 @@
 three.js
 ========
 
-[![NPM package][npm]][npm-url]
+[![NPM Package][npm]][npm-url]
 [![Build Size][build-size]][build-size-url]
-[![Build Status][build-status]][build-status-url]
-[![Dependencies][dependencies]][dependencies-url]
+[![NPM Downloads][npm-downloads]][npmtrends-url]
 [![Dev Dependencies][dev-dependencies]][dev-dependencies-url]
 [![Language Grade][lgtm]][lgtm-url]
 
@@ -18,21 +17,15 @@ The aim of the project is to create an easy to use, lightweight, 3D library with
 [Migrating](https://github.com/mrdoob/three.js/wiki/Migration-Guide) &mdash;
 [Questions](http://stackoverflow.com/questions/tagged/three.js) &mdash;
 [Forum](https://discourse.threejs.org/) &mdash;
-[Gitter](https://gitter.im/mrdoob/three.js) &mdash;
 [Slack](https://join.slack.com/t/threejs/shared_invite/enQtMzYxMzczODM2OTgxLTQ1YmY4YTQxOTFjNDAzYmQ4NjU2YzRhNzliY2RiNDEyYjU2MjhhODgyYWQ5Y2MyZTU3MWNkOGVmOGRhOTQzYTk)
 
 ### Usage ###
 
-Download the [minified library](http://threejs.org/build/three.min.js) and include it in your HTML, or install and import it as a [module](http://threejs.org/docs/#manual/introduction/Import-via-modules),
-Alternatively, see [how to build the library yourself](https://github.com/mrdoob/three.js/wiki/Build-instructions).
-
-```html
-<script src="js/three.min.js"></script>
-```
-
 This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a `WebGL` renderer for the scene and camera, and it adds that viewport to the `document.body` element. Finally, it animates the cube within the scene for the camera.
 
 ```javascript
+import * as THREE from 'js/three.module.js';
+
 var camera, scene, renderer;
 var geometry, material, mesh;
 
@@ -77,15 +70,13 @@ If everything went well you should see [this](https://jsfiddle.net/f2Lommf5/).
 [Releases](https://github.com/mrdoob/three.js/releases)
 
 
-[npm]: https://img.shields.io/npm/v/three.svg
+[npm]: https://img.shields.io/npm/v/three
 [npm-url]: https://www.npmjs.com/package/three
 [build-size]: https://badgen.net/bundlephobia/minzip/three
 [build-size-url]: https://bundlephobia.com/result?p=three
-[build-status]: https://travis-ci.org/mrdoob/three.js.svg?branch=dev
-[build-status-url]: https://travis-ci.org/mrdoob/three.js
-[dependencies]: https://img.shields.io/david/mrdoob/three.js.svg
-[dependencies-url]: https://david-dm.org/mrdoob/three.js
-[dev-dependencies]: https://img.shields.io/david/dev/mrdoob/three.js.svg
+[npm-downloads]: https://img.shields.io/npm/dw/three
+[npmtrends-url]: https://www.npmtrends.com/three
+[dev-dependencies]: https://img.shields.io/david/dev/mrdoob/three.js
 [dev-dependencies-url]: https://david-dm.org/mrdoob/three.js#info=devDependencies
-[lgtm]: https://img.shields.io/lgtm/grade/javascript/g/mrdoob/three.js.svg?label=code%20quality
+[lgtm]: https://img.shields.io/lgtm/alerts/github/mrdoob/three.js
 [lgtm-url]: https://lgtm.com/projects/g/mrdoob/three.js/

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+ 591 - 385
build/three.js


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+ 531 - 588
build/three.min.js


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+ 591 - 385
build/three.module.js


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

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

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

@@ -44,7 +44,7 @@
 		});
 
 		// create an object for the sound to play from
-		var sphere = new THREE.SphereGeometry( 20, 32, 16 );
+		var sphere = new THREE.SphereBufferGeometry( 20, 32, 16 );
 		var material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
 		var mesh = new THREE.Mesh( sphere, material );
 		scene.add( mesh );

+ 0 - 7
docs/api/en/cameras/Camera.html

@@ -30,13 +30,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Boolean isCamera]</h3>
-		<p>
-			Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally by the renderer for optimisation.
-		</p>
-
 		<h3>[property:Layers layers]</h3>
 		<p>
 		The [page:Layers layers] that the camera is a member of. This is an inherited

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

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

+ 0 - 8
docs/api/en/cameras/OrthographicCamera.html

@@ -33,7 +33,6 @@
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</p>
-		<p>[example:webgl_terrain_dynamic terrain / dynamic ]</p>
 
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );</code>
@@ -72,13 +71,6 @@ scene.add( camera );</code>
 		The valid range is between the current value of the [page:.near near] plane and infinity.
 		</p>
 
-		<h3>[property:Boolean isOrthographicCamera]</h3>
-		<p>
-			Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
-
-			This should not be changed as it is used internally by the renderer for optimisation.
-		</p>
-
 		<h3>[property:Float left]</h3>
 		<p>Camera frustum left plane.</p>
 

+ 0 - 7
docs/api/en/cameras/PerspectiveCamera.html

@@ -77,13 +77,6 @@ scene.add( camera );</code>
 		<h3>[property:Float fov]</h3>
 		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
 
-		<h3>[property:Boolean isPerspectiveCamera]</h3>
-		<p>
-			Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
-
-			This should not be changed as it is used internally by the renderer for optimisation.
-		</p>
-
 
 		<h3>[property:Float near]</h3>
 		<p>

+ 0 - 79
docs/api/en/constants/DrawModes.html

@@ -1,79 +0,0 @@
-<!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>Draw Mode Constants</h1>
-
-		<p class="desc">
-			These are valid values for [page:Mesh.drawMode], and control how the list of vertices is interpeted once sent to the GPU.
-		</p>
-
-		<h2>Draw Modes</h2>
-
-		<code>
-			THREE.TrianglesDrawMode
-		</code>
-		<p>
-			This is the default, and results in every three consecutive vertices (v0, v1, v2), (v3, v4, v5), ...
-			being interpreted as a separate triangle. <br />
-			If the number of vertices is not a multiple of 3, excess vertices are ignored.
-		</p>
-
-		<code>
-			THREE.TriangleStripDrawMode
-		</code>
-		<p>
-			This will result in a series of triangles connected in a strip, given by (v0, v1, v2), (v2, v1, v3), (v2, v3, v4), ...
-			so that every subsequent triangle shares two vertices with the previous triangle.
-		</p>
-
-		<code>
-			THREE.TriangleFanDrawMode
-		</code>
-		<p>
-			This will result in a series of triangles each sharing the first vertex (like a fan),
-			given by (v0, v1, v2), (v0, v2, v3), (v0, v3, v4), ... <br /><br />
-
-			<em>Note:</em> As of [link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10], this mode is not supported. As Chrome and Firefox
-			render WebGL using [link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE] on Windows,
-			internally this mode will be converted to a supported mode, which will likely lead to lowered
-			performance on those browsers.
-		</p>
-
-
-		<h2>Usage</h2>
-
-		<code>
-		var geometry = new THREE.BufferGeometry();
-
-		var vertices = [];
-
-		vertices.push( -10,  10, 0 );
-		vertices.push( -10, -10, 0 );
-		vertices.push(  10, -10, 0 );
-
-		// ...
-
-		geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-
-		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-
-		var mesh = new THREE.Mesh( geometry, material );
-		mesh.setDrawMode( THREE.TrianglesDrawMode ); //default
-
-		scene.add( mesh );
-		</code>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 0 - 14
docs/api/en/constants/Materials.html

@@ -27,20 +27,6 @@
 		Default is [page:Constant FrontSide].
 		</p>
 
-
-		<h2>Colors</h2>
-		<code>
-		THREE.NoColors
-		THREE.FaceColors
-		THREE.VertexColors
-		</code>
-		<p>
-		[page:Constant NoColors] is the default and applies the material's color to all faces.<br />
-		[page:Constant FaceColors] colors faces according to each [page:Face3 Face3] [page:Color Color] value.<br />
-		[page:Constant VertexColors] colors faces according to each [page:Face3 Face3] vertexColors value. This is an array of three [page:Color Color]s, one for each vertex in the face.<br />
-		See the [example:webgl_geometry_colors geometry / colors] example.
-		</p>
-
 		<h2>Blending Mode</h2>
 		<code>
 		THREE.NoBlending

+ 1 - 1
docs/api/en/constants/Renderer.html

@@ -46,7 +46,7 @@
 
 		[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
 		[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
-		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Soft Shadows (PCSS) algorithm.<br />
+		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.<br />
 		[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
 		</p>
 

+ 288 - 1
docs/api/en/constants/Textures.html

@@ -147,8 +147,14 @@
 		<h2>Formats</h2>
 		<code>
 		THREE.AlphaFormat
+		THREE.RedFormat
+		THREE.RedIntegerFormat
+		THREE.RGFormat
+		THREE.RGIntegerFormat
 		THREE.RGBFormat
+		THREE.RGBIntegerFormat
 		THREE.RGBAFormat
+		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
 		THREE.RGBEFormat
@@ -161,10 +167,35 @@
 
 		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
 
+		[page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
+
+		[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
 
+		[page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
 
+		[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant LuminanceFormat] reads each element as a single luminance component.
 		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
 		 into an RGBA element by placing the luminance value in the red, green and blue channels,
@@ -231,11 +262,267 @@
 		<h2>ETC Compressed Texture Format</h2>
 		<code>
 		THREE.RGB_ETC1_Format
+		THREE.RGB_ETC2_Format
+		THREE.RGBA_ETC2_EAC_Format
 		</code>
 		<p>
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
-		extension. <br /><br />
+		(ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
+		(ETC2) extensions. <br /><br />
+		</p>
+
+		<h2>Internal Formats</h2>
+		<code>
+		'ALPHA'
+		'RGB'
+		'RGBA'
+		'LUMINANCE'
+		'LUMINANCE_ALPHA'
+		'RED_INTEGER'
+		'R8'
+		'R8_SNORM'
+		'R8I'
+		'R8UI'
+		'R16I'
+		'R16UI'
+		'R16F'
+		'R32I'
+		'R32UI'
+		'R32F'
+		'RG8'
+		'RG8_SNORM'
+		'RG8I'
+		'RG8UI'
+		'RG16I'
+		'RG16UI'
+		'RG16F'
+		'RG32I'
+		'RG32UI'
+		'RG32F'
+		'RGB565'
+		'RGB8'
+		'RGB8_SNORM'
+		'RGB8I'
+		'RGB8UI'
+		'RGB16I'
+		'RGB16UI'
+		'RGB16F'
+		'RGB32I'
+		'RGB32UI'
+		'RGB32F'
+		'RGB9_E5'
+		'SRGB8'
+		'R11F_G11F_B10F'
+		'RGBA4'
+		'RGBA8'
+		'RGBA8_SNORM'
+		'RGBA8I'
+		'RGBA8UI'
+		'RGBA16I'
+		'RGBA16UI'
+		'RGBA16F'
+		'RGBA32I'
+		'RGBA32UI'
+		'RGBA32F'
+		'RGB5_A1'
+		'RGB10_A2'
+		'RGB10_A2UI'
+		'SRGB8_ALPHA8'
+		'DEPTH_COMPONENT16'
+		'DEPTH_COMPONENT24'
+		'DEPTH_COMPONENT32F'
+		'DEPTH24_STENCIL8'
+		'DEPTH32F_STENCIL8'
+		</code>
+
+		<p>
+
+		Heads up: changing the internal format of a texture will only affect the
+		texture when using a WebGL 2 rendering context.<br /><br />
+
+		For use with a texture's [page:Texture.internalFormat internalFormat]	property,
+		these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
+
+		[page:constant R8] stores the red component on 8 bits.<br /><br />
+
+		[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
+
+		[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
+
+		[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
+
+		[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
+
+		[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RG8I] stores the red and green components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG8UI] stores the red and green components on 8 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG16I] stores the red and green components on 16 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG16UI] stores the red and green components on 16 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG16F] stores the red and green components on 16 bits each.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RG32I] stores the red and green components on 32 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG32UI] stores the red and green components on 32 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG32F] stores the red and green components on 32 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
+
+		[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as floating point
+		<br /><br />
+
+		[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as floating point
+		<br /><br />
+
+		[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
+
+		[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
+
+		[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+		[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
+
+		[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
+
+		[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
+
+		[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+		[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
+
+		[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
+
+		[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
+
+		[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
+		The stencil component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
+		The depth component is stored as floating point, and the stencil component as an unsigned integer.
+		<br /><br />
+
+		Note that the texture must have the correct [page:Texture.type type] set,
+		as well as the correct [page:Texture.format format].
+
+		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
+		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
+		for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
+		and [page:Texture.type type].<br /><br />
+
+		For more in-depth information regarding internal formats, you can also refer directly
+		to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
+		to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 		</p>
 
 		<h2>Encoding</h2>

+ 12 - 7
docs/api/en/core/BufferAttribute.html

@@ -58,13 +58,6 @@
 		then this will count the number of such vectors stored.
 		</p>
 
-		<h3>[property:Boolean isBufferAttribute]</h3>
-		<p>
-			Used to check whether this or derived classes are BufferAttributes. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Integer itemSize]</h3>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 
@@ -113,6 +106,18 @@
 
 		<h2>Methods</h2>
 
+		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
+		<p>Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
+		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.</p>
+
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>Return a copy of this bufferAttribute.</p>
 

+ 1 - 8
docs/api/en/core/BufferGeometry.html

@@ -132,13 +132,6 @@
 			Default is *null*.
 		</p>
 
-		<h3>[property:Boolean isBufferGeometry]</h3>
-		<p>
-			Used to check whether this or derived classes are BufferGeometries. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
@@ -186,7 +179,7 @@
 		</p>
 
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 
 		<h3>[method:BufferGeometry center] ()</h3>

+ 3 - 3
docs/api/en/core/Face3.html

@@ -34,7 +34,7 @@ geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 
 //create a new face using vertices 0, 1, 2
-var normal = new THREE.Vector3( 0, 1, 0 ); //optional
+var normal = new THREE.Vector3( 0, 0, 1 ); //optional
 var color = new THREE.Color( 0xffaa00 ); //optional
 var materialIndex = 0; //optional
 var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
@@ -97,7 +97,7 @@ scene.add( new THREE.Mesh( geometry, material ) );
 		<h3>[property:Color color]</h3>
 		<p>
 		Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
-		must be set to [page:Materials THREE.FaceColors].
+		must be set to *true*.
 		</p>
 
 		<h3>[property:Array vertexNormals]</h3>
@@ -108,7 +108,7 @@ scene.add( new THREE.Mesh( geometry, material ) );
 		<h3>[property:Array vertexColors]</h3>
 		<p>
 		Array of 3 vertex colors - for these to be used a material's [page:Material.vertexColors vertexColors] property
-		must be set to [page:Materials THREE.VertexColors].
+		must be set to *true*.
 		</p>
 
 

+ 1 - 8
docs/api/en/core/Geometry.html

@@ -98,13 +98,6 @@
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this geometry instance.</p>
 
-		<h3>[property:Boolean isGeometry]</h3>
-		<p>
-			Used to check whether this or derived classes are Geometries. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:array lineDistances]</h3>
 		<p>
 		An array containing distances between vertices for Line geometries.
@@ -210,7 +203,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 
 		<h3>[method:Geometry center] ()</h3>

+ 1 - 6
docs/api/en/core/InstancedBufferAttribute.html

@@ -22,18 +22,13 @@
 		</p>
 
 		<h2>Properties</h2>
-		See [page:BufferAttribute] for inherited properties.
+		<p>See [page:BufferAttribute] for inherited properties.</p>
 
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>
 			Default is *1*.
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 

+ 2 - 13
docs/api/en/core/InstancedBufferGeometry.html

@@ -22,26 +22,15 @@
 		</p>
 
 		<h2>Properties</h2>
-		See [page:BufferGeometry] for inherited properties.
+		<p>See [page:BufferGeometry] for inherited properties.</p>
 
 		<h3>[property:Number maxInstancedCount]</h3>
 		<p>
 			Default is *undefined*.
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
-		<p>See [page:BufferAttribute] for inherited methods.</p>
-
-		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
-		<p>
-
-		</p>
-
+		<p>See [page:BufferGeometry] for inherited methods.</p>
 
 		<h2>Source</h2>
 

+ 0 - 5
docs/api/en/core/InstancedInterleavedBuffer.html

@@ -31,11 +31,6 @@
 			Default is *1*.
 		</p>
 
-		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<p>
 			See [page:InterleavedBuffer] for inherited methods.

+ 0 - 5
docs/api/en/core/InterleavedBuffer.html

@@ -64,11 +64,6 @@
 		A version number, incremented every time the needsUpdate property is set to true.
 		</p>
 
-		<h3>[property:Boolean isInterleavedBuffer]</h3>
-		<p>
-		Default is *true*.
-		</p>
-
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
 		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].

+ 3 - 5
docs/api/en/core/InterleavedBufferAttribute.html

@@ -55,13 +55,11 @@
 			Default is *false*.
 		</p>
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this InterleavedBufferAttribute.</p>
+
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<p>Returns the x component of the item at the given index.</p>
 

+ 3 - 9
docs/api/en/core/Object3D.html

@@ -58,17 +58,11 @@
 		<h3>[property:Integer id]</h3>
 		<p>readonly – Unique number for this object instance.</p>
 
-		<h3>[property:Boolean isObject3D]</h3>
-		<p>
-			Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Layers layers]</h3>
 		<p>
 		The layer membership of the object. The object is only visible if it has at least one
-		layer in common with the [page:Camera] in use.
+		layer in common with the [page:Camera] in use. This property can also be used to filter out
+		unwanted objects in ray-intersection tests when using [page:Raycaster].
 		</p>
 
 		<h3>[property:Matrix4 matrix]</h3>
@@ -211,7 +205,7 @@
 		See [page:Group] for info on manually grouping objects.
 		</p>
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
 
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>

+ 14 - 6
docs/api/en/core/Raycaster.html

@@ -93,11 +93,6 @@
 		This value shouldn't be negative and should be larger than the near property.
 		</p>
 
-		<h3>[property:float linePrecision]</h3>
-		<p>
-		The precision factor of the raycaster when intersecting [page:Line] objects.
-		</p>
-
 		<h3>[property:float near]</h3>
 		<p>
 		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
@@ -112,6 +107,18 @@
 		Defaults to null.
 		</p>
 
+		<h3>[property:Layers layers]</h3>
+		<p>
+		Used by [name] to selectively ignore 3D objects when performing intersection tests. The following code example ensures that
+		only 3D objects on layer *1* will be honored by the instance of [name].
+
+		<code>
+		raycaster.layers.set( 1 );
+		object.layers.enable( 1 );
+		</code>
+
+		</p>
+
 		<h3>[property:Object params]</h3>
 		<p>
 		An object with the following properties:
@@ -119,13 +126,14 @@
 			<code>
 {
 	Mesh: {},
-	Line: {},
+	Line: { threshold: 1 },
 	LOD: {},
 	Points: { threshold: 1 },
 	Sprite: {}
 }
 			</code>
 
+		Where threshold is the precision of the raycaster when intersecting objects, in world units.
 		</p>
 
 		<h3>[property:Ray ray]</h3>

+ 7 - 4
docs/api/en/core/Uniform.html

@@ -13,7 +13,7 @@
 		<p class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
 		</p>
 
-		<h3>Example</h3>
+		<h2>Example</h2>
 		<p>
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		</p>
@@ -24,7 +24,7 @@
 		}
 		</code>
 
-		<h3>Uniform types</h3>
+		<h2>Uniform types</h2>
 
 		<p>
 		Each uniform must have a *value* property. The type of the value must correspond to the
@@ -50,6 +50,10 @@
 					<td>int</td>
 					<td>[page:Number]</td>
 				</tr>
+				<tr>
+					<td>uint (WebGL 2)</td>
+					<td>[page:Number]</td>
+				</tr>
 				<tr>
 					<td>float</td>
 					<td>[page:Number]</td>
@@ -202,8 +206,7 @@
 		<p>
 		Returns a clone of this uniform.<br />
 		If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
-		Array values are shared between cloned [page:Uniform]s.<br /><br />
-		See [example:webgldeferred_animation WebGL deferred animation] for an example of this method in use.
+		Array values are shared between cloned [page:Uniform]s.
 		</p>
 
 		<h2>Source</h2>

+ 9 - 3
docs/api/en/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -46,14 +46,20 @@
 
 		<h2>Properties</h2>
 
-		See the [page:BufferAttribute] page for inherited properties.
+		<p>
+			See the [page:BufferAttribute] page for inherited properties.
+		</p>
 
 		<h2>Methods</h2>
 
-		See the [page:BufferAttribute] page for inherited methods.
+		<p>
+			See the [page:BufferAttribute] page for inherited methods.
+		</p>
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
+		</p>	
 	</body>
 </html>

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

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

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

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

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

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

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

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

+ 13 - 0
docs/api/en/extras/core/CurvePath.html

@@ -51,7 +51,20 @@
 
 		<h3>[method:Float getCurveLengths]()</h3>
 		<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
+				
+		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
+		<p>
+			divisions -- number of pieces to divide the curve into. Default is *12*.<br /><br />
+
+			Returns a set of divisions + 1 points using getPoint( t ).
+		</p>
 
+		<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>
+		<p>
+			divisions -- number of pieces to divide the curve into. Default is *40*.<br /><br />
+
+			Returns a set of divisions + 1 equi-spaced points using getPointAt( u ).
+		</p>
 
 		<h2>Source</h2>
 

+ 0 - 7
docs/api/en/extras/core/Font.html

@@ -37,13 +37,6 @@
 		<h3>[property:array data]</h3>
 		<p>The JSON data passed in the constructor.</p>
 
-		<h3>[property:Boolean isFont]</h3>
-		<p>
-			Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally by the renderer for optimisation.
-		</p>
-
 		<h2>Methods</h2>
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>

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

@@ -11,7 +11,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		TODO
+			[name] contains spline and Bézier functions internally used by concrete curve classes.
 		</p>
 
 		<h2>Methods</h2>

+ 9 - 9
docs/api/en/extras/core/Path.html

@@ -19,19 +19,19 @@
 		<h2>Example</h2>
 
 		<code>
-			var path = new THREE.Path();
+		var path = new THREE.Path();
 
-			path.lineTo( 0, 0.8 );
-			path.quadraticCurveTo( 0, 1, 0.2, 1 );
-			path.lineTo( 1, 1 );
+		path.lineTo( 0, 0.8 );
+		path.quadraticCurveTo( 0, 1, 0.2, 1 );
+		path.lineTo( 1, 1 );
 
-			var points = path.getPoints();
+		var points = path.getPoints();
 
-			var geometry = new THREE.BufferGeometry().setFromPoints( points );
-			var material = new THREE.LineBasicMaterial( { color: 0xffffff } );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var material = new THREE.LineBasicMaterial( { color: 0xffffff } );
 
-			var line = new THREE.Line( geometry, material );
-			scene.add( line );
+		var line = new THREE.Line( geometry, material );
+		scene.add( line );
 		</code>
 
 

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

@@ -30,7 +30,7 @@
 
 		var extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
 
-		var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
+		var geometry = new THREE.ExtrudeBufferGeometry( heartShape, extrudeSettings );
 
 		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
 		</code>

+ 3 - 4
docs/api/en/extras/core/ShapePath.html

@@ -8,8 +8,6 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Curve] &rarr; [page:CurvePath] &rarr;
-
 		<h1>[name]</h1>
 
 		<p class="desc">
@@ -19,8 +17,9 @@
 		</p>
 
 		<h2>Example</h2>
-
-		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
+		<p>
+			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
+		</p>
 
 		<h2>Constructor</h2>
 

+ 1 - 8
docs/api/en/extras/curves/ArcCurve.html

@@ -12,18 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">Alias for [page:EllipseCurve]</p>
+		<p class="desc">Alias for [page:EllipseCurve].</p>
 
 		<h2>Properties</h2>
 		<p>See the [page:EllipseCurve] class for common properties.</p>
 
-		<h3>[property:Boolean isArcCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are ArcCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h2>Source</h2>
 

+ 4 - 10
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -17,6 +17,10 @@
 
 		<h2>Example</h2>
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
@@ -36,9 +40,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
@@ -53,13 +54,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isCatmullRomCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are CatmullRomCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
 

+ 0 - 7
docs/api/en/extras/curves/CubicBezierCurve.html

@@ -51,13 +51,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isCubicBezierCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are CubicBezierCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector2 v0]</h3>
 		<p>The starting point.</p>
 

+ 0 - 7
docs/api/en/extras/curves/CubicBezierCurve3.html

@@ -52,13 +52,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isCubicBezierCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are CubicBezierCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector2 v0]</h3>
 		<p>The starting point.</p>
 

+ 0 - 7
docs/api/en/extras/curves/EllipseCurve.html

@@ -55,13 +55,6 @@ var ellipse = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are EllipseCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float aX]</h3>
 		<p>The X center of the ellipse.</p>
 

+ 0 - 7
docs/api/en/extras/curves/LineCurve.html

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isLineCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are LineCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector2 v1]</h3>
 		<p>The start point.</p>
 

+ 0 - 7
docs/api/en/extras/curves/LineCurve3.html

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isLineCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are LineCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 v1]</h3>
 		<p>The start point.</p>
 

+ 0 - 8
docs/api/en/extras/curves/QuadraticBezierCurve.html

@@ -50,14 +50,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
-
 		<h3>[property:Vector2 v0]</h3>
 		<p>The startpoint.</p>
 

+ 0 - 7
docs/api/en/extras/curves/QuadraticBezierCurve3.html

@@ -51,13 +51,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 v0]</h3>
 		<p>The startpoint.</p>
 

+ 0 - 7
docs/api/en/extras/curves/SplineCurve.html

@@ -48,13 +48,6 @@ var splineObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isSplineCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<p>The array of [page:Vector2] points that define the curve.</p>
 

+ 3 - 1
docs/api/en/geometries/BoxBufferGeometry.html

@@ -74,6 +74,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/CircleBufferGeometry.html

@@ -64,6 +64,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CircleGeometry.js src/geometries/CircleGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CircleGeometry.js src/geometries/CircleGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/ConeBufferGeometry.html

@@ -66,6 +66,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ConeGeometry.js src/geometries/ConeGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ConeGeometry.js src/geometries/ConeGeometry.js]
+		</p>	
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/CylinderBufferGeometry.html

@@ -67,6 +67,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CylinderGeometry.js src/geometries/CylinderGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CylinderGeometry.js src/geometries/CylinderGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/DodecahedronBufferGeometry.html

@@ -53,6 +53,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js src/geometries/DodecahedronGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js src/geometries/DodecahedronGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/ExtrudeBufferGeometry.html

@@ -107,6 +107,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ExtrudeGeometry.js src/geometries/ExtrudeGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ExtrudeGeometry.js src/geometries/ExtrudeGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/IcosahedronBufferGeometry.html

@@ -52,6 +52,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/IcosahedronGeometry.js src/geometries/IcosahedronGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/IcosahedronGeometry.js src/geometries/IcosahedronGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/LatheBufferGeometry.html

@@ -71,6 +71,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/LatheGeometry.js src/geometries/LatheGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/LatheGeometry.js src/geometries/LatheGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/OctahedronBufferGeometry.html

@@ -52,6 +52,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/OctahedronGeometry.js src/geometries/OctahedronGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/OctahedronGeometry.js src/geometries/OctahedronGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/ParametricBufferGeometry.html

@@ -65,6 +65,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ParametricGeometry.js src/geometries/ParametricGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ParametricGeometry.js src/geometries/ParametricGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/PlaneBufferGeometry.html

@@ -63,6 +63,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/PlaneGeometry.js src/geometries/PlaneGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/PlaneGeometry.js src/geometries/PlaneGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/PolyhedronBufferGeometry.html

@@ -62,6 +62,8 @@ var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFace
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/PolyhedronGeometry.js src/geometries/PolyhedronGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/PolyhedronGeometry.js src/geometries/PolyhedronGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/RingBufferGeometry.html

@@ -66,6 +66,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/RingGeometry.js src/geometries/RingGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/RingGeometry.js src/geometries/RingGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/ShapeBufferGeometry.html

@@ -77,6 +77,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ShapeGeometry.js src/geometries/ShapeGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ShapeGeometry.js src/geometries/ShapeGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/SphereBufferGeometry.html

@@ -71,6 +71,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/SphereGeometry.js src/geometries/SphereGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/SphereGeometry.js src/geometries/SphereGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/TetrahedronBufferGeometry.html

@@ -53,6 +53,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TetrahedronGeometry.js src/geometries/TetrahedronGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TetrahedronGeometry.js src/geometries/TetrahedronGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/TextBufferGeometry.html

@@ -168,6 +168,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TextGeometry.js src/geometries/TextGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TextGeometry.js src/geometries/TextGeometry.js]
+		</p>
 	</body>
 </html>

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

@@ -15,7 +15,7 @@
 		<p class="desc">
 			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
 			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
+			See the [page:Font], [page:FontLoader] and [page:Creating-Text] pages for additional details.
 		</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>

+ 3 - 1
docs/api/en/geometries/TorusBufferGeometry.html

@@ -64,6 +64,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusGeometry.js src/geometries/TorusGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusGeometry.js src/geometries/TorusGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/TorusKnotBufferGeometry.html

@@ -67,6 +67,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusKnotGeometry.js src/geometries/TorusKnotGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusKnotGeometry.js src/geometries/TorusKnotGeometry.js]
+		</p>
 	</body>
 </html>

+ 3 - 1
docs/api/en/geometries/TubeBufferGeometry.html

@@ -104,6 +104,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TubeGeometry.js src/geometries/TubeGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TubeGeometry.js src/geometries/TubeGeometry.js]
+		</p>
 	</body>
 </html>

+ 7 - 15
docs/api/en/helpers/ArrowHelper.html

@@ -14,12 +14,13 @@
 
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 
-
 		<h2>Example</h2>
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
-		<div>[example:webgl_shadowmesh WebGL / shadowmesh]</div>
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
 
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,11 +36,8 @@
 		scene.add( arrowHelper );
 		</code>
 
-
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<p>
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
@@ -47,27 +45,21 @@
 		[page:Number length] -- length of the arrow. Default is *1*.<br />
 		[page:Number hex] -- hexadecimal value to define color. Default is 0xffff00.<br />
 		[page:Number headLength] -- The length of the head of the arrow. Default is 0.2 * length.<br />
-		[page:Number headWidth] -- The length of the width of the arrow. Default is 0.2 * headLength.
+		[page:Number headWidth] -- The width of the head of the arrow. Default is 0.2 * headLength.<br />
 		</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-
 		<h3>[property:Line line]</h3>
 		<p>Contains the line part of the arrowHelper.</p>
 
 		<h3>[property:Mesh cone]</h3>
 		<p>Contains the cone part of the arrowHelper.</p>
 
-
-
-
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
-
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		color -- The desired color.<br /><br />
@@ -79,7 +71,7 @@
 		<p>
 		length -- The desired length.<br />
 		headLength -- The length of the head of the arrow.<br />
-		headWidth -- The length of the width of the arrow.<br /><br />
+		headWidth -- The width of the head of the arrow.<br /><br />
 
 		Sets the length of the arrowhelper.
 		</p>

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

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

+ 9 - 9
docs/api/en/helpers/BoxHelper.html

@@ -19,19 +19,19 @@
 			so it won't work with [page:Sprite Sprites].
 		</p>
 
-
 		<h2>Example</h2>
 
-		<div>[example:webgl_helpers WebGL / helpers]</div>
-		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
-		<div>[example:webgl_buffergeometry_drawcalls advanced / buffergeometry / drawcalls]</div>
-
+		<p>
+			[example:webgl_helpers WebGL / helpers]<br/>
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
+			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
+		</p>
 
 		<code>
-			var sphere = new THREE.SphereGeometry();
-			var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
-			var box = new THREE.BoxHelper( object, 0xffff00 );
-			scene.add( box );
+		var sphere = new THREE.SphereBufferGeometry();
+		var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
+		var box = new THREE.BoxHelper( object, 0xffff00 );
+		scene.add( box );
 		</code>
 
 

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

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

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

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

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

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

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

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

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

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

+ 10 - 11
docs/api/en/helpers/SkeletonHelper.html

@@ -20,13 +20,14 @@
 
 		<h2>Example</h2>
 
-		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
-		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
-		[example:webgl_loader_bvh loader / bvh ]
+		<p>
+			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
+			[example:webgl_animation_skinning_morph WebGL / animation / skinning / morph]<br />
+			[example:webgl_loader_bvh WebGL / loader / bvh ]
+		</p>
 
 		<code>
-var helper = new THREE.SkeletonHelper( mesh );
-helper.material.linewidth = 3;
+var helper = new THREE.SkeletonHelper( skinnedMesh );
 scene.add( helper );
 		</code>
 
@@ -35,13 +36,12 @@ scene.add( helper );
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( object )</h3>
+		<h3>[name]( [param:Object3D object] )</h3>
 		<p>
-		object -- can be any object that has an array of [page:Bone Bone]s as a sub object. <br />
-		For example, a [page:Skeleton Skeleton] or a [page:SkinnedMesh SkinnedMesh].
+		object -- Usually an instance of [page:SkinnedMesh]. However, any instance of [page:Object3D] can be used if it represents
+		a hierarchy of [page:Bone Bone]s (via [page:Object3D.children]).
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Array bones]</h3>
@@ -49,12 +49,11 @@ scene.add( helper );
 		The list of bones that the helper renders as [page:Line Lines].
 		</p>
 
-		<h3>[property:Object root]</h3>
+		<h3>[property:Object3D root]</h3>
 		<p>
 		The object passed in the constructor.
 		</p>
 
-
 		<h2>Source</h2>
 
 		<p>

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

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

+ 0 - 9
docs/api/en/lights/AmbientLight.html

@@ -49,15 +49,6 @@ scene.add( light );</code>
 		</p>
 
 
-		<h3>[property:Boolean isAmbientLight]</h3>
-		<p>
-			Used to check whether this or derived classes are ambient lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
-
-
 		<h2>Methods</h2>
 		<p>
 				See the base [page:Light Light] class for common methods.

+ 2 - 11
docs/api/en/lights/DirectionalLight.html

@@ -41,7 +41,6 @@
 		<h2>Example</h2>
 		<p>
 			[example:misc_controls_fly controls / fly ]<br />
-			[example:webvr_cubes cubes ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_stereo effects / stereo ]<br />
 			[example:webgl_geometry_extrude_splines geometry / extrude / splines ]<br />
@@ -68,7 +67,7 @@
 
 		<h2>Properties</h2>
 
-		See the base [page:Light Light] class for common properties.
+		<p>See the base [page:Light Light] class for common properties.</p>
 
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
@@ -77,14 +76,6 @@
 			The default is *false*.
 		</p>
 
-		<h3>[property:Boolean isDirectionalLight]</h3>
-		<p>
-			Used to check whether this or derived classes are directional lights. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
-
 		<h3>[property:Vector3 position]</h3>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
@@ -126,7 +117,7 @@
 
 		<h2>Methods</h2>
 
-		See the base [page:Light Light] class for common methods.
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
 		<p>

+ 1 - 8
docs/api/en/lights/HemisphereLight.html

@@ -68,13 +68,6 @@ scene.add( light );
 			Default is a new [page:Color] set to white (0xffffff).
 		</p>
 
-		<h3>[property:Boolean isHemisphereLight]</h3>
-		<p>
-			Used to check whether this or derived classes are hemisphere lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 position]</h3>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
@@ -84,7 +77,7 @@ scene.add( light );
 
 		<h2>Methods</h2>
 
-		See the base [page:Light Light] class for common methods.
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
 		<p>

+ 0 - 7
docs/api/en/lights/Light.html

@@ -47,13 +47,6 @@
 			Default - *1.0*.
 		</p>
 
-		<h3>[property:Boolean isLight]</h3>
-		<p>
-			Used to check whether this or derived classes are lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h2>Methods</h2>
 		<p>

+ 3 - 11
docs/api/en/lights/PointLight.html

@@ -16,7 +16,7 @@
 			A light that gets emitted from a single point in all directions. A common use case for this
 			is to replicate the light emitted from a bare lightbulb.<br /><br />
 
-			 This light can cast shadows - see [page:LightShadow] page for details.
+			 This light can cast shadows - see [page:PointLightShadow] page for details.
 		</p>
 
 
@@ -25,7 +25,6 @@
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
@@ -80,13 +79,6 @@ scene.add( light );
 			Default is *0.0*.
 		</p>
 
-		<h3>[property:Boolean isPointLight]</h3>
-		<p>
-			Used to check whether this or derived classes are point lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />
@@ -100,9 +92,9 @@ scene.add( light );
 			and changing this will also change the intensity.
 		</p>
 
-		<h3>[property:LightShadow shadow]</h3>
+		<h3>[property:PointLightShadow shadow]</h3>
 		<p>
-			A [page:LightShadow] used to calculate shadows for this light.<br /><br />
+			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 
 			 The lightShadow's [page:LightShadow.camera camera]
 			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,

+ 0 - 7
docs/api/en/lights/RectAreaLight.html

@@ -65,13 +65,6 @@ rectLight.add( rectLightHelper );
 			See the base [page:Light Light] class for common properties.
 		</p>
 
-		<h3>[property:Boolean isRectAreaLight]</h3>
-		<p>
-			Used to check whether this or derived classes are RectAreaLights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h2>Methods</h2>
 		<p>
 			See the base [page:Light Light] class for common methods.

+ 4 - 30
docs/api/en/lights/SpotLight.html

@@ -19,30 +19,11 @@
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 
-
-
-
 		<h2>Example</h2>
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
 		<p>
-			[example:webgl_lights_spotlight View in Examples ]
-		</p>
-
-		<h2>Other Examples</h2>
-
-		<p>
-			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
-			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_loader_md2 loader / md2 ]<br />
-			[example:webgl_shading_physical shading / physical ]<br />
-			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-			[example:webgl_shading_physical shading / physical]<br/>
-			[example:webgl_shadowmap shadowmap]<br/>
-			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-			[example:webgl_shadowmap_viewer shadowmap / viewer]
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 
 		<h2>Code Example</h2>
@@ -83,7 +64,7 @@
 
 		<h2>Properties</h2>
 
-		See the base [page:Light Light] class for common properties.
+		<p>See the base [page:Light Light] class for common properties.</p>
 
 		<h3>[property:Float angle]</h3>
 		<p>
@@ -123,13 +104,6 @@
 			Default is *0.0*.
 		</p>
 
-		<h3>[property:Boolean isSpotLight]</h3>
-		<p>
-			Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float penumbra]</h3>
 		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
@@ -188,7 +162,7 @@ light.target = targetObject;
 
 		<h2>Methods</h2>
 
-		See the base [page:Light Light] class for common methods.
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
 		<p>

+ 7 - 5
docs/api/en/lights/shadows/LightShadow.html

@@ -22,7 +22,7 @@
 		<p>
 		[page:Camera camera] - the light's view of the world.<br /><br />
 
-		Create a new [name]. This is not intended to be called directly - it is used as a base class by 
+		Create a new [name]. This is not intended to be called directly - it is used as a base class by
 		other light shadows.
 		</p>
 
@@ -48,7 +48,7 @@
 
 		<h3>[property:WebGLRenderTarget mapPass]</h3>
 		<p>
-			The distribution map generated using the internal camera; an occlusion is calculated based 
+			The distribution map generated using the internal camera; an occlusion is calculated based
 			on the distribution of depths. Computed internally during rendering.
 		</p>
 
@@ -74,8 +74,8 @@
 
 			High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
 			will allow for a higher value to be used here before these effects become visible.<br />
-			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], it is recommended to
-			leave radius at 1 and increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
+			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
+			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
 
 			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
 		</p>
@@ -123,6 +123,8 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+		</p>
 	</body>
 </html>

+ 6 - 6
docs/api/en/lights/shadows/PointLightShadow.html

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is used internally by [page:PointLight PointLights] for calculating shadows
+			This is used internally by [page:PointLight PointLights] for calculating shadows.
 		</p>
 
 
@@ -70,7 +70,11 @@ scene.add( helper );
 		</p>
 
 		<h2>Methods</h2>
-		
+
+		<p>
+			See the base [page:LightShadow LightShadow] class for common methods.
+		</p>
+
 		<h3>[method:null updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
 		<p>
 		Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
@@ -79,10 +83,6 @@ scene.add( helper );
 		viewportIndex -- calculates the matrix for this viewport
 		</p>
 
-		<p>
-			See the base [page:LightShadow LightShadow] class for common methods.
-		</p>
-
 		<h2>Source</h2>
 
 		<p>

+ 3 - 10
docs/api/en/lights/shadows/SpotLightShadow.html

@@ -59,10 +59,10 @@ scene.add( helper );
 
 		<h2>Constructor</h2>
 
-		The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.
+		<p>The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.</p>
 
 		<h2>Properties</h2>
-		See the base [page:LightShadow LightShadow] class for common properties.
+		<p>See the base [page:LightShadow LightShadow] class for common properties.</p>
 
 
 	 <h3>[property:Camera camera]</h3>
@@ -79,15 +79,8 @@ scene.add( helper );
 
 	 </p>
 
-	 <h3>[property:Boolean isSpotLightShadow]</h3>
-	 <p>
-		 Used to check whether this or derived classes are spot light shadows. Default is *true*.<br /><br />
-
-		 You should not change this, as it used internally for optimisation.
-	 </p>
-
 		<h2>Methods</h2>
-		See the base [page:LightShadow LightShadow] class for common methods.
+		<p>See the base [page:LightShadow LightShadow] class for common methods.</p>
 
 		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
 		<p>

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

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

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

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

+ 2 - 3
docs/api/en/loaders/managers/LoadingManager.html

@@ -25,9 +25,8 @@
 		<p>
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
-			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
-			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]<br />
-			[example:webgl_terrain_dynamic WebGL / terrain / dynamic]
+			[example:webgl_materials_physical_reflectivity WebGL / materials / physical / reflectivity]<br />
+			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
 		</p>
 
 		<p>

+ 0 - 7
docs/api/en/materials/LineBasicMaterial.html

@@ -60,13 +60,6 @@ var material = new THREE.LineBasicMaterial( {
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
-		<h3>[property:Boolean isLineBasicMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are line basic materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float linewidth]</h3>
 		<p>
 			Controls line thickness. Default is *1*.<br /><br />

+ 0 - 7
docs/api/en/materials/LineDashedMaterial.html

@@ -55,13 +55,6 @@ var material = new THREE.LineDashedMaterial( {
 		<h3>[property:number gapSize]</h3>
 		<p>The size of the gap. Default is *1*.</p>
 
-		<h3>[property:Boolean isLineDashedMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are line dashed materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float linewidth]</h3>
 		<p>
 			Controls line thickness. Default is *1*.<br /><br />

+ 2 - 18
docs/api/en/materials/Material.html

@@ -174,13 +174,6 @@
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this material instance.</p>
 
-		<h3>[property:Boolean isMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:String name]</h3>
 		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 
@@ -300,18 +293,9 @@
 		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
 		</p>
 
-		<h3>[property:Integer vertexColors]</h3>
-		<p>
-		Defines whether vertex coloring is used.
-		Default is [page:Materials THREE.NoColors].
-		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
-		</p>
-
-		<h3>[property:Boolean vertexTangents]</h3>
+		<h3>[property:Boolean vertexColors]</h3>
 		<p>
-		Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
-		are used. When disabled, tangents are derived automatically. Using precomputed tangents will give
-		more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
+		Defines whether vertex coloring is used. Default is *false*.
 		</p>
 
 		<h3>[property:Boolean visible]</h3>

+ 2 - 12
docs/api/en/materials/MeshBasicMaterial.html

@@ -64,8 +64,7 @@
 
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</p>
+		The aoMap requires a second set of UVs.</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
@@ -82,20 +81,11 @@
 			blend between the two colors.
 		</p>
 
-		<h3>[property:Boolean isMeshBasicMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh basic materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs,
-		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</p>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>

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