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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).
 #### 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
 # Bugs
@@ -25,4 +25,5 @@
 2. Fork the repository on GitHub.
 2. Fork the repository on GitHub.
 3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js).
 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.
 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
 ##### Three.js version
 
 
 - [ ] Dev
 - [ ] Dev
-- [ ] r111
+- [ ] r113
 - [ ] ...
 - [ ] ...
 
 
 ##### Browser
 ##### Browser

+ 1 - 1
.gitignore

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

+ 26 - 4
.travis.yml

@@ -1,5 +1,27 @@
 language: node_js
 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
 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
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal
 of this software and associated documentation files (the "Software"), to deal

+ 9 - 18
README.md

@@ -1,10 +1,9 @@
 three.js
 three.js
 ========
 ========
 
 
-[![NPM package][npm]][npm-url]
+[![NPM Package][npm]][npm-url]
 [![Build Size][build-size]][build-size-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]
 [![Dev Dependencies][dev-dependencies]][dev-dependencies-url]
 [![Language Grade][lgtm]][lgtm-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;
 [Migrating](https://github.com/mrdoob/three.js/wiki/Migration-Guide) &mdash;
 [Questions](http://stackoverflow.com/questions/tagged/three.js) &mdash;
 [Questions](http://stackoverflow.com/questions/tagged/three.js) &mdash;
 [Forum](https://discourse.threejs.org/) &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)
 [Slack](https://join.slack.com/t/threejs/shared_invite/enQtMzYxMzczODM2OTgxLTQ1YmY4YTQxOTFjNDAzYmQ4NjU2YzRhNzliY2RiNDEyYjU2MjhhODgyYWQ5Y2MyZTU3MWNkOGVmOGRhOTQzYTk)
 
 
 ### Usage ###
 ### 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.
 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
 ```javascript
+import * as THREE from 'js/three.module.js';
+
 var camera, scene, renderer;
 var camera, scene, renderer;
 var geometry, material, mesh;
 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)
 [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
 [npm-url]: https://www.npmjs.com/package/three
 [build-size]: https://badgen.net/bundlephobia/minzip/three
 [build-size]: https://badgen.net/bundlephobia/minzip/three
 [build-size-url]: https://bundlephobia.com/result?p=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
 [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/
 [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>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<h3>[name]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
-		[page:object obj] - an abitrary number of meshes that share the same animation state.<br />
-
+		<p>
+			[page:object obj] - an abitrary number of meshes that share the same animation state.
+		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 

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

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

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

@@ -30,13 +30,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property: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>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 		The [page:Layers layers] that the camera is a member of. This is an inherited
 		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>
 		<h1>[name]</h1>
 
 
-		<p class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</p>
+		<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
 
 
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
@@ -47,7 +47,7 @@
 		near -- The near clipping distance. <br />
 		near -- The near clipping distance. <br />
 		far -- The far clipping distance <br />
 		far -- The far clipping distance <br />
 		cubeResolution -- Sets the length of the cube's edges. <br />
 		cubeResolution -- Sets the length of the cube's edges. <br />
-		options - (optional) object that holds texture parameters passed to the auto-generated WebGLRenderTargetCube.
+		options - (optional) object that holds texture parameters passed to the auto-generated WebGLCubeRenderTarget.
 		If not specified, the options default to:
 		If not specified, the options default to:
 		<code>
 		<code>
 		{ format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }
 		{ format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }
@@ -56,14 +56,14 @@
 		</p>
 		</p>
 		<p>
 		<p>
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
-		render to a [page:WebGLRenderTargetCube].
+		render to a [page:WebGLCubeRenderTarget].
 		</p>
 		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
+		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 		<p>
 		The cube texture that gets generated.
 		The cube texture that gets generated.
 		</p>
 		</p>

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

@@ -33,7 +33,6 @@
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</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 );
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );</code>
 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.
 		The valid range is between the current value of the [page:.near near] plane and infinity.
 		</p>
 		</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>
 		<h3>[property:Float left]</h3>
 		<p>Camera frustum left plane.</p>
 		<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>
 		<h3>[property:Float fov]</h3>
 		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
 		<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>
 		<h3>[property:Float near]</h3>
 		<p>
 		<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].
 		Default is [page:Constant FrontSide].
 		</p>
 		</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>
 		<h2>Blending Mode</h2>
 		<code>
 		<code>
 		THREE.NoBlending
 		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 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 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.
 		[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
 		</p>
 		</p>
 
 

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

@@ -147,8 +147,14 @@
 		<h2>Formats</h2>
 		<h2>Formats</h2>
 		<code>
 		<code>
 		THREE.AlphaFormat
 		THREE.AlphaFormat
+		THREE.RedFormat
+		THREE.RedIntegerFormat
+		THREE.RGFormat
+		THREE.RGIntegerFormat
 		THREE.RGBFormat
 		THREE.RGBFormat
+		THREE.RGBIntegerFormat
 		THREE.RGBAFormat
 		THREE.RGBAFormat
+		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
 		THREE.LuminanceAlphaFormat
 		THREE.RGBEFormat
 		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 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 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 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.
 		[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
 		 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,
 		 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>
 		<h2>ETC Compressed Texture Format</h2>
 		<code>
 		<code>
 		THREE.RGB_ETC1_Format
 		THREE.RGB_ETC1_Format
+		THREE.RGB_ETC2_Format
+		THREE.RGBA_ETC2_EAC_Format
 		</code>
 		</code>
 		<p>
 		<p>
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		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]
 		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>
 		</p>
 
 
 		<h2>Encoding</h2>
 		<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.
 		then this will count the number of such vectors stored.
 		</p>
 		</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>
 		<h3>[property:Integer itemSize]</h3>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 
 
@@ -113,6 +106,18 @@
 
 
 		<h2>Methods</h2>
 		<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>
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>Return a copy of this bufferAttribute.</p>
 		<p>Return a copy of this bufferAttribute.</p>
 
 

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

@@ -132,13 +132,6 @@
 			Default is *null*.
 			Default is *null*.
 		</p>
 		</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>
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 		<p>
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
@@ -186,7 +179,7 @@
 		</p>
 		</p>
 
 
 
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 
 
 		<h3>[method:BufferGeometry center] ()</h3>
 		<h3>[method:BufferGeometry center] ()</h3>

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

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

@@ -98,13 +98,6 @@
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this geometry instance.</p>
 		<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>
 		<h3>[property:array lineDistances]</h3>
 		<p>
 		<p>
 		An array containing distances between vertices for Line geometries.
 		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>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 		<p>Bakes matrix transform directly into vertex coordinates.</p>
 
 
 		<h3>[method:Geometry center] ()</h3>
 		<h3>[method:Geometry center] ()</h3>

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

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

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

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

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

@@ -31,11 +31,6 @@
 			Default is *1*.
 			Default is *1*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>
 			See [page:InterleavedBuffer] for inherited methods.
 			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.
 		A version number, incremented every time the needsUpdate property is set to true.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInterleavedBuffer]</h3>
-		<p>
-		Default is *true*.
-		</p>
-
 		<h3>[property:Boolean needsUpdate]</h3>
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
 		<p>
 		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
 		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*.
 			Default is *false*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<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>
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<p>Returns the x component of the item at the given index.</p>
 		<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>
 		<h3>[property:Integer id]</h3>
 		<p>readonly – Unique number for this object instance.</p>
 		<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>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 		The layer membership of the object. The object is only visible if it has at least one
 		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>
 		</p>
 
 
 		<h3>[property:Matrix4 matrix]</h3>
 		<h3>[property:Matrix4 matrix]</h3>
@@ -211,7 +205,7 @@
 		See [page:Group] for info on manually grouping objects.
 		See [page:Group] for info on manually grouping objects.
 		</p>
 		</p>
 
 
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
 		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
 
 
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>

+ 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.
 		This value shouldn't be negative and should be larger than the near property.
 		</p>
 		</p>
 
 
-		<h3>[property:float linePrecision]</h3>
-		<p>
-		The precision factor of the raycaster when intersecting [page:Line] objects.
-		</p>
-
 		<h3>[property:float near]</h3>
 		<h3>[property:float near]</h3>
 		<p>
 		<p>
 		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
 		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.
 		Defaults to null.
 		</p>
 		</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>
 		<h3>[property:Object params]</h3>
 		<p>
 		<p>
 		An object with the following properties:
 		An object with the following properties:
@@ -119,13 +126,14 @@
 			<code>
 			<code>
 {
 {
 	Mesh: {},
 	Mesh: {},
-	Line: {},
+	Line: { threshold: 1 },
 	LOD: {},
 	LOD: {},
 	Points: { threshold: 1 },
 	Points: { threshold: 1 },
 	Sprite: {}
 	Sprite: {}
 }
 }
 			</code>
 			</code>
 
 
+		Where threshold is the precision of the raycaster when intersecting objects, in world units.
 		</p>
 		</p>
 
 
 		<h3>[property:Ray ray]</h3>
 		<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 class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h2>Example</h2>
 		<p>
 		<p>
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		</p>
 		</p>
@@ -24,7 +24,7 @@
 		}
 		}
 		</code>
 		</code>
 
 
-		<h3>Uniform types</h3>
+		<h2>Uniform types</h2>
 
 
 		<p>
 		<p>
 		Each uniform must have a *value* property. The type of the value must correspond to the
 		Each uniform must have a *value* property. The type of the value must correspond to the
@@ -50,6 +50,10 @@
 					<td>int</td>
 					<td>int</td>
 					<td>[page:Number]</td>
 					<td>[page:Number]</td>
 				</tr>
 				</tr>
+				<tr>
+					<td>uint (WebGL 2)</td>
+					<td>[page:Number]</td>
+				</tr>
 				<tr>
 				<tr>
 					<td>float</td>
 					<td>float</td>
 					<td>[page:Number]</td>
 					<td>[page:Number]</td>
@@ -202,8 +206,7 @@
 		<p>
 		<p>
 		Returns a clone of this uniform.<br />
 		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.
 		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>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

@@ -46,14 +46,20 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		See the [page:BufferAttribute] page for inherited properties.
+		<p>
+			See the [page:BufferAttribute] page for inherited properties.
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		See the [page:BufferAttribute] page for inherited methods.
+		<p>
+			See the [page:BufferAttribute] page for inherited methods.
+		</p>
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

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

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

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

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

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

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

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

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

@@ -51,7 +51,20 @@
 
 
 		<h3>[method:Float getCurveLengths]()</h3>
 		<h3>[method:Float getCurveLengths]()</h3>
 		<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
 		<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>
 		<h2>Source</h2>
 
 

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

@@ -37,13 +37,6 @@
 		<h3>[property:array data]</h3>
 		<h3>[property:array data]</h3>
 		<p>The JSON data passed in the constructor.</p>
 		<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>
 		<h2>Methods</h2>
 
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
 		<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>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		TODO
+			[name] contains spline and Bézier functions internally used by concrete curve classes.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -19,19 +19,19 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<code>
 		<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>
 		</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 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() );
 		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
 		</code>
 		</code>

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

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

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

@@ -12,18 +12,11 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">Alias for [page:EllipseCurve]</p>
+		<p class="desc">Alias for [page:EllipseCurve].</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the [page:EllipseCurve] class for common properties.</p>
 		<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>
 		<h2>Source</h2>
 
 

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

@@ -17,6 +17,10 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
+
 <code>
 <code>
 //Create a closed wavey loop
 //Create a closed wavey loop
 var curve = new THREE.CatmullRomCurve3( [
 var curve = new THREE.CatmullRomCurve3( [
@@ -36,9 +40,6 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 </code>
 
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
@@ -53,13 +54,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Array points]</h3>
 		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
 		<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>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Vector2 v0]</h3>
 		<p>The starting point.</p>
 		<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>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Vector2 v0]</h3>
 		<p>The starting point.</p>
 		<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>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Float aX]</h3>
 		<p>The X center of the ellipse.</p>
 		<p>The X center of the ellipse.</p>
 
 

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

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Vector2 v1]</h3>
 		<p>The start point.</p>
 		<p>The start point.</p>
 
 

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

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Vector3 v1]</h3>
 		<p>The start point.</p>
 		<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>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Vector2 v0]</h3>
 		<p>The startpoint.</p>
 		<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>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Vector3 v0]</h3>
 		<p>The startpoint.</p>
 		<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>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<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>
 		<h3>[property:Array points]</h3>
 		<p>The array of [page:Vector2] points that define the curve.</p>
 		<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>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -64,6 +64,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -66,6 +66,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -67,6 +67,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -53,6 +53,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -107,6 +107,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -52,6 +52,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -71,6 +71,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -52,6 +52,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -65,6 +65,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -63,6 +63,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -62,6 +62,8 @@ var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFace
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -66,6 +66,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -77,6 +77,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -71,6 +71,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -53,6 +53,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -168,6 +168,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -15,7 +15,7 @@
 		<p class="desc">
 		<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
 			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].
 			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>
 		</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>
 		<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>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -67,6 +67,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -104,6 +104,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

@@ -14,12 +14,13 @@
 
 
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
-		<div>[example:webgl_shadowmesh WebGL / shadowmesh]</div>
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
 
 
 		<code>
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -35,11 +36,8 @@
 		scene.add( arrowHelper );
 		scene.add( arrowHelper );
 		</code>
 		</code>
 
 
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<p>
 		<p>
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
 		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
@@ -47,27 +45,21 @@
 		[page:Number length] -- length of the arrow. Default is *1*.<br />
 		[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 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 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>
 		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-
 		<h3>[property:Line line]</h3>
 		<h3>[property:Line line]</h3>
 		<p>Contains the line part of the arrowHelper.</p>
 		<p>Contains the line part of the arrowHelper.</p>
 
 
 		<h3>[property:Mesh cone]</h3>
 		<h3>[property:Mesh cone]</h3>
 		<p>Contains the cone part of the arrowHelper.</p>
 		<p>Contains the cone part of the arrowHelper.</p>
 
 
-
-
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 
-
-
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
 		<p>
 		color -- The desired color.<br /><br />
 		color -- The desired color.<br /><br />
@@ -79,7 +71,7 @@
 		<p>
 		<p>
 		length -- The desired length.<br />
 		length -- The desired length.<br />
 		headLength -- The length of the head of the arrow.<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.
 		Sets the length of the arrowhelper.
 		</p>
 		</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 />
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
 			The X axis is red. The Y axis is green. The Z axis is blue.</p>
 			The X axis is red. The Y axis is green. The Z axis is blue.</p>
 
 
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<div>[example:webgl_geometries WebGL / geometries]</div>
-		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
-		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
-
-
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_convex WebGL / geometry / convex]<br/>
+			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
+		</p>
 
 
 		<code>
 		<code>
 var axesHelper = new THREE.AxesHelper( 5 );
 var axesHelper = new THREE.AxesHelper( 5 );

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

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

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

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

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

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

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

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

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

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

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

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

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

@@ -20,13 +20,14 @@
 
 
 		<h2>Example</h2>
 		<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>
 		<code>
-var helper = new THREE.SkeletonHelper( mesh );
-helper.material.linewidth = 3;
+var helper = new THREE.SkeletonHelper( skinnedMesh );
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 
@@ -35,13 +36,12 @@ scene.add( helper );
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
-		<h3>[name]( object )</h3>
+		<h3>[name]( [param:Object3D object] )</h3>
 		<p>
 		<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>
 		</p>
 
 
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Array bones]</h3>
 		<h3>[property:Array bones]</h3>
@@ -49,12 +49,11 @@ scene.add( helper );
 		The list of bones that the helper renders as [page:Line Lines].
 		The list of bones that the helper renders as [page:Line Lines].
 		</p>
 		</p>
 
 
-		<h3>[property:Object root]</h3>
+		<h3>[property:Object3D root]</h3>
 		<p>
 		<p>
 		The object passed in the constructor.
 		The object passed in the constructor.
 		</p>
 		</p>
 
 
-
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<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>
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 
 
-		<h2>Example</h2>
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<a target="THREE_Examples" href="../examples/#webgl_lights_spotlight">View in Examples</a><br />
-		<h2>Other Examples</h2>
-
-		<div>[example:webgl_lights_spotlights lights / spotlights ]</div>
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lights_spotlights WebGL/ lights / spotlights ]
+		</p>
 
 
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 		<code>
 		<code>
@@ -31,10 +29,8 @@
 		scene.add( spotLightHelper );
 		scene.add( spotLightHelper );
 		</code>
 		</code>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<p>
 		<p>
 			[page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
 			[page:SpotLight light] -- The [page:SpotLight] to be visualized. <br /><br/>
@@ -63,8 +59,8 @@
 
 
 		<h3>[property:hex color]</h3>
 		<h3>[property:hex color]</h3>
 		<p>
 		<p>
-					 The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
-					the next time [page:.update update] is called.
+			 The color parameter passed in the constructor. Default is *undefined*. If this is changed, the helper's color will update
+			the next time [page:.update update] is called.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -49,15 +49,6 @@ scene.add( light );</code>
 		</p>
 		</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>
 		<h2>Methods</h2>
 		<p>
 		<p>
 				See the base [page:Light Light] class for common methods.
 				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>
 		<h2>Example</h2>
 		<p>
 		<p>
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
-			[example:webvr_cubes cubes ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_stereo effects / stereo ]<br />
 			[example:webgl_effects_stereo effects / stereo ]<br />
 			[example:webgl_geometry_extrude_splines geometry / extrude / splines ]<br />
 			[example:webgl_geometry_extrude_splines geometry / extrude / splines ]<br />
@@ -68,7 +67,7 @@
 
 
 		<h2>Properties</h2>
 		<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>
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
 		<p>
@@ -77,14 +76,6 @@
 			The default is *false*.
 			The default is *false*.
 		</p>
 		</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>
 		<h3>[property:Vector3 position]</h3>
 		<p>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
 			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>
 		<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>
 		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
 		<p>
 		<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).
 			Default is a new [page:Color] set to white (0xffffff).
 		</p>
 		</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>
 		<h3>[property:Vector3 position]</h3>
 		<p>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
 			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>
 		<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>
 		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
 		<p>
 		<p>

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

@@ -47,13 +47,6 @@
 			Default - *1.0*.
 			Default - *1.0*.
 		</p>
 		</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>
 		<h2>Methods</h2>
 		<p>
 		<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
 			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 />
 			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>
 		</p>
 
 
 
 
@@ -25,7 +25,6 @@
 		<p>
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
 			[example:webgl_lensflares lensflares ]
@@ -80,13 +79,6 @@ scene.add( light );
 			Default is *0.0*.
 			Default is *0.0*.
 		</p>
 		</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>
 		<h3>[property:Float power]</h3>
 		<p>
 		<p>
 			The light's power.<br />
 			The light's power.<br />
@@ -100,9 +92,9 @@ scene.add( light );
 			and changing this will also change the intensity.
 			and changing this will also change the intensity.
 		</p>
 		</p>
 
 
-		<h3>[property:LightShadow shadow]</h3>
+		<h3>[property:PointLightShadow shadow]</h3>
 		<p>
 		<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]
 			 The lightShadow's [page:LightShadow.camera camera]
 			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
 			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.
 			See the base [page:Light Light] class for common properties.
 		</p>
 		</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>
 		<h2>Methods</h2>
 		<p>
 		<p>
 			See the base [page:Light Light] class for common methods.
 			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.
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 		</p>
 
 
-
-
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
@@ -83,7 +64,7 @@
 
 
 		<h2>Properties</h2>
 		<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>
 		<h3>[property:Float angle]</h3>
 		<p>
 		<p>
@@ -123,13 +104,6 @@
 			Default is *0.0*.
 			Default is *0.0*.
 		</p>
 		</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>
 		<h3>[property:Float penumbra]</h3>
 		<p>
 		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
@@ -188,7 +162,7 @@ light.target = targetObject;
 
 
 		<h2>Methods</h2>
 		<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>
 		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
 		<p>
 		<p>

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

@@ -22,7 +22,7 @@
 		<p>
 		<p>
 		[page:Camera camera] - the light's view of the world.<br /><br />
 		[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.
 		other light shadows.
 		</p>
 		</p>
 
 
@@ -48,7 +48,7 @@
 
 
 		<h3>[property:WebGLRenderTarget mapPass]</h3>
 		<h3>[property:WebGLRenderTarget mapPass]</h3>
 		<p>
 		<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.
 			on the distribution of depths. Computed internally during rendering.
 		</p>
 		</p>
 
 
@@ -74,8 +74,8 @@
 
 
 			High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
 			High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
 			will allow for a higher value to be used here before these effects become visible.<br />
 			will allow for a higher value to be used here before these effects become visible.<br />
-			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], it is recommended to
-			leave radius at 1 and increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
+			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
+			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
 
 
 			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
 			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
 		</p>
 		</p>
@@ -123,6 +123,8 @@
 
 
 		<h2>Source</h2>
 		<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>
 	</body>
 </html>
 </html>

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

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

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

@@ -59,10 +59,10 @@ scene.add( helper );
 
 
 		<h2>Constructor</h2>
 		<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>
 		<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>
 	 <h3>[property:Camera camera]</h3>
@@ -79,15 +79,8 @@ scene.add( helper );
 
 
 	 </p>
 	 </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>
 		<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>
 		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
 		<p>
 		<p>

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

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

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

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

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

@@ -25,9 +25,8 @@
 		<p>
 		<p>
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<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>
 
 
 		<p>
 		<p>

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

@@ -60,13 +60,6 @@ var material = new THREE.LineBasicMaterial( {
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 		<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>
 		<h3>[property:Float linewidth]</h3>
 		<p>
 		<p>
 			Controls line thickness. Default is *1*.<br /><br />
 			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>
 		<h3>[property:number gapSize]</h3>
 		<p>The size of the gap. Default is *1*.</p>
 		<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>
 		<h3>[property:Float linewidth]</h3>
 		<p>
 		<p>
 			Controls line thickness. Default is *1*.<br /><br />
 			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>
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this material instance.</p>
 		<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>
 		<h3>[property:String name]</h3>
 		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 		<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*.
 		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
 		</p>
 		</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>
 		<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>
 		</p>
 
 
 		<h3>[property:Boolean visible]</h3>
 		<h3>[property:Boolean visible]</h3>

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

@@ -64,8 +64,7 @@
 
 
 		<h3>[property:Texture aoMap]</h3>
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		<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>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 		<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.
 			blend between the two colors.
 		</p>
 		</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>
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 		<p>The environment map. Default is null.</p>
 
 
 		<h3>[property:Texture lightMap]</h3>
 		<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>
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>

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