Преглед изворни кода

Merge branch 'dev' into dev-optTgt_1

WestLangley пре 7 година
родитељ
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465df0826c
100 измењених фајлова са 3080 додато и 3532 уклоњено
  1. 3 0
      .gitattributes
  2. 28 28
      .github/CONTRIBUTING.md
  3. 15 12
      .github/ISSUE_TEMPLATE.md
  4. 1 0
      .gitignore
  5. 1 0
      .npmignore
  6. 1 1
      LICENSE
  7. 4 4
      README.md
  8. 701 915
      build/three.js
  9. 325 351
      build/three.min.js
  10. 701 915
      build/three.module.js
  11. 1 1
      docs/api/Template.html
  12. 16 19
      docs/api/animation/AnimationAction.html
  13. 8 8
      docs/api/animation/AnimationClip.html
  14. 8 8
      docs/api/animation/AnimationMixer.html
  15. 4 4
      docs/api/animation/AnimationObjectGroup.html
  16. 6 6
      docs/api/animation/KeyframeTrack.html
  17. 3 3
      docs/api/animation/PropertyBinding.html
  18. 1 1
      docs/api/animation/tracks/BooleanKeyframeTrack.html
  19. 1 1
      docs/api/animation/tracks/ColorKeyframeTrack.html
  20. 1 1
      docs/api/animation/tracks/NumberKeyframeTrack.html
  21. 3 3
      docs/api/animation/tracks/QuaternionKeyframeTrack.html
  22. 1 1
      docs/api/animation/tracks/StringKeyframeTrack.html
  23. 3 3
      docs/api/animation/tracks/VectorKeyframeTrack.html
  24. 5 5
      docs/api/audio/Audio.html
  25. 1 1
      docs/api/audio/AudioContext.html
  26. 2 2
      docs/api/audio/AudioListener.html
  27. 5 5
      docs/api/audio/PositionalAudio.html
  28. 84 85
      docs/api/cameras/Camera.html
  29. 3 3
      docs/api/cameras/CubeCamera.html
  30. 3 3
      docs/api/cameras/OrthographicCamera.html
  31. 5 5
      docs/api/cameras/PerspectiveCamera.html
  32. 99 99
      docs/api/constants/Materials.html
  33. 0 2
      docs/api/constants/Renderer.html
  34. 6 9
      docs/api/core/BufferAttribute.html
  35. 355 357
      docs/api/core/BufferGeometry.html
  36. 1 1
      docs/api/core/Clock.html
  37. 0 21
      docs/api/core/DirectGeometry.html
  38. 100 100
      docs/api/core/EventDispatcher.html
  39. 134 134
      docs/api/core/Face3.html
  40. 14 18
      docs/api/core/Geometry.html
  41. 1 1
      docs/api/core/InstancedBufferAttribute.html
  42. 1 1
      docs/api/core/InstancedInterleavedBuffer.html
  43. 23 8
      docs/api/core/InterleavedBuffer.html
  44. 21 36
      docs/api/core/InterleavedBufferAttribute.html
  45. 5 5
      docs/api/core/Layers.html
  46. 32 32
      docs/api/core/Object3D.html
  47. 5 5
      docs/api/core/Raycaster.html
  48. 2 2
      docs/api/core/Uniform.html
  49. 21 7
      docs/api/deprecated/DeprecatedList.html
  50. 19 13
      docs/api/extras/core/Curve.html
  51. 1 1
      docs/api/extras/core/CurvePath.html
  52. 1 1
      docs/api/extras/core/Font.html
  53. 3 3
      docs/api/extras/core/Interpolations.html
  54. 30 25
      docs/api/extras/core/Path.html
  55. 101 96
      docs/api/extras/core/Shape.html
  56. 6 6
      docs/api/extras/core/ShapePath.html
  57. 1 1
      docs/api/extras/curves/ArcCurve.html
  58. 1 1
      docs/api/extras/curves/CatmullRomCurve3.html
  59. 2 2
      docs/api/extras/curves/CubicBezierCurve.html
  60. 2 2
      docs/api/extras/curves/CubicBezierCurve3.html
  61. 2 2
      docs/api/extras/curves/EllipseCurve.html
  62. 2 2
      docs/api/extras/curves/LineCurve.html
  63. 2 2
      docs/api/extras/curves/LineCurve3.html
  64. 2 2
      docs/api/extras/curves/QuadraticBezierCurve.html
  65. 2 2
      docs/api/extras/curves/QuadraticBezierCurve3.html
  66. 3 3
      docs/api/extras/curves/SplineCurve.html
  67. 2 2
      docs/api/extras/objects/ImmediateRenderObject.html
  68. 1 1
      docs/api/geometries/BoxBufferGeometry.html
  69. 1 1
      docs/api/geometries/BoxGeometry.html
  70. 3 3
      docs/api/geometries/CircleBufferGeometry.html
  71. 1 1
      docs/api/geometries/CircleGeometry.html
  72. 4 4
      docs/api/geometries/ConeBufferGeometry.html
  73. 2 2
      docs/api/geometries/ConeGeometry.html
  74. 6 6
      docs/api/geometries/CylinderBufferGeometry.html
  75. 2 2
      docs/api/geometries/CylinderGeometry.html
  76. 2 2
      docs/api/geometries/DodecahedronBufferGeometry.html
  77. 2 2
      docs/api/geometries/DodecahedronGeometry.html
  78. 1 1
      docs/api/geometries/EdgesGeometry.html
  79. 4 4
      docs/api/geometries/ExtrudeBufferGeometry.html
  80. 3 3
      docs/api/geometries/ExtrudeGeometry.html
  81. 2 2
      docs/api/geometries/IcosahedronBufferGeometry.html
  82. 3 3
      docs/api/geometries/IcosahedronGeometry.html
  83. 1 1
      docs/api/geometries/LatheBufferGeometry.html
  84. 1 1
      docs/api/geometries/LatheGeometry.html
  85. 2 2
      docs/api/geometries/OctahedronBufferGeometry.html
  86. 3 3
      docs/api/geometries/OctahedronGeometry.html
  87. 2 2
      docs/api/geometries/ParametricBufferGeometry.html
  88. 2 2
      docs/api/geometries/ParametricGeometry.html
  89. 1 1
      docs/api/geometries/PlaneBufferGeometry.html
  90. 63 63
      docs/api/geometries/PlaneGeometry.html
  91. 2 2
      docs/api/geometries/PolyhedronBufferGeometry.html
  92. 2 2
      docs/api/geometries/PolyhedronGeometry.html
  93. 5 5
      docs/api/geometries/RingBufferGeometry.html
  94. 1 1
      docs/api/geometries/RingGeometry.html
  95. 2 2
      docs/api/geometries/ShapeBufferGeometry.html
  96. 2 2
      docs/api/geometries/ShapeGeometry.html
  97. 3 3
      docs/api/geometries/SphereBufferGeometry.html
  98. 1 1
      docs/api/geometries/SphereGeometry.html
  99. 2 2
      docs/api/geometries/TetrahedronBufferGeometry.html
  100. 2 2
      docs/api/geometries/TetrahedronGeometry.html

+ 3 - 0
.gitattributes

@@ -0,0 +1,3 @@
+# Set the default behavior, in case people don't have core.autocrlf set.
+* text=auto
+

+ 28 - 28
.github/CONTRIBUTING.md

@@ -1,28 +1,28 @@
-
-# Help 
-#### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
----
-# Bugs
-#### Before reporting a bug
-
-1. Search issue tracker for similar issues.
-2. Try the latest dev branch version of three.js.
-3. Refer to the [Migration Guide](https://github.com/mrdoob/three.js/wiki/Migration) when upgrading to the dev version.
-
-#### How to report a bug
-
-1. Specify the revision number of the three.js library where the bug occurred.
-2. Specify your browser version, operating system, and graphics card. (for example, Chrome 23.0.1271.95, Windows 7, Nvidia Quadro 2000M)
-3. Describe the problem in detail. Explain what happened, and what you expected would happen.
-4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](http://jsfiddle.net/akmcv7Lh/) you can edit that runs the current version. [And here is a fiddle](http://jsfiddle.net/hw9rcLL8/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application.
-5. If helpful, include a screenshot. Annotate the screenshot for clarity.
-
----
-# Contribution
-#### How to contribute to three.js
-
-1. Make sure you have a GitHub account.
-2. Fork the repository on GitHub.
-3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js).
-4. Make changes to your clone of the repository.
-5. Submit a pull request. Don't include build files in the PR.
+
+# Help 
+#### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
+---
+# Bugs
+#### Before reporting a bug
+
+1. Search issue tracker for similar issues.
+2. Try the latest dev branch version of three.js.
+3. Refer to the [Migration Guide](https://github.com/mrdoob/three.js/wiki/Migration) when upgrading to the dev version.
+
+#### How to report a bug
+
+1. Specify the revision number of the three.js library where the bug occurred.
+2. Specify your browser version, operating system, and graphics card. (for example, Chrome 23.0.1271.95, Windows 7, Nvidia Quadro 2000M)
+3. Describe the problem in detail. Explain what happened, and what you expected would happen.
+4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](http://jsfiddle.net/akmcv7Lh/) you can edit that runs the current version. [And here is a fiddle](http://jsfiddle.net/hw9rcLL8/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application.
+5. If helpful, include a screenshot. Annotate the screenshot for clarity.
+
+---
+# Contribution
+#### How to contribute to three.js
+
+1. Make sure you have a GitHub account.
+2. Fork the repository on GitHub.
+3. Check the [Contribution Guidelines](https://github.com/mrdoob/three.js/wiki/How-to-contribute-to-three.js).
+4. Make changes to your clone of the repository.
+5. Submit a pull request. Don't include build files in the PR.

+ 15 - 12
.github/ISSUE_TEMPLATE.md

@@ -1,20 +1,25 @@
-##### Description of the problem 
+##### Description of the problem
 
-This form is for three.js bug reports and feature requests only.  
-This is NOT a help site. Do not ask help questions here.  
-If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
+This form is for three.js bug reports and feature requests only.
 
-Describe the bug or feature request in detail.  
-A code snippet, screenshot, and small-test help us understand.
+This is NOT a help site. Do not ask help questions here.
+If you need help, please use the [forum](https://discourse.threejs.org/) or [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
 
-You can edit for small-test.  
-http://jsfiddle.net/akmcv7Lh/ (current revision)  
-http://jsfiddle.net/hw9rcLL8/ (dev)
+Describe the bug or feature request in detail.
+
+Always include a code snippet, screenshots, and any relevant models or textures to help us understand your issue.
+
+Please also include a live example if possible. You can start from these templates:
+
+* [jsfiddle](https://jsfiddle.net/s3rjfcc3/) (latest release branch)
+* [jsfiddle](https://jsfiddle.net/ptgwhemb/) (dev branch)
+* [codepen](https://codepen.io/anon/pen/aEBKxR) (latest release branch)
+* [codepen](https://codepen.io/anon/pen/BJWzaN) (dev branch)
 
 ##### Three.js version
 
 - [ ] Dev
-- [ ] r88
+- [ ] r90
 - [ ] ...
 
 ##### Browser
@@ -34,5 +39,3 @@ http://jsfiddle.net/hw9rcLL8/ (dev)
 - [ ] iOS
 
 ##### Hardware Requirements (graphics card, VR Device, ...)
-
-

+ 1 - 0
.gitignore

@@ -6,3 +6,4 @@ node_modules
 .vscode/
 npm-debug.log
 .jshintrc
+.vs/

+ 1 - 0
.npmignore

@@ -5,3 +5,4 @@ test/
 utils/
 docs/
 editor/
+.DS_Store

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 
-Copyright © 2010-2017 three.js authors
+Copyright © 2010-2018 three.js authors
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal

+ 4 - 4
README.md

@@ -1,7 +1,6 @@
 three.js
 ========
 
-[![Gitter][gitter-badge]][gitter-badge-url]
 [![Latest NPM release][npm-badge]][npm-badge-url]
 [![License][license-badge]][license-badge-url]
 [![Dependencies][dependencies-badge]][dependencies-badge-url]
@@ -15,7 +14,10 @@ The aim of the project is to create an easy to use, lightweight, 3D library. The
 [Documentation](http://threejs.org/docs/) —
 [Wiki](https://github.com/mrdoob/three.js/wiki) —
 [Migrating](https://github.com/mrdoob/three.js/wiki/Migration-Guide) —
-[Help](http://stackoverflow.com/questions/tagged/three.js)
+[Questions](http://stackoverflow.com/questions/tagged/three.js) —
+[Forum](https://discourse.threejs.org/) —
+[Gitter](https://gitter.im/mrdoob/three.js) —
+[Slack](https://threejs-slack.herokuapp.com/)
 
 ### Usage ###
 
@@ -73,8 +75,6 @@ If everything went well you should see [this](https://jsfiddle.net/f2Lommf5/).
 [releases](https://github.com/mrdoob/three.js/releases)
 
 
-[gitter-badge]: https://badges.gitter.im/mrdoob/three.js.svg
-[gitter-badge-url]: https://gitter.im/mrdoob/three.js
 [npm-badge]: https://img.shields.io/npm/v/three.svg
 [npm-badge-url]: https://www.npmjs.com/package/three
 [license-badge]: https://img.shields.io/npm/l/three.svg

Разлика између датотеке није приказан због своје велике величине
+ 701 - 915
build/three.js


Разлика између датотеке није приказан због своје велике величине
+ 325 - 351
build/three.min.js


Разлика између датотеке није приказан због своје велике величине
+ 701 - 915
build/three.module.js


+ 1 - 1
docs/api/Template.html

@@ -22,7 +22,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Number todo])</h3>
+		<h3>[name]([param:Number todo])</h3>
 		<div></div>
 
 

+ 16 - 19
docs/api/animation/AnimationAction.html

@@ -24,7 +24,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:AnimationMixer mixer], [page:AnimationClip clip], [page:Object3D localRoot] )</h3>
+		<h3>[name]( [param:AnimationMixer mixer], [param:AnimationClip clip], [param:Object3D localRoot] )</h3>
 		<div>
 			[page:AnimationMixer mixer] - the *AnimationMixer* that is controlled by this action.<br />
 			[page:AnimationClip clip] - the *AnimationClip* that holds the animation data for this action.<br />
@@ -91,10 +91,7 @@
 			The number of repetitions of the performed [page:AnimationClip] over the course of this action.
 			Can be set via [page:.setLoop setLoop]. Default is *Infinity*.<br /><br />
 			Setting this number has no effect, if the [page:.loop loop mode] is set to
-			[page:Animation THREE.LoopOnce].<br /><br />
-
-			Note: The first run is not taken into account. For example: if *repetition* is set to 2, the
-			total number of executed rounds will be 3.
+			[page:Animation THREE.LoopOnce].
 		</div>
 
 		<h3>[property:Number time]</h3>
@@ -150,7 +147,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:AnimationAction crossFadeFrom]( [page:AnimationAction fadeOutAction], [page:Number durationInSeconds], [page:Boolean warpBoolean] )</h3>
+		<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<div>
 			Causes this action to [page:.fadeIn fade in], fading out another action simultaneously, within
 			the passed time interval. This method can be chained.<br /><br />
@@ -162,7 +159,7 @@
 
 		</div>
 
-		<h3>[method:AnimationAction crossFadeTo]( [page:AnimationAction fadeInAction], [page:Number durationInSeconds], [page:Boolean warpBoolean] )</h3>
+		<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<div>
 			Causes this action to [page:.fadeOut fade out], fading in another action simultaneously, within
 			the passed time interval. This method can be chained.<br /><br />
@@ -172,13 +169,13 @@
 			Note: Like with *fadeIn*/*fadeOut*, the fading starts/ends with a weight of 1.
 		</div>
 
-		<h3>[method:AnimationAction fadeIn]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Increases the [page:.weight weight] of this action gradually from 0 to 1, within the passed time
 			interval. This method can be chained.
 		</div>
 
-		<h3>[method:AnimationAction fadeOut]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Decreases the [page:.weight weight] of this action gradually from 1 to 0, within the passed time
 			interval. This method can be chained.
@@ -211,7 +208,7 @@
 			Returns the root object on which this action is performed.
 		</div>
 
-		<h3>[method:AnimationAction halt]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Decelerates this animation's speed to 0 by decreasing [page:.timeScale timeScale] gradually
 			(starting from its current value), within the passed time interval. This method can be chained.
@@ -261,13 +258,13 @@
 			This means: If you want both, resetting and stopping, don’t call .*reset*; call .*stop* instead.
 		</div>
 
-		<h3>[method:AnimationAction setDuration]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Sets the duration for a single loop of this action (by adjusting [page:.timeScale timeScale]
 			and stopping any scheduled warping). This method can be chained.
 		</div>
 
-		<h3>[method:AnimationAction setEffectiveTimeScale]( [page:Number timeScale] )</h3>
+		<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
 		<div>
 			Sets the [page:.timeScale timeScale] and stops any scheduled warping. This method can be chained.<br /><br />
 
@@ -279,7 +276,7 @@
 			this method.
 		</div>
 
-		<h3>[method:AnimationAction setEffectiveWeight]( [page:Number weight] )</h3>
+		<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
 		<div>
 			Sets the [page:.weight weight] and stops any scheduled fading. This method can be chained.<br /><br />
 
@@ -291,13 +288,13 @@
 			this method.
 		</div>
 
-		<h3>[method:AnimationAction setLoop]( [page:Number loopMode], [page:Number repetitions] )</h3>
+		<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
 		<div>
 			Sets the [page:.loop loop mode] and the number of [page:.repetitions repetitions]. This method
 			can be chained.
 		</div>
 
-		<h3>[method:AnimationAction startAt]( [page:Number startTimeInSeconds] )</h3>
+		<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
 		<div>
 			Defines the time for a delayed start (usually passed as [page:AnimationMixer.time] +
 			deltaTimeInSeconds). This method can be chained.<br /><br />
@@ -313,7 +310,7 @@
 
 			The action will be immediately stopped and completely [page:.reset reset].<br /><br />
 
-			Note: You can stop all active actions on the same mixer in one go via 
+			Note: You can stop all active actions on the same mixer in one go via
 			[page:AnimationMixer.stopAllAction mixer.stopAllAction].
 		</div>
 
@@ -329,7 +326,7 @@
 			chained.
 		</div>
 
-		<h3>[method:AnimationAction syncWith]( [page:AnimationAction otherAction] )</h3>
+		<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
 		<div>
 			Synchronizes this action with the passed other action. This method can be chained.<br /><br />
 
@@ -339,9 +336,9 @@
 			Note: Future changes of the other action's *time* and *timeScale* will not be detected.
 		</div>
 
-		<h3>[method:AnimationAction warp]( [page:Number startTimeScale], [page:Number endTimeScale], [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
 		<div>
-			Changes the playback speed, within the passed time interval, by modifying 
+			Changes the playback speed, within the passed time interval, by modifying
 			[page:.timeScale timeScale] gradually from *startTimeScale* to *endTimeScale*. This method can
 			be chained.
 		</div>

+ 8 - 8
docs/api/animation/AnimationClip.html

@@ -21,7 +21,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Number duration], [page:Array tracks] )</h3>
+		<h3>[name]( [param:String name], [param:Number duration], [param:Array tracks] )</h3>
 		<div>
 			[page:String name] - a name for this clip.<br />
 			[page:Number duration] - the duration of this clip (in seconds). If a negative value is passed,
@@ -87,7 +87,7 @@
 		<h2>Static Methods</h2>
 
 
-		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
+		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<div>
 			Returns an array of new AnimationClips created from the [page:Geometry.morphTargets morph
 			target sequences] of a geometry, trying to sort morph target names into animation-group-based
@@ -97,32 +97,32 @@
 			[page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence].
 		</div>
 
-		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
+		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<div>
 			Returns a new AnimationClip from the passed [page:Geometry.morphTargets morph targets array]
 			of a geometry, taking a name and the number of frames per second.<br /><br />
 
-			Note: The fps parameter is required, but the animation speed can be overridden in an 
+			Note: The fps parameter is required, but the animation speed can be overridden in an
 			*AnimationAction* via [page:AnimationAction.setDuration animationAction.setDuration].
 		</div>
 
-		<h3>[method:AnimationClip findByName]( [page:Object objectOrClipArray], [page:String name] )</h3>
+		<h3>[method:AnimationClip findByName]( [param:Object objectOrClipArray], [param:String name] )</h3>
 		<div>
 			Searches for an AnimationClip by name, taking as its first parameter either an array of
 			AnimationClips, or a mesh or geometry that contains an array named "animations".
 		</div>
 
-		<h3>[method:AnimationClip parse]( [page:Object json] )</h3>
+		<h3>[method:AnimationClip parse]( [param:Object json] )</h3>
 		<div>
 			Parses a JSON representation of a clip and returns an AnimationClip.
 		</div>
 
-		<h3>[method:AnimationClip parseAnimation]( [page:Object animation], [page:Array bones] )</h3>
+		<h3>[method:AnimationClip parseAnimation]( [param:Object animation], [param:Array bones] )</h3>
 		<div>
 			Parses the animation.hierarchy format and returns an AnimationClip.
 		</div>
 
-		<h3>[method:Object toJSON]( [page:AnimationClip clip] )</h3>
+		<h3>[method:Object toJSON]( [param:AnimationClip clip] )</h3>
 		<div>
 			Takes an AnimationClip and returns a JSON object.
 		</div>

+ 8 - 8
docs/api/animation/AnimationMixer.html

@@ -23,7 +23,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Object3D rootObject] )</h3>
+		<h3>[name]( [param:Object3D rootObject] )</h3>
 		<div>
 			[page:Object3D rootObject] - the object whose animations shall be played by this mixer.<br />
 		</div>
@@ -49,7 +49,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:AnimationAction clipAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+		<h3>[method:AnimationAction clipAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
 		<div>
 			Returns an [page:AnimationAction] for the passed clip, optionally using a root object different
 			from the mixer's default root. The first parameter can be either an [page:AnimationClip] object
@@ -57,11 +57,11 @@
 
 			If an action fitting these parameters doesn't yet exist, it will be created by this method.<br /><br />
 
-			Note: Calling this method several times with the same parameters returns always the same clip 
+			Note: Calling this method several times with the same parameters returns always the same clip
 			instance.
 		</div>
 
-		<h3>[method:AnimationAction existingAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+		<h3>[method:AnimationAction existingAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
 		<div>
 			Returns an existing [page:AnimationAction] for the passed clip, optionally using a root object
 			different from the mixer's default root.<br /><br />
@@ -79,25 +79,25 @@
 			Deactivates all previously scheduled actions on this mixer.
 		</div>
 
-		<h3>[method:AnimationMixer update]([page:Number deltaTimeInSeconds]) </h3>
+		<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
 		<div>
 			Advances the global mixer time and updates the animation.<br /><br />
 
 			This is usually done in the render loop, passing [page:Clock.getDelta clock.getDelta] scaled by the mixer's [page:.timeScale timeScale]).
 		</div>
 
-		<h3>[method:null uncacheClip]([page:AnimationClip clip])</h3>
+		<h3>[method:null uncacheClip]([param:AnimationClip clip])</h3>
 
 		<div>
 			Deallocates all memory resources for a clip.
 		</div>
 
-		<h3>[method:null uncacheRoot]([page:Object3D root]) </h3>
+		<h3>[method:null uncacheRoot]([param:Object3D root]) </h3>
 		<div>
 			Deallocates all memory resources for a root object.
 		</div>
 
-		<h3>[method:null uncacheAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+		<h3>[method:null uncacheAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
 		<div>
 			Deallocates all memory resources for an action.
 		</div>

+ 4 - 4
docs/api/animation/AnimationObjectGroup.html

@@ -38,7 +38,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:object obj1], [page:object obj2], [page: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 />
 
 
@@ -61,17 +61,17 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:null add]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+		<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<div>
 			Adds an arbitrary number of objects to this *AnimationObjectGroup*.
 		</div>
 
-		<h3>[method:null remove]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+		<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<div>
 			Removes an arbitrary number of objects from this *AnimationObjectGroup*.
 		</div>
 
-		<h3>[method:null uncache]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+		<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<div>
 			Deallocates all memory resources for the passed objects of this *AnimationObjectGroup*.
 		</div>

+ 6 - 6
docs/api/animation/KeyframeTrack.html

@@ -61,7 +61,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Array times], [page:Array values], [page:Constant interpolation] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values], [param:Constant interpolation] )</h3>
 		<div>
 			[page:String name] - the identifier for the *KeyframeTrack*.<br />
 			[page:Array times] - an array of keyframe times, converted internally to a
@@ -192,18 +192,18 @@
 			[page:AnimationClip.CreateFromMorphTargetSequence animationClip.CreateFromMorphTargetSequence]).
 		</div>
 
-		<h3>[method:null setInterpolation]( [page:Constant interpolationType] )</h3>
+		<h3>[method:null setInterpolation]( [param:Constant interpolationType] )</h3>
 		<div>
 			Sets the interpolation type. See [page:Animation Animation Constants] for choices.
 		</div>
 
-		<h3>[method:null shift]( [page:Number timeOffsetInSeconds] )</h3>
+		<h3>[method:null shift]( [param:Number timeOffsetInSeconds] )</h3>
 		<div>
 			Moves all keyframes either forward or backward in time.
 		</div>
 
 
-		<h3>[method:null trim]( [page:Number startTimeInSeconds], [page:Number endTimeInSeconds] )</h3>
+		<h3>[method:null trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
 		<div>
 			Removes keyframes before *startTime* and after *endTime*,
 			without changing any values within the range [*startTime*, *endTime*].
@@ -218,12 +218,12 @@
 
 		<h2>Static Methods</h2>
 
-		<h3>[method:KeyframeTrack parse]( [page:JSON json] )</h3>
+		<h3>[method:KeyframeTrack parse]( [param:JSON json] )</h3>
 		<div>
 		Parses a JSON object and returns a new keyframe track of the correct type.
 		</div>
 
-		<h3>[method:JSON toJSON]( [page:KeyframeTrack track] )</h3>
+		<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
 		<div>
 		Converts the track to JSON.
 		</div>

+ 3 - 3
docs/api/animation/PropertyBinding.html

@@ -18,7 +18,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Object3D rootNode], path, parsedPath )</h3>
+		<h3>[name]( [param:Object3D rootNode], path, parsedPath )</h3>
 		<div>
 			-- [page:Object3D rootNode]:
 			-- path
@@ -72,11 +72,11 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null getValue]( [page:Array targetArray], [page:Number offset] )</h3>
+		<h3>[method:null getValue]( [param:Array targetArray], [param:Number offset] )</h3>
 		<div>
 		</div>
 
-		<h3>[method:null setValue]( [page:Array sourceArray], [page:Number offset] )</h3>
+		<h3>[method:null setValue]( [param:Array sourceArray], [param:Number offset] )</h3>
 		<div>
 		</div>
 

+ 1 - 1
docs/api/animation/tracks/BooleanKeyframeTrack.html

@@ -21,7 +21,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<div>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />

+ 1 - 1
docs/api/animation/tracks/ColorKeyframeTrack.html

@@ -23,7 +23,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<div>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />

+ 1 - 1
docs/api/animation/tracks/NumberKeyframeTrack.html

@@ -21,7 +21,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<div>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />

+ 3 - 3
docs/api/animation/tracks/QuaternionKeyframeTrack.html

@@ -21,7 +21,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<div>
 			[page:String name] (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] (required) array of keyframe times.<br />
@@ -59,8 +59,8 @@
 
 		<h3>[method:null InterpolantFactoryMethodLinear]()</h3>
 		<div>
-			Returns a new [page:QuaternionLinearInterpolant QuaternionLinearInterpolant] based on the 
-			[page:KeyframeTrack.values values], [page:KeyframeTrack.times times] and 
+			Returns a new [page:QuaternionLinearInterpolant QuaternionLinearInterpolant] based on the
+			[page:KeyframeTrack.values values], [page:KeyframeTrack.times times] and
 			[page:KeyframeTrack.valueSize valueSize] of the keyframes.
 		</div>
 

+ 1 - 1
docs/api/animation/tracks/StringKeyframeTrack.html

@@ -21,7 +21,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<div>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />

+ 3 - 3
docs/api/animation/tracks/VectorKeyframeTrack.html

@@ -21,13 +21,13 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:String name], [page:Array times], [page:Array values] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
 		<div>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
 			[page:Array values] - values for the keyframes at the times specified.<br />
-			[page:Constant interpolation] - the type of interpolation to use. See 
-			[page:Animation Animation Constants] for possible values. Default is 
+			[page:Constant interpolation] - the type of interpolation to use. See
+			[page:Animation Animation Constants] for possible values. Default is
 			[page:Animation InterpolateLinear].
 		</div>
 

+ 5 - 5
docs/api/audio/Audio.html

@@ -48,7 +48,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:AudioListener listener] )</h3>
+		<h3>[name]( [param:AudioListener listener] )</h3>
 		<div>
 		listener — (required) [page:AudioListener AudioListener] instance.
 		</div>
@@ -167,13 +167,13 @@
 		Add the filter to the [page:Audio.filters filters] array.
 		</div>
 
-		<h3>[method:Audio setFilters]( [page:Array value] )</h3>
+		<h3>[method:Audio setFilters]( [param:Array value] )</h3>
 		<div>
 		value - arrays of filters.<br />
 		Set the [page:Audio.filters filters] array to *value*.
 		</div>
 
-		<h3>[method:null setLoop]( [page:Boolean value] )</h3>
+		<h3>[method:null setLoop]( [param:Boolean value] )</h3>
 		<div>
 		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to *value*
 		(whether playback should loop).
@@ -186,12 +186,12 @@
 
 		</div>
 
-		<h3>[method:null setPlaybackRate]( [page:Number value] )</h3>
+		<h3>[method:null setPlaybackRate]( [param:Number value] )</h3>
 		<div>
 		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to *value*.
 		</div>
 
-		<h3>[method:null setVolume]( [page:Number value] )</h3>
+		<h3>[method:null setVolume]( [param:Number value] )</h3>
 		<div>
 		Set the volume.
 		</div>

+ 1 - 1
docs/api/audio/AudioContext.html

@@ -29,7 +29,7 @@
 		otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		</div>
 
-		<h3>[method:AudioContext setContext]( [page:AudioConetxt value] )</h3>
+		<h3>[method:AudioContext setContext]( [param:AudioConetxt value] )</h3>
 		<div>
 		 Set the variable *context* in the outer scope to *value*.
 		</div>

+ 2 - 2
docs/api/audio/AudioListener.html

@@ -86,7 +86,7 @@
 		Returns the value of the [page:AudioListener.filter filter] property.
 		</div>
 
-		<h3>[method:null setFilter]( [page:AudioNode value] )</h3>
+		<h3>[method:null setFilter]( [param:AudioNode value] )</h3>
 		<div>
 		Set the [page:AudioListener.filter filter] property to *value*.
 		</div>
@@ -96,7 +96,7 @@
 		Return the volume.
 		</div>
 
-		<h3>[method:null setMasterVolume]( [page:Number value] )</h3>
+		<h3>[method:null setMasterVolume]( [param:Number value] )</h3>
 		<div>
 		Set the volume.
 		</div>

+ 5 - 5
docs/api/audio/PositionalAudio.html

@@ -55,7 +55,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:AudioListener listener] )</h3>
+		<h3>[name]( [param:AudioListener listener] )</h3>
 		<div>
 		listener — (required) [page:AudioListener AudioListener] instance.
 		</div>
@@ -87,7 +87,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</div>
 
-		<h3>[method:PannerNode setRefDistance]( [page:Number value] )</h3>
+		<h3>[method:PannerNode setRefDistance]( [param:Number value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</div>
@@ -97,7 +97,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</div>
 
-		<h3>[method:PannerNode setRolloffFactor]( [page:Number value] )</h3>
+		<h3>[method:PannerNode setRolloffFactor]( [param:Number value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</div>
@@ -107,7 +107,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</div>
 
-		<h3>[method:String setDistanceModel]( [page:String value] )</h3>
+		<h3>[method:String setDistanceModel]( [param:String value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</div>
@@ -117,7 +117,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</div>
 
-		<h3>[method:PannerNode setMaxDistance]( [page:Number value] )</h3>
+		<h3>[method:PannerNode setMaxDistance]( [param:Number value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</div>

+ 84 - 85
docs/api/cameras/Camera.html

@@ -1,85 +1,84 @@
-<!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>
-		[page:Object3D] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">
-			Abstract base class for cameras. This class should always be inherited when you build a new camera.
-		</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-			Creates a new [name]. Note that this class is not intended to be called directly;
-			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
-		</div>
-
-
-		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
-
-		<h3>[property:Boolean isCamera]</h3>
-		<div>
-			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.
-		</div>
-
-		<h3>[property:Layers layers]</h3>
-		<div>
-		The [page:Layers layers] that the camera is a member of. This is an inherited
-		property from [page:Object3D].<br /><br />
-
-		Objects must share at least one layer with the camera to be seen
-		when the camera's viewpoint is rendered.
-		</div>
-
-		<h3>[property:Matrix4 matrixWorldInverse]</h3>
-		<div>
-			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
-			the world transform of the Camera.
-		</div>
-
-		<h3>[property:Matrix4 projectionMatrix]</h3>
-		<div>This is the matrix which contains the projection.</div>
-
-
-		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
-
-		<h3>[method:Camera clone]( )</h3>
-		<div>
-			Return a new camera with the same properties as this one.
-		</div>
-
-		<h3>[method:Camera copy]( [page:Camera source] )</h3>
-		<div>
-		Copy the properties from the source camera into this one.
-		</div>
-
-		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 target] )</h3>
-		<div>
-
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a [page:Vector3] representing the world space direction in which the camera is looking.
-		(Note: A camera looks down its local, negative z-axis).<br /><br />
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!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>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Abstract base class for cameras. This class should always be inherited when you build a new camera.
+		</div>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]()</h3>
+		<div>
+			Creates a new [name]. Note that this class is not intended to be called directly;
+			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
+		</div>
+
+
+		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
+
+		<h3>[property:Boolean isCamera]</h3>
+		<div>
+			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.
+		</div>
+
+		<h3>[property:Layers layers]</h3>
+		<div>
+		The [page:Layers layers] that the camera is a member of. This is an inherited
+		property from [page:Object3D].<br /><br />
+
+		Objects must share at least one layer with the camera to be seen
+		when the camera's viewpoint is rendered.
+		</div>
+
+		<h3>[property:Matrix4 matrixWorldInverse]</h3>
+		<div>
+			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
+			the world transform of the Camera.
+		</div>
+
+		<h3>[property:Matrix4 projectionMatrix]</h3>
+		<div>This is the matrix which contains the projection.</div>
+
+
+		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common methods.</div>
+
+		<h3>[method:Camera clone]( )</h3>
+		<div>
+			Return a new camera with the same properties as this one.
+		</div>
+
+		<h3>[method:Camera copy]( [param:Camera source] )</h3>
+		<div>
+		Copy the properties from the source camera into this one.
+		</div>
+
+		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 target] )</h3>
+		<div>
+
+		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
+
+		Returns a [page:Vector3] representing the world space direction in which the camera is looking.
+		(Note: A camera looks down its local, negative z-axis).<br /><br />
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

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

@@ -43,7 +43,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Number near], [page:Number far], [page:Number cubeResolution] )</h3>
+		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
 		<div>
 		near -- The near clipping distance. <br />
 		far -- The far clipping distance <br />
@@ -67,7 +67,7 @@
 		<div>See the base [page:Object3D] class for common methods.</div>
 
 
-		<h3>[method:null update]( [page:WebGLRenderer renderer], [page:Scene scene] )</h3>
+		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<div>
 		renderer -- The current WebGL renderer <br />
 		scene -- The current scene
@@ -76,7 +76,7 @@
 		Call this to update the [page:CubeCamera.renderTarget renderTarget].
 		</div>
 
-		<h3>[method:null clear]( [page:WebGLRenderer renderer], [page:Boolean color], [page:Boolean depth], [page:Boolean stencil] )</h3>
+		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<div>
 		Call this to clear the [page:CubeCamera.renderTarget renderTarget] color, depth, and/or stencil buffers.
 		The color buffer is set to the renderer's current clear color. Arguments default to *true*.

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

@@ -43,7 +43,7 @@ scene.add( camera );</code>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Number left], [page:Number right], [page:Number top], [page:Number bottom], [page:Number near], [page:Number far] )</h3>
+		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
 		<div>
 		left — Camera frustum left plane.<br />
 		right — Camera frustum right plane.<br />
@@ -59,7 +59,7 @@ scene.add( camera );</code>
 		<h2>Properties</h2>
 		<div>
 			See the base [page:Camera] class for common properties.<br>
- 			Note that after making changes to most of these poperties you will have to call 
+ 			Note that after making changes to most of these properties you will have to call
  			[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
 		</div>
 
@@ -107,7 +107,7 @@ scene.add( camera );</code>
 		<h2>Methods</h2>
 		<div>See the base [page:Camera] class for common methods.</div>
 
-		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<div>
 		fullWidth — full width of multiview setup<br />
 		fullHeight — full height of multiview setup<br />

+ 5 - 5
docs/api/cameras/PerspectiveCamera.html

@@ -36,7 +36,7 @@ scene.add( camera );</code>
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:Number fov], [page:Number aspect], [page:Number near], [page:Number far] )</h3>
+		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
 		<div>
 		fov — Camera frustum vertical field of view.<br />
 		aspect — Camera frustum aspect ratio.<br />
@@ -50,8 +50,8 @@ scene.add( camera );</code>
 		<h2>Properties</h2>
 		<div>
 			See the base [page:Camera] class for common properties.<br>
-			Note that after making changes to most of these poperties you will have to call 
-			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect. 
+			Note that after making changes to most of these poperties you will have to call
+			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
 		</div>
 
 		<h3>[property:Float aspect]</h3>
@@ -131,14 +131,14 @@ scene.add( camera );</code>
 		<h3>[method:Float getFocalLength]()</h3>
 		<div>Returns the focal length of the current .fov in respect to .filmGauge.</div>
 
-		<h3>[method:null setFocalLength]( [page:Float focalLength] )</h3>
+		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
 		<div>
 		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
 
 		By default, the focal length is specified for a 35mm (full frame) camera.
 		</div>
 
-		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<div>
 		fullWidth — full width of multiview setup<br />
 		fullHeight — full height of multiview setup<br />

+ 99 - 99
docs/api/constants/Materials.html

@@ -1,99 +1,99 @@
-<!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>Material Constants</h1>
-
-		<div class="desc">
-		These constants define properties common to all material types,
-		with the exception of Texture Combine Operations which only apply to [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
-		</div>
-
-
-		<h2>Side</h2>
-		<code>
-		THREE.FrontSide
-		THREE.BackSide
-		THREE.DoubleSide
-		</code>
-		<div>
-		Defines which side of faces will be rendered - front, back or both.
-		Default is [page:Constant FrontSide].
-		</div>
-
-
-		<h2>Colors</h2>
-		<code>
-		THREE.NoColors
-		THREE.FaceColors
-		THREE.VertexColors
-		</code>
-		<div>
-		[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][property:Color color] value.<br />
-		[page:Constant VertexColors] colors faces according to each [page:Face3 Face3][property:Array 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.
-		</div>
-
-		<h2>Blending Mode</h2>
-		<code>
-		THREE.NoBlending
-		THREE.NormalBlending
-		THREE.AdditiveBlending
-		THREE.SubtractiveBlending
-		THREE.MultiplyBlending
-		THREE.CustomBlending
-		</code>
-
-
-		<div>
-		These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
-		[page:Constant NormalBlending] is the default.<br />
-		Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
-		See the [example:webgl_materials_blending materials / blending] example.<br />
-		</div>
-
-		<h2>Depth Mode</h2>
-		<code>
-		THREE.NeverDepth
-		THREE.AlwaysDepth
-		THREE.LessDepth
-		THREE.LessEqualDepth
-		THREE.GreaterEqualDepth
-		THREE.GreaterDepth
-		THREE.NotEqualDepth
-		</code>
-		<div>
-		Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
-		[page:Materials NeverDepth] will never return true.<br />
-		[page:Materials AlwaysDepth] will always return true.<br />
-		[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
-		[page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
-		[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is not equal to the current buffer Z-depth.<br />
-		</div>
-
-		<h2>Texture Combine Operations</h2>
-		<code>
-		THREE.MultiplyOperation
-		THREE.MixOperation
-		THREE.AddOperation
-		</code>
-		These define how the result of the surface's color is combined with the environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
-		[page:Constant MultiplyOperation] is the default and multiplies the environment map color with the surface color.<br />
-		[page:Constant MixOperation] uses reflectivity to blend between the two colors.<br />
-		[page:Constant AddOperation] adds the two colors.
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-	</body>
-</html>
+<!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>Material Constants</h1>
+
+		<div class="desc">
+		These constants define properties common to all material types,
+		with the exception of Texture Combine Operations which only apply to [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
+		</div>
+
+
+		<h2>Side</h2>
+		<code>
+		THREE.FrontSide
+		THREE.BackSide
+		THREE.DoubleSide
+		</code>
+		<div>
+		Defines which side of faces will be rendered - front, back or both.
+		Default is [page:Constant FrontSide].
+		</div>
+
+
+		<h2>Colors</h2>
+		<code>
+		THREE.NoColors
+		THREE.FaceColors
+		THREE.VertexColors
+		</code>
+		<div>
+		[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][property:Color color] value.<br />
+		[page:Constant VertexColors] colors faces according to each [page:Face3 Face3][property:Array 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.
+		</div>
+
+		<h2>Blending Mode</h2>
+		<code>
+		THREE.NoBlending
+		THREE.NormalBlending
+		THREE.AdditiveBlending
+		THREE.SubtractiveBlending
+		THREE.MultiplyBlending
+		THREE.CustomBlending
+		</code>
+
+
+		<div>
+		These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
+		[page:Constant NormalBlending] is the default.<br />
+		Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
+		See the [example:webgl_materials_blending materials / blending] example.<br />
+		</div>
+
+		<h2>Depth Mode</h2>
+		<code>
+		THREE.NeverDepth
+		THREE.AlwaysDepth
+		THREE.LessDepth
+		THREE.LessEqualDepth
+		THREE.GreaterEqualDepth
+		THREE.GreaterDepth
+		THREE.NotEqualDepth
+		</code>
+		<div>
+		Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
+		[page:Materials NeverDepth] will never return true.<br />
+		[page:Materials AlwaysDepth] will always return true.<br />
+		[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
+		[page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
+		[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
+		[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
+		[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is not equal to the current buffer Z-depth.<br />
+		</div>
+
+		<h2>Texture Combine Operations</h2>
+		<code>
+		THREE.MultiplyOperation
+		THREE.MixOperation
+		THREE.AddOperation
+		</code>
+		These define how the result of the surface's color is combined with the environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
+		[page:Constant MultiplyOperation] is the default and multiplies the environment map color with the surface color.<br />
+		[page:Constant MixOperation] uses reflectivity to blend between the two colors.<br />
+		[page:Constant AddOperation] adds the two colors.
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
+	</body>
+</html>

+ 0 - 2
docs/api/constants/Renderer.html

@@ -18,7 +18,6 @@
 		THREE.CullFaceFrontBack
 		</code>
 		<div>
-		These are used by the WebGLRenderer's [page:WebGLRenderer.setFaceCulling setFaceCulling] method.<br /><br />
 		[page:constant CullFaceNone] disables face culling.<br />
 		[page:constant CullFaceBack] culls back faces (default).<br />
 		[page:constant CullFaceFront] culls front faces.<br />
@@ -31,7 +30,6 @@
 		THREE.FrontFaceDirectionCCW
 		</code>
 		<div>
-		These are used by the WebGLRenderer's [page:WebGLRenderer.setFaceCulling setFaceCulling] method.<br /><br />
 		[page:constant FrontFaceDirectionCW] sets the winding order for polygons to clockwise.<br />
 		[page:constant FrontFaceDirectionCCW] sets the winding order for polygons to counter-clockwise (default).
 		</div>

+ 6 - 9
docs/api/core/BufferAttribute.html

@@ -21,7 +21,7 @@
 		</div>
 
 		<h2>Constructor</h2>
-		<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Boolean normalized] )</h3>
+		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<div>
 		[page:TypedArray array] -- Must be a [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray].
 		Used to instantiate the buffer. <br />
@@ -134,15 +134,12 @@
 			for notes on requirements if copying a TypedArray.
 		</div>
 
-		<h3>[method:null copyAt] ( [page:Integer index1], [page:BufferAttribute bufferAttribute], [page:Integer index2] ) </h3>
+		<h3>[method:null copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
 		<div>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</div>
 
 		<h3>[method:BufferAttribute copyColorsArray]( colors ) </h3>
 		<div>Copy an array representing RGB color values into [page:BufferAttribute.array array].</div>
 
-		<h3>[method:BufferAttribute copyIndicesArray]( indices ) </h3>
-		<div>Copy an array representing [page:Face3] indices into [page:BufferAttribute.array array].</div>
-
 		<h3>[method:BufferAttribute copyVector2sArray]( vectors ) </h3>
 		<div>Copy an array representing [page:Vector2]s into [page:BufferAttribute.array array].</div>
 
@@ -164,7 +161,7 @@
 		<h3>[method:Number getW]( index ) </h3>
 		<div>Returns the w component of the vector at the given index.</div>
 
-		<h3>[method:null onUpload]( [page:Function callback] ) </h3>
+		<h3>[method:null onUpload]( [param:Function callback] ) </h3>
 		<div>
 		Sets the value of the onUploadCallback property.<br /><br />
 
@@ -172,7 +169,7 @@
 		after the buffer has been	transfered to the GPU.
 		</div>
 
-		<h3>[method:null set] ( [page:Array value], [page:Integer offset] ) </h3>
+		<h3>[method:null set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<div>
 		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
 		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
@@ -184,14 +181,14 @@
 		being a [page:TypedArray].
 		</div>
 
-		<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
+		<h3>[method:null setArray] ( [param:TypedArray array] ) </h3>
 		<div>
 		[page:BufferAttribute.array array] to the TypedArray passed in here.<br /><br />
 
 		After setting the array, [page:BufferAttribute.needsUpdate needsUpdate] should be set to true.
 		</div>
 
-		<h3>[method:BufferAttribute setDynamic] ( [page:Boolean value] ) </h3>
+		<h3>[method:BufferAttribute setDynamic] ( [param:Boolean value] ) </h3>
 		<div>Set [page:BufferAttribute.dynamic dynamic] to value.</div>
 
 		<h3>[method:null setX]( index, x ) </h3>

+ 355 - 357
docs/api/core/BufferGeometry.html

@@ -1,357 +1,355 @@
-<!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>
-
-		<div class="desc">
-		<p>
-		This class is an efficient alternative to [page:Geometry], because it stores all data, including
-		vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers; this
-		reduces the cost of passing all this data to the GPU.<br />
-		This also makes BufferGeometry harder to work with than [page:Geometry]; rather than accessing
-		position data as [page:Vector3] objects, color data as [page:Color] objects, and so on, you have to
-		access the raw data from the appropriate [page:BufferAttribute attribute buffer]. This makes
-		BufferGeometry best-suited for static objects where you don't need to manipulate the geometry much
-		after instantiating it.
-		</p>
-
-		<h2>Example</h2>
-		<code>
-		var geometry = new THREE.BufferGeometry();
-		// create a simple square shape. We duplicate the top left and bottom right
-		// vertices because each vertex needs to appear once per triangle.
-		var vertices = new Float32Array( [
-			-1.0, -1.0,  1.0,
-			 1.0, -1.0,  1.0,
-			 1.0,  1.0,  1.0,
-
-			 1.0,  1.0,  1.0,
-			-1.0,  1.0,  1.0,
-			-1.0, -1.0,  1.0
-		] );
-
-		// itemSize = 3 because there are 3 values (components) per vertex
-		geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
-		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
-		var mesh = new THREE.Mesh( geometry, material );
-		</code>
-		<div>
-			[example:webgl_buffergeometry Complex mesh with non-indexed faces]<br />
-			[example:webgl_buffergeometry_uint Complex mesh with indexed faces]<br />
-			[example:webgl_buffergeometry_lines Lines]<br />
-			[example:webgl_buffergeometry_lines_indexed Indexed Lines]<br />
-			[example:webgl_buffergeometry_custom_attributes_particles Particles]<br />
-			[example:webgl_buffergeometry_rawshader Raw Shaders]
-		</div>
-
-
-		<h2>Accessing Attributes</h2>
-		<p>
-		WebGL stores data associated with individual vertices of a geometry in <em>attributes</em>.
-		Examples include the position of the vertex, the normal vector for the vertex, the vertex color,
-		and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping
-		up this information into typed array buffers and sending this data to the shader. With
-		BufferGeometry, all of this data is stored in buffers associated with individual attributes.
-		This means that to get the position data associated with a vertex (for instance), you must call
-		[page:.getAttribute] to access the 'position' [page:BufferAttribute attribute], then access the individual
-		x, y, and z coordinates of the position.
-		</p>
-		<p>
-		The following attributes are set by various members of this class:
-		</p>
-		<h3>[page:BufferAttribute position] (itemSize: 3)</h3>
-		<div>
-		Stores the x, y, and z coordinates of each vertex in this geometry. Set by [page:.fromGeometry]().
-		</div>
-
-		<h3>[page:BufferAttribute normal] (itemSize: 3)</h3>
-		<div>
-		Stores the x, y, and z components of the vertex normal vector of each vertex in this geometry.
-		Set by [page:.fromGeometry]().
-		</div>
-
-		<h3>[page:BufferAttribute color] (itemSize: 3)</h3>
-		<div>
-		Stores the red, green, and blue channels of vertex color of each vertex in this geometry.
-		Set by [page:.fromGeometry]().
-		</div>
-
-		<h3>[page:BufferAttribute index] (itemSize: 1)</h3>
-		Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles" and
-		works much the same as it does in [page:Geometry]: each triangle is associated with the indices of three vertices.
-		This attribute therefore stores the index of each vertex for each triangular face.
-
-		If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
-		positions represent a single triangle.
-		</div>
-		<p>
-		In addition to the the built-in attributes, you can set your own custom attributes using the addAttribute method. With [page:Geometry], these attributes are set and stored on the [page:Material]. In BufferGeometry, the attributes are stored with the geometry itself. Note that you still need to set the attributes information on the material as well, but the value of each attribute is stored in the BufferGeometry.
-		</p>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		This creates a new [name]. It also sets several properties to a default value.
-		</div>
-
-
-		<h2>Properties</h2>
-
-		<h3>[property:Hashmap attributes]</h3>
-		<div>
-		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
-		Rather than accessing this property directly, use [page:.addAttribute] and [page:.getAttribute] to access attributes of this geometry.
-		</div>
-
-		<h3>[property:Box3 boundingBox]</h3>
-		<div>
-			Bounding box for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
-		</div>
-
-		<h3>[property:Sphere boundingSphere]</h3>
-		<div>
-			Bounding sphere for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
-		</div>
-
-		<h3>[property:Object drawRange]</h3>
-		<div>
-			Used to determine what part of the geometry should be rendered. This should not
-			be set directly, instead use [page:.setDrawRange].<br />
-			Default is
-			<code>
-				{ start: 0, count: Infinity }
-			</code>
-		</div>
-
-		<h3>[property:Array groups]</h3>
-		<div>
-			Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
-			This allows an array of materials to be used with the bufferGeometry.<br /><br />
-
-			Each group is an object of the form:
-			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
-			where start specifies the index of the first vertex in this draw call, count specifies
-			how many vertices are included, and materialIndex specifies the material array index to use.<br /><br />
-
-			Use [page:.addGroup] to add groups, rather than modifying this array directly.
-		</div>
-
-
-		<!-- Note: groups used to be called drawCalls
-
-		<h3>[property:Array drawcalls]</h3>
-		<div>
-		For geometries that use indexed triangles, this Array can be used to split the object
-		into multiple WebGL draw calls. Each draw call will draw some subset of the vertices
-		in this geometry using the configured [page:Material shader]. This may be necessary if,
-		for instance, you have more than 65535 vertices in your object.
-		</div> -->
-
-
-		<h3>[property:Integer id]</h3>
-		<div>Unique number for this bufferGeometry instance.</div>
-
-		<h3>[property:BufferAttribute index]</h3>
-		<div>
-			See "Accessing Attributes" section above for a description of this property.
-			Default is *null*.
-		</div>
-
-		<h3>[property:Boolean isBufferGeometry]</h3>
-		<div>
-			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.
-		</div>
-
-		<h3>[property:Object morphAttributes]</h3>
-		<div>
-			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
-		</div>
-
-		<h3>[property:String name]</h3>
-		<div>
-		Optional name for this bufferGeometry instance. Default is an empty string.
-		</div>
-
-		<h3>[property:String uuid]</h3>
-		<div>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned and shouldn't be edited.
-		</div>
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attribute] )</h3>
-		<div>
-		Adds an attribute to this geometry. Use this rather than the attributes property,
-		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
-		attributes.
-		</div>
-
-		<h3>[method:null addGroup]( [page:Integer start], [page:Integer count], [page:Integer materialIndex] )</h3>
-		<div>
-			Adds a group to this geometry; see the [page:BufferGeometry.groups groups]
-			property for details.
-		</div>
-
-
-		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
-		<div>Bakes matrix transform directly into vertex coordinates.</div>
-
-		<h3>[method:null center] ()</h3>
-		<div>Center the geometry based on the bounding box.</div>
-
-		<h3>[method:BufferGeometry clone]()</h3>
-		<div>Creates a clone of this BufferGeometry.</div>
-
-		<h3>[method:BufferGeometry copy]( [page:BufferGeometry bufferGeometry] )</h3>
-		<div>Copies another BufferGeometry to this BufferGeometry.</div>
-
-		<h3>[method:null clearGroups]( )</h3>
-		<div>Clears all groups.</div>
-
-		<h3>[method:null computeBoundingBox]()</h3>
-		<div>
-		Computes bounding box of the geometry, updating [page:.boundingBox] attribute.<br />
-		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
-		</div>
-
-		<h3>[method:null computeBoundingSphere]()</h3>
-		<div>
-		Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.<br />
-		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
-		</div>
-
-		<h3>[method:null computeVertexNormals]()</h3>
-		<div>Computes vertex normals by averaging face normals.</div>
-
-		<h3>[method:null dispose]()</h3>
-		<div>
-		Disposes the object from memory. <br />
-		You need to call this when you want the bufferGeometry removed while the application is running.
-		</div>
-
-		<h3>[method:BufferGeometry fromDirectGeometry]( [page:Geometry] )</h3>
-		<div>
-			Populates this BufferGeometry with data from a [page:DirectGeometry] object.<br /><br />
-
-			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
-			and BufferGeometry.
-		</div>
-
-		<h3>[method:BufferGeometry fromGeometry]( [page:Geometry] )</h3>
-		<div>Populates this BufferGeometry with data from a [page:Geometry] object.</div>
-
-		<h3>[method:BufferAttribute getAttribute]( [page:String name] )</h3>
-		<div>Returns the [page:BufferAttribute attribute] with the specified name.</div>
-
-		<h3>[method:BufferAttribute getIndex] ()</h3>
-		<div>Return the [page:.index] buffer.</div>
-
-		<h3>[method:BufferGeometry lookAt] ( [page:Vector3 vector] )</h3>
-		<div>
-		vector - A world vector to look at.<br /><br />
-
-		Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.lookAt] for typical real-time mesh usage.
-		</div>
-
-		<h3>[method:null merge]( [page:BufferGeometry bufferGeometry], [page:Integer offset] )</h3>
-		<div>Merge in another BufferGeometry with an optional offset of where to start merging in.</div>
-
-		<h3>[method:null normalizeNormals]()</h3>
-		<div>
-		Every normal vector in a geometry will have a magnitude of 1.
-		This will correct lighting on the geometry surfaces.
-		</div>
-
-		<h3>[method:BufferAttribute removeAttribute]( [page:String name] )</h3>
-		<div>Removes the [page:BufferAttribute attribute] with the specified name.</div>
-
-		<h3>[method:BufferGeometry rotateX] ( [page:Float radians] )</h3>
-		<div>
-		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</div>
-
-		<h3>[method:BufferGeometry rotateY] ( [page:Float radians] )</h3>
-		<div>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</div>
-
-		<h3>[method:BufferGeometry rotateZ] ( [page:Float radians] )</h3>
-		<div>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</div>
-
-		<h3>[method:BufferGeometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
-		<div>
-		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.scale] for typical real-time mesh scaling.
-		</div>
-
-		<h3>[method:null setIndex] ( [page:BufferAttribute index] )</h3>
-		<div>Set the [page:.index] buffer.</div>
-
-		<h3>[method:null setDrawRange] ( [page:Integer start], [page:Integer count] )</h3>
-		<div>Set the [page:.drawRange] buffer. See that property for details.</div>
-
-		<h3>[method:BufferGeometry setFromObject] ( [page:Object3D object] )</h3>
-		<div>Sets the attributes for this BufferGeometry from an [page:Object3D].</div>
-
-		<h3>[method:BufferGeometry setFromPoints] ( [page:Array points] )</h3>
-		<div>Sets the attributes for this BufferGeometry from an array of points.</div>
-
-		<h3>[method:Object toJSON]()</h3>
-		<div>Returns a JSON object representation of the BufferGeometry.</div>
-
-		<h3>[method:BufferGeometry toNonIndexed]()</h3>
-		<div>Return a non-index version of an indexed BufferGeometry.</div>
-
-		<h3>[method:BufferGeometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
-		<div>
-		Translate the geometry. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.position] for typical real-time mesh translation.
-		</div>
-
-		<h3>[method:BufferGeometry updateFromObject] ( [page:Object3D object] )</h3>
-		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!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>
+
+		<div class="desc">
+		<p>
+		This class is an efficient alternative to [page:Geometry], because it stores all data, including
+		vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers; this
+		reduces the cost of passing all this data to the GPU.<br />
+		This also makes BufferGeometry harder to work with than [page:Geometry]; rather than accessing
+		position data as [page:Vector3] objects, color data as [page:Color] objects, and so on, you have to
+		access the raw data from the appropriate [page:BufferAttribute attribute buffer]. This makes
+		BufferGeometry best-suited for static objects where you don't need to manipulate the geometry much
+		after instantiating it.
+		</p>
+
+		<h2>Example</h2>
+		<code>
+		var geometry = new THREE.BufferGeometry();
+		// create a simple square shape. We duplicate the top left and bottom right
+		// vertices because each vertex needs to appear once per triangle.
+		var vertices = new Float32Array( [
+			-1.0, -1.0,  1.0,
+			 1.0, -1.0,  1.0,
+			 1.0,  1.0,  1.0,
+
+			 1.0,  1.0,  1.0,
+			-1.0,  1.0,  1.0,
+			-1.0, -1.0,  1.0
+		] );
+
+		// itemSize = 3 because there are 3 values (components) per vertex
+		geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
+		var mesh = new THREE.Mesh( geometry, material );
+		</code>
+		<div>
+			[example:webgl_buffergeometry Mesh with non-indexed faces]<br />
+			[example:webgl_buffergeometry_indexed Mesh with indexed faces]<br />
+			[example:webgl_buffergeometry_lines Lines]<br />
+			[example:webgl_buffergeometry_lines_indexed Indexed Lines]<br />
+			[example:webgl_buffergeometry_custom_attributes_particles Particles]<br />
+			[example:webgl_buffergeometry_rawshader Raw Shaders]
+		</div>
+
+
+		<h2>Accessing Attributes</h2>
+		<p>
+		WebGL stores data associated with individual vertices of a geometry in <em>attributes</em>.
+		Examples include the position of the vertex, the normal vector for the vertex, the vertex color,
+		and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping
+		up this information into typed array buffers and sending this data to the shader. With
+		BufferGeometry, all of this data is stored in buffers associated with individual attributes.
+		This means that to get the position data associated with a vertex (for instance), you must call
+		[page:.getAttribute] to access the 'position' [page:BufferAttribute attribute], then access the individual
+		x, y, and z coordinates of the position.
+		</p>
+		<p>
+		The following attributes are set by various members of this class:
+		</p>
+		<h3>[page:BufferAttribute position] (itemSize: 3)</h3>
+		<div>
+		Stores the x, y, and z coordinates of each vertex in this geometry. Set by [page:.fromGeometry]().
+		</div>
+
+		<h3>[page:BufferAttribute normal] (itemSize: 3)</h3>
+		<div>
+		Stores the x, y, and z components of the vertex normal vector of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<h3>[page:BufferAttribute color] (itemSize: 3)</h3>
+		<div>
+		Stores the red, green, and blue channels of vertex color of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<p>
+		In addition to the the built-in attributes, you can set your own custom attributes using the addAttribute method. With [page:Geometry], these attributes are set and stored on the [page:Material]. In BufferGeometry, the attributes are stored with the geometry itself. Note that you still need to set the attributes information on the material as well, but the value of each attribute is stored in the BufferGeometry.
+		</p>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]()</h3>
+		<div>
+		This creates a new [name]. It also sets several properties to a default value.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Object attributes]</h3>
+		<div>
+		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
+		Rather than accessing this property directly, use [page:.addAttribute] and [page:.getAttribute] to access attributes of this geometry.
+		</div>
+
+		<h3>[property:Box3 boundingBox]</h3>
+		<div>
+			Bounding box for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingBox](). Default is *null*.
+		</div>
+
+		<h3>[property:Sphere boundingSphere]</h3>
+		<div>
+			Bounding sphere for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingSphere](). Default is *null*.
+		</div>
+
+		<h3>[property:Object drawRange]</h3>
+		<div>
+			Used to determine what part of the geometry should be rendered. This should not
+			be set directly, instead use [page:.setDrawRange].<br />
+			Default is
+			<code>
+				{ start: 0, count: Infinity }
+			</code>
+		</div>
+
+		<h3>[property:Array groups]</h3>
+		<div>
+			Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
+			This allows an array of materials to be used with the bufferGeometry.<br /><br />
+
+			Each group is an object of the form:
+			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
+			where start specifies the index of the first vertex in this draw call, count specifies
+			how many vertices are included, and materialIndex specifies the material array index to use.<br /><br />
+
+			Use [page:.addGroup] to add groups, rather than modifying this array directly.
+		</div>
+
+
+		<!-- Note: groups used to be called drawCalls
+
+		<h3>[property:Array drawcalls]</h3>
+		<div>
+		For geometries that use indexed triangles, this Array can be used to split the object
+		into multiple WebGL draw calls. Each draw call will draw some subset of the vertices
+		in this geometry using the configured [page:Material shader]. This may be necessary if,
+		for instance, you have more than 65535 vertices in your object.
+		</div> -->
+
+
+		<h3>[property:Integer id]</h3>
+		<div>Unique number for this bufferGeometry instance.</div>
+
+		<h3>[property:BufferAttribute index]</h3>
+		<div>
+			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles" and
+			works much the same as it does in [page:Geometry]: each triangle is associated with the indices of three vertices.
+			This attribute therefore stores the index of each vertex for each triangular face.
+
+			If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
+			positions represent a single triangle.
+
+			Default is *null*.
+		</div>
+
+		<h3>[property:Boolean isBufferGeometry]</h3>
+		<div>
+			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.
+		</div>
+
+		<h3>[property:Object morphAttributes]</h3>
+		<div>
+			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
+		</div>
+
+		<h3>[property:String name]</h3>
+		<div>
+		Optional name for this bufferGeometry instance. Default is an empty string.
+		</div>
+
+		<h3>[property:String uuid]</h3>
+		<div>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned and shouldn't be edited.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+
+		<h3>[method:null addAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
+		<div>
+		Adds an attribute to this geometry. Use this rather than the attributes property,
+		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
+		attributes.
+		</div>
+
+		<h3>[method:null addGroup]( [param:Integer start], [param:Integer count], [param:Integer materialIndex] )</h3>
+		<div>
+			Adds a group to this geometry; see the [page:BufferGeometry.groups groups]
+			property for details.
+		</div>
+
+
+		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+		<div>Bakes matrix transform directly into vertex coordinates.</div>
+
+		<h3>[method:null center] ()</h3>
+		<div>Center the geometry based on the bounding box.</div>
+
+		<h3>[method:BufferGeometry clone]()</h3>
+		<div>Creates a clone of this BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry copy]( [param:BufferGeometry bufferGeometry] )</h3>
+		<div>Copies another BufferGeometry to this BufferGeometry.</div>
+
+		<h3>[method:null clearGroups]( )</h3>
+		<div>Clears all groups.</div>
+
+		<h3>[method:null computeBoundingBox]()</h3>
+		<div>
+		Computes bounding box of the geometry, updating [param:.boundingBox] attribute.<br />
+		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+		</div>
+
+		<h3>[method:null computeBoundingSphere]()</h3>
+		<div>
+		Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.<br />
+		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+		</div>
+
+		<h3>[method:null computeVertexNormals]()</h3>
+		<div>Computes vertex normals by averaging face normals.</div>
+
+		<h3>[method:null dispose]()</h3>
+		<div>
+		Disposes the object from memory. <br />
+		You need to call this when you want the bufferGeometry removed while the application is running.
+		</div>
+
+		<h3>[method:BufferGeometry fromDirectGeometry]( [param:Geometry] )</h3>
+		<div>
+			Populates this BufferGeometry with data from a [page:DirectGeometry] object.<br /><br />
+
+			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
+			and BufferGeometry.
+		</div>
+
+		<h3>[method:BufferGeometry fromGeometry]( [param:Geometry] )</h3>
+		<div>Populates this BufferGeometry with data from a [page:Geometry] object.</div>
+
+		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
+		<div>Returns the [page:BufferAttribute attribute] with the specified name.</div>
+
+		<h3>[method:BufferAttribute getIndex] ()</h3>
+		<div>Return the [page:.index] buffer.</div>
+
+		<h3>[method:BufferGeometry lookAt] ( [param:Vector3 vector] )</h3>
+		<div>
+		vector - A world vector to look at.<br /><br />
+
+		Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
+		Use [page:Object3D.lookAt] for typical real-time mesh usage.
+		</div>
+
+		<h3>[method:null merge]( [param:BufferGeometry bufferGeometry], [param:Integer offset] )</h3>
+		<div>Merge in another BufferGeometry with an optional offset of where to start merging in.</div>
+
+		<h3>[method:null normalizeNormals]()</h3>
+		<div>
+		Every normal vector in a geometry will have a magnitude of 1.
+		This will correct lighting on the geometry surfaces.
+		</div>
+
+		<h3>[method:BufferAttribute removeAttribute]( [param:String name] )</h3>
+		<div>Removes the [page:BufferAttribute attribute] with the specified name.</div>
+
+		<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
+		<div>
+		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:BufferGeometry rotateY] ( [param:Float radians] )</h3>
+		<div>
+		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:BufferGeometry rotateZ] ( [param:Float radians] )</h3>
+		<div>
+		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:BufferGeometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<div>
+		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
+		Use [page:Object3D.scale] for typical real-time mesh scaling.
+		</div>
+
+		<h3>[method:null setIndex] ( [param:BufferAttribute index] )</h3>
+		<div>Set the [page:.index] buffer.</div>
+
+		<h3>[method:null setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
+		<div>Set the [page:.drawRange] buffer. See that property for details.</div>
+
+		<h3>[method:BufferGeometry setFromObject] ( [param:Object3D object] )</h3>
+		<div>Sets the attributes for this BufferGeometry from an [page:Object3D].</div>
+
+		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
+		<div>Sets the attributes for this BufferGeometry from an array of points.</div>
+
+		<h3>[method:Object toJSON]()</h3>
+		<div>Returns a JSON object representation of the BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry toNonIndexed]()</h3>
+		<div>Return a non-index version of an indexed BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
+		<div>
+		Translate the geometry. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.position] for typical real-time mesh translation.
+		</div>
+
+		<h3>[method:BufferGeometry updateFromObject] ( [param:Object3D object] )</h3>
+		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 1 - 1
docs/api/core/Clock.html

@@ -19,7 +19,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Boolean autoStart] )</h3>
+		<h3>[name]( [param:Boolean autoStart] )</h3>
 		<div>
 		autoStart — (optional) whether to automatically start the clock. Default is true.
 		</div>

+ 0 - 21
docs/api/core/DirectGeometry.html

@@ -34,9 +34,6 @@
 		<h3>[property:Array type]</h3>
 		<div>String 'DirectGeometry'.</div>
 
-		<h3>[property:Array indices]</h3>
-		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
-
 		<h3>[property:Array vertices]</h3>
 		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
@@ -94,30 +91,12 @@
 
 		<h2>Methods</h2>
 
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[property:null computeBoundingBox](  )</h3>
-		<div>
-		 See [page:Geometry.computeBoundingBox].
-		</div>
-
-		<h3>[property:null computeBoundingSphere](  )</h3>
-		<div>
-		 See [page:Geometry.computeBoundingSphere].
-		</div>
-
 		<h3>[property:null computeGroups]( [page:Geometry geometry] )</h3>
 		<div>
 			Compute the parts of the geometry that have different materialIndex.
 			See [page:BufferGeometry.groups].
 		</div>
 
-		<h3>[method:null dispose]()</h3>
-		<div>
-		Disposes the object from memory. <br />
-		You need to call this when you want the directGeometry removed while the application is running.
-		</div>
-
 		<h3>[property:null fromGeometry]( [page:Geometry geometry] )</h3>
 		<div>Pass in a [page:Geometry] instance for conversion.</div>
 

+ 100 - 100
docs/api/core/EventDispatcher.html

@@ -1,100 +1,100 @@
-<!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>
-
-		<div class="desc">
-			JavaScript events for custom objects.<br />
-			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
-		</div>
-
-		<h2>Example</h2>
-
-		<code>
-// Adding events to a custom object
-
-var Car = function () {
-
-    this.start = function () {
-
-        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
-
-    };
-
-};
-
-// Mixing the EventDispatcher.prototype with the custom object prototype
-
-Object.assign( Car.prototype, EventDispatcher.prototype );
-
-// Using events with the custom object
-
-var car = new Car();
-
-car.addEventListener( 'start', function ( event ) {
-
-    alert( event.message );
-
-} );
-
-car.start();
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-		<div>
-		Creates EventDispatcher object.
-		</div>
-
-
-		<h2>Methods</h2>
-
-		<h3>[method:null addEventListener]( [page:String type], [page:Function listener] )</h3>
-		<div>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
-		</div>
-		<div>
-		Adds a listener to an event type.
-		</div>
-
-		<h3>[method:Boolean hasEventListener]( [page:String type], [page:Function listener] )</h3>
-		<div>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
-		</div>
-		<div>
-		Checks if listener is added to an event type.
-		</div>
-
-		<h3>[method:null removeEventListener]( [page:String type], [page:Function listener] )</h3>
-		<div>
-		type - The type of the listener that gets removed.<br />
-		listener - The listener function that gets removed.
-		</div>
-		<div>
-		Removes a listener from an event type.
-		</div>
-
-		<h3>[method:null dispatchEvent]( [page:object event] )</h3>
-		<div>
-		event - The event that gets fired.
-		</div>
-		<div>
-		Fire an event type.
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!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>
+
+		<div class="desc">
+			JavaScript events for custom objects.<br />
+			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+// Adding events to a custom object
+
+var Car = function () {
+
+    this.start = function () {
+
+        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
+
+    };
+
+};
+
+// Mixing the EventDispatcher.prototype with the custom object prototype
+
+Object.assign( Car.prototype, EventDispatcher.prototype );
+
+// Using events with the custom object
+
+var car = new Car();
+
+car.addEventListener( 'start', function ( event ) {
+
+    alert( event.message );
+
+} );
+
+car.start();
+		</code>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]()</h3>
+		<div>
+		Creates EventDispatcher object.
+		</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null addEventListener]( [param:String type], [param:Function listener] )</h3>
+		<div>
+		type - The type of event to listen to.<br />
+		listener - The function that gets called when the event is fired.
+		</div>
+		<div>
+		Adds a listener to an event type.
+		</div>
+
+		<h3>[method:Boolean hasEventListener]( [param:String type], [param:Function listener] )</h3>
+		<div>
+		type - The type of event to listen to.<br />
+		listener - The function that gets called when the event is fired.
+		</div>
+		<div>
+		Checks if listener is added to an event type.
+		</div>
+
+		<h3>[method:null removeEventListener]( [param:String type], [param:Function listener] )</h3>
+		<div>
+		type - The type of the listener that gets removed.<br />
+		listener - The listener function that gets removed.
+		</div>
+		<div>
+		Removes a listener from an event type.
+		</div>
+
+		<h3>[method:null dispatchEvent]( [param:object event] )</h3>
+		<div>
+		event - The event that gets fired.
+		</div>
+		<div>
+		Fire an event type.
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 134 - 134
docs/api/core/Face3.html

@@ -1,134 +1,134 @@
-<!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>
-
-		<div class="desc">
-		Triangular face used in [page:Geometry]. These are created automatically for all
-		standard geometry types, however if you are building a custom geometry you will have to
-		create them manually.
-		</div>
-
-
-		<h2>Examples</h2>
-
-		<div>[example:misc_ubiquity_test ubiquity / test ]</div>
-		<div>[example:svg_sandbox svg / sandbox ]</div>
-		<div>[example:misc_exporter_obj exporter / obj ]</div>
-		<div>[example:webgl_shaders_vector WebGL / shaders / vector ]</div>
-
-
-		<code>
-var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
-
-//create a triangular geometry
-var geometry = new THREE.Geometry();
-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
-var normal = new THREE.Vector3( 0, 1, 0 ); //optional
-var color = new THREE.Color( 0xffaa00 ); //optional
-var materialIndex = 0; //optional
-var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
-
-//add the face to the geometry's faces array
-geometry.faces.push( face );
-
-//the face normals and vertex normals can be calculated automatically if not supplied above
-geometry.computeFaceNormals();
-geometry.computeVertexNormals();
-
-scene.add( new THREE.Mesh( geometry, material ) );
-	</code>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]( [page:Integer a], [page:Integer b], [page:Integer c], [page:Vector3 normal], [page:Color color], [page:Integer materialIndex] )</h3>
-		<div>
-		a — Vertex A index.<br />
-		b — Vertex B index.<br />
-		c — Vertex C index.<br /><br />
-
-		normal — (optional) Face normal ([page:Vector3 Vector3]) or array of vertex normals.
-		If a single vector is passed in, this sets [page:.normal], otherwise if an array of three
-		vectors is passed in this sets [page:.vertexNormals]<br /><br />
-
-		color — (optional) Face [page:Color color] or array of vertex [page:Color colors].
-		If a single vector is passed in, this sets [page:.color], otherwise if an array of three
-		vectors is passed in this sets [page:.vertexColors]<br /><br />
-
-		materialIndex — (optional) which index of an array of materials to associate
-		with the face.
-		</div>
-
-		<h2>Properties</h2>
-
-		<h3>[property:Integer a]</h3>
-		<div>
-		Vertex A index.
-		</div>
-
-		<h3>[property:Integer b]</h3>
-		<div>
-		Vertex B index.
-		</div>
-
-		<h3>[property:Integer c]</h3>
-		<div>
-		Vertex C index.
-		</div>
-
-		<h3>[property:Vector3 normal]</h3>
-		<div>
-		Face normal - vector showing the direction of the Face3. If calculated automatically
-		(using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
-		triangle. Default is *(0, 0, 0)*.
-		</div>
-
-		<h3>[property:Color color]</h3>
-		<div>
-		Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
-		must be set to [page:Materials THREE.FaceColors].
-		</div>
-
-		<h3>[property:Array vertexNormals]</h3>
-		<div>
-		Array of 3 [page:Vector3 vertex normals].
-		</div>
-
-		<h3>[property:Array vertexColors]</h3>
-		<div>
-		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].
-		</div>
-
-
-		<h3>[property:Integer materialIndex]</h3>
-		<div>
-		Material index (points to an index in the associated array of materials). Default is *0*.
-		</div>
-
-		<h2>Methods</h2>
-
-		<h3>[method:Face3 clone]()</h3>
-		<div>Creates a new clone of the Face3 object.</div>
-
-		<h3>[method:Face3 copy]( [page:Face3 face3] )</h3>
-		<div>Copy the paramaters of another Face3 into this.</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!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>
+
+		<div class="desc">
+		Triangular face used in [page:Geometry]. These are created automatically for all
+		standard geometry types, however if you are building a custom geometry you will have to
+		create them manually.
+		</div>
+
+
+		<h2>Examples</h2>
+
+		<div>[example:misc_ubiquity_test ubiquity / test ]</div>
+		<div>[example:svg_sandbox svg / sandbox ]</div>
+		<div>[example:misc_exporter_obj exporter / obj ]</div>
+		<div>[example:webgl_shaders_vector WebGL / shaders / vector ]</div>
+
+
+		<code>
+var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
+
+//create a triangular geometry
+var geometry = new THREE.Geometry();
+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
+var normal = new THREE.Vector3( 0, 1, 0 ); //optional
+var color = new THREE.Color( 0xffaa00 ); //optional
+var materialIndex = 0; //optional
+var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
+
+//add the face to the geometry's faces array
+geometry.faces.push( face );
+
+//the face normals and vertex normals can be calculated automatically if not supplied above
+geometry.computeFaceNormals();
+geometry.computeVertexNormals();
+
+scene.add( new THREE.Mesh( geometry, material ) );
+	</code>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Integer a], [param:Integer b], [param:Integer c], [param:Vector3 normal], [param:Color color], [param:Integer materialIndex] )</h3>
+		<div>
+		a — Vertex A index.<br />
+		b — Vertex B index.<br />
+		c — Vertex C index.<br /><br />
+
+		normal — (optional) Face normal ([page:Vector3 Vector3]) or array of vertex normals.
+		If a single vector is passed in, this sets [page:.normal], otherwise if an array of three
+		vectors is passed in this sets [page:.vertexNormals]<br /><br />
+
+		color — (optional) Face [page:Color color] or array of vertex [page:Color colors].
+		If a single vector is passed in, this sets [page:.color], otherwise if an array of three
+		vectors is passed in this sets [page:.vertexColors]<br /><br />
+
+		materialIndex — (optional) which index of an array of materials to associate
+		with the face.
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Integer a]</h3>
+		<div>
+		Vertex A index.
+		</div>
+
+		<h3>[property:Integer b]</h3>
+		<div>
+		Vertex B index.
+		</div>
+
+		<h3>[property:Integer c]</h3>
+		<div>
+		Vertex C index.
+		</div>
+
+		<h3>[property:Vector3 normal]</h3>
+		<div>
+		Face normal - vector showing the direction of the Face3. If calculated automatically
+		(using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
+		triangle. Default is *(0, 0, 0)*.
+		</div>
+
+		<h3>[property:Color color]</h3>
+		<div>
+		Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
+		must be set to [page:Materials THREE.FaceColors].
+		</div>
+
+		<h3>[property:Array vertexNormals]</h3>
+		<div>
+		Array of 3 [page:Vector3 vertex normals].
+		</div>
+
+		<h3>[property:Array vertexColors]</h3>
+		<div>
+		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].
+		</div>
+
+
+		<h3>[property:Integer materialIndex]</h3>
+		<div>
+		Material index (points to an index in the associated array of materials). Default is *0*.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:Face3 clone]()</h3>
+		<div>Creates a new clone of the Face3 object.</div>
+
+		<h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
+		<div>Copy the paramaters of another Face3 into this.</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 14 - 18
docs/api/core/Geometry.html

@@ -107,8 +107,7 @@
 		<h3>[property:array lineDistances]</h3>
 		<div>
 		An array containing distances between vertices for Line geometries.
-		This is required for [page:LineSegments] / [page:LineDashedMaterial] to render correctly.
-		Line distances can be generated automatically with [page:.computeLineDistances].
+		This is required for [page:LineDashedMaterial] to render correctly.
 		</div>
 
 		<h3>[property:Array morphTargets]</h3>
@@ -212,7 +211,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<div>Bakes matrix transform directly into vertex coordinates.</div>
 
 		<h3>[method:null center] ()</h3>
@@ -242,13 +241,10 @@
 		<h3>[method:null computeFlatVertexNormals]()</h3>
 		<div>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</div>
 
-		<h3>[method:null computeLineDistances]()</h3>
-		<div>Compute [page:.lineDistances].</div>
-
 		<h3>[method:null computeMorphNormals]()</h3>
 		<div>Computes [page:.morphNormals].</div>
 
-		<h3>[method:null computeVertexNormals]( [page:Boolean areaWeighted] )</h3>
+		<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
 		<div>
 		areaWeighted - If true the contribution of each face normal to the vertex normal is
 		weighted by the area of the face. Default is true.<br /><br />
@@ -256,7 +252,7 @@
 		Computes vertex normals by averaging face normals.
 		</div>
 
-		<h3>[method:Geometry copy]( [page:Geometry geometry] )</h3>
+		<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
 		<div>
 			Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
 		</div>
@@ -267,10 +263,10 @@
 		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
 		</div>
 
-		<h3>[method:Geometry fromBufferGeometry]( [page:BufferGeometry geometry] )</h3>
+		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
 		<div>Convert a [page:BufferGeometry] to a Geometry.</div>
 
-		<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
+		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector to look at.<br /><br />
 
@@ -278,10 +274,10 @@
 		Use [page:Object3D.lookAt] for typical real-time mesh usage.
 		</div>
 
-		<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
+		<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
 		<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
 
-		<h3>[method:null mergeMesh]( [page:Mesh mesh] )</h3>
+		<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
 		<div>Merge the mesh's geometry with this, also applying the mesh's transform.</div>
 
 
@@ -297,25 +293,25 @@
 		Make the geometry centered and have a bounding sphere of radius *1.0*.
 		</div>
 
-		<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
+		<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
 		<div>
 		Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
 		Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
+		<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
 		<div>
 		Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
     	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
+		<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
 		<div>
 		Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
 	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:Geometry setFromPoints] ( [page:Array points] )</h3>
+		<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
 		<div>Sets the vertices for this Geometry from an array of points.</div>
 
 		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
@@ -324,7 +320,7 @@
 		this can result in reduced draw calls and improved performance.
 		</div>
 
-		<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 		Scale the geometry data. This is typically done as a one time operation but not during the render loop.<br>
 		Use [page:Object3D.scale] for typical real-time mesh scaling.
@@ -333,7 +329,7 @@
 		<h3>[method:JSON toJSON] ( )</h3>
 		<div>Convert the geometry to JSON format.</div>
 
-		<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 		Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
     	        Use [page:Object3D.position] for typical real-time mesh translation.

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

@@ -17,7 +17,7 @@
 		</div>
 
 		<h2>Constructor</h2>
-		<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Number meshPerAttribute] )</h3>
+		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
 		<div>
 		</div>
 

+ 1 - 1
docs/api/core/InstancedInterleavedBuffer.html

@@ -17,7 +17,7 @@
 		</div>
 
 		<h2>Constructor</h2>
-		<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Number meshPerAttribute] )</h3>
+		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
 		<div>
 		</div>
 

+ 23 - 8
docs/api/core/InterleavedBuffer.html

@@ -11,21 +11,32 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
+			"Interleaved" means that multiple attributes, possibly of different types, (e.g., position, normal, uv, color) are packed into a single array buffer.
+			<br/><br/>
+			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
 		</div>
 
+		<h2>Example</h2>
+
+		<div>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</div>
+
 		<h2>Constructor</h2>
-		<h3>[name]( [page:TypedArray array], [page:Integer stride] )</h3>
+		<h3>[name]( [param:TypedArray array], [param:Integer stride] )</h3>
 		<div>
+			[page:TypedArray array] -- A typed array with a shared buffer. Stores the geometry data.<br/>
+			[page:Integer stride] -- The number of typed-array elements per vertex.
 		</div>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Array array]</h3>
 		<div>
+			 A typed array with a shared buffer. Stores the geometry data.
 		</div>
 
 		<h3>[property:Integer stride]</h3>
 		<div>
+			The number of typed-array elements per vertex.
 		</div>
 
 		<h3>[property:Integer count]</h3>
@@ -45,7 +56,7 @@
 
 		<h3>[property:Number updateRange.offset]</h3>
 		<div>
-		DEfault is *0*.
+		Default is *0*.
 		</div>
 
 		<h3>[property:Number updateRange.count]</h3>
@@ -70,31 +81,35 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
+		<h3>[method:null setArray] ( [param:TypedArray array] ) </h3>
 		<div>
 		 array - must be  a Typed Array.
 		</div>
 
-		<h3>[method:InterleavedBuffer setDynamic] ( [page:Boolean value] ) </h3>
+		<h3>[method:InterleavedBuffer setDynamic] ( [param:Boolean value] ) </h3>
 		<div>
 			Set [page:InterleavedBuffer.dynamic dynamic] to value.
 		</div>
 
 		<h3>[method:InterleavedBuffer copy]( source ) </h3>
 		<div>
-		 Copy the array, count, stride and value of dynamic to this.
+		 Copies another [name] to this [name].
 		</div>
 
 		<h3>[method:InterleavedBuffer copyAt]( index1, attribute, index2 ) </h3>
-		<div>
-		</div>
+		<div>Copies data from attribute[index2] to [page:InterleavedBuffer.array array][index1].</div>
 
 		<h3>[method:InterleavedBuffer set]( value, offset ) </h3>
 		<div>
+			value - The source (typed) array.<br/>
+			offset - The offset into the target array at which to begin writing values from the source array. Default is *0*.<br/><br />
+
+			Stores multiple values in the buffer, reading input values from a specified array.
 		</div>
 
-		<h3>[method:InterleavedBuffer clone]( index, x, y ) </h3>
+		<h3>[method:InterleavedBuffer clone]() </h3>
 		<div>
+			Creates a clone of this [name].
 		</div>
 
 		<h2>Source</h2>

+ 21 - 36
docs/api/core/InterleavedBufferAttribute.html

@@ -16,7 +16,7 @@
 		</div>
 
 		<h2>Constructor</h2>
-		<h3>[name]( [page:InterleavedBuffer interleavedBuffer], [page:Integer itemSize], [page:Integer offset], [page:Boolean normalized] )</h3>
+		<h3>[name]( [param:InterleavedBuffer interleavedBuffer], [param:Integer itemSize], [param:Integer offset], [param:Boolean normalized] )</h3>
 		<div>
 		</div>
 
@@ -36,16 +36,18 @@
 		<div>
 			The value of [page:InterleavedBufferAttribute.data data].count.
 
-			If the buffer is storing a 3-component vector (such as a position, normal, or color),
-			then this will count the number of such vectors stored.
+			If the buffer is storing a 3-component item (such as a position, normal, or color),
+			then this will count the number of such items stored.
 		</div>
 
 		<h3>[property:Integer itemSize]</h3>
 		<div>
+			How many values make up each item.
 		</div>
 
 		<h3>[property:Integer offset]</h3>
 		<div>
+			The offset in the underlying array buffer where an item starts.
 		</div>
 
 		<h3>[property:Boolean normalized]</h3>
@@ -60,55 +62,38 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null getX]( index ) </h3>
-		<div>
-
-		</div>
-
-		<h3>[method:null getY]( index ) </h3>
-		<div>
+		<h3>[method:Number getX]( index ) </h3>
+		<div>Returns the x component of the item at the given index.</div>
 
-		</div>
+		<h3>[method:Number getY]( index ) </h3>
+		<div>Returns the y component of the item at the given index.</div>
 
-		<h3>[method:null getZ]( index ) </h3>
-		<div>
+		<h3>[method:Number getZ]( index ) </h3>
+		<div>Returns the z component of the item at the given index.</div>
 
-		</div>
-
-		<h3>[method:null getW]( index ) </h3>
-		<div>
-
-		</div>
+		<h3>[method:Number getW]( index ) </h3>
+		<div>Returns the w component of the item at the given index.</div>
 
 		<h3>[method:null setX]( index, x ) </h3>
-		<div>
-
-		</div>
+		<div>Sets the x component of the item at the given index.</div>
 
 		<h3>[method:null setY]( index, y ) </h3>
-		<div>
-
-		</div>
+		<div>Sets the y component of the item at the given index.</div>
 
 		<h3>[method:null setZ]( index, z ) </h3>
-		<div>
+		<div>Sets the z component of the item at the given index.</div>
 
-		</div>
+		<h3>[method:null setW]( index, w ) </h3>
+		<div>Sets the w component of the item at the given index.</div>
 
 		<h3>[method:null setXY]( index, x, y ) </h3>
-		<div>
-
-		</div>
+		<div>Sets the x and y components of the item at the given index.</div>
 
 		<h3>[method:null setXYZ]( index, x, y, z ) </h3>
-		<div>
-
-		</div>
+		<div>Sets the x, y and z components of the item at the given index.</div>
 
 		<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
-		<div>
-
-		</div>
+		<div>Sets the x, y, z and w components of the item at the given index.</div>
 
 
 

+ 5 - 5
docs/api/core/Layers.html

@@ -40,35 +40,35 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null disable]( [page:Integer layer] )</h3>
+		<h3>[method:null disable]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 
 			Remove membership of this *layer*.
 		</div>
 
-		<h3>[method:null enable]( [page:Integer layer] )</h3>
+		<h3>[method:null enable]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 
 			Add membership of this *layer*.
 		</div>
 
-		<h3>[method:null set]( [page:Integer layer] )</h3>
+		<h3>[method:null set]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 
 			Set membership to *layer*, and remove membership all other layers.
 		</div>
 
-		<h3>[method:Boolean test]( [page:Integer layers] )</h3>
+		<h3>[method:Boolean test]( [param:Integer layers] )</h3>
 		<div>
 			layers - a Layers object<br /><br />
 
 			Returns true if this and the passed *layers* object are members of the same set of layers.
 		</div>
 
-		<h3>[method:null toggle]( [page:Integer layer] )</h3>
+		<h3>[method:null toggle]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 

+ 32 - 32
docs/api/core/Object3D.html

@@ -188,34 +188,34 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null add]( [page:Object3D object], ... )</h3>
+		<h3>[method:null add]( [param:Object3D object], ... )</h3>
 		<div>
 		Adds *object* as child of this object. An arbitrary number of objects may be added.<br /><br />
 
 		See [page:Group] for info on manually grouping objects.
 		</div>
 
-		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<div>Applies the matrix transform to the object and updates the object's position, rotation and scale.</div>
 
-		<h3>[method:Object3D applyQuaternion]( [page:Quaternion quaternion] )</h3>
+		<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<div>Applies the rotation represented by the quaternion to the object.</div>
 
-		<h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
+		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
 		<div>
 		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
 
 		Returns a clone of this object and optionally all descendants.
 		</div>
 
-		<h3>[method:Object3D copy]( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<h3>[method:Object3D copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
 		<div>
 		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
 
 		Copy the given object into this object.
 		</div>
 
-		<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
+		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
 		<div>
 		id -- Unique number of the object instance<br /><br />
 
@@ -223,7 +223,7 @@
 		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
 		</div>
 
-		<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
+		<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
 		<div>
 		name -- String to match to the children's Object3D.name property. <br /><br />
 
@@ -232,7 +232,7 @@
 		have to set it manually to make use of this method.
 		</div>
 
-		<h3>[method:Object3D getObjectByProperty]( [page:String name], [page:Float value] )</h3>
+		<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
 		<div>
 		name -- the property name to search for. <br />
 		value -- value of the given property. <br /><br />
@@ -276,15 +276,15 @@
 		</div>
 
 
-		<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
 		<div>
 		vector - A vector representing a position in local (object) space.<br /><br />
 
 		Converts the vector from local space to world space.
 		</div>
 
-		<h3>[method:null lookAt]( [page:Vector3 vector] )</br>
-		[method:null lookAt]( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 		vector - A vector representing a position in world space.<br /><br />
 		Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
@@ -296,19 +296,19 @@
 
 		</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<div>
 		Abstract (empty) method to get intersections between a casted ray and this object.
 		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
 		to use raycasting.
 		</div>
 
-		<h3>[method:null remove]( [page:Object3D object], ... )</h3>
+		<h3>[method:null remove]( [param:Object3D object], ... )</h3>
 		<div>
 		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</div>
 
-		<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:Object3D rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 		axis -- A normalized vector in object space. <br />
 		angle -- The angle in radians.<br /><br />
@@ -316,7 +316,7 @@
 		Rotate an object along an axis in object space. The axis is assumed to be normalized.
 		</div>
 
-		<h3>[method:Object3D rotateOnWorldAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:Object3D rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 		axis -- A normalized vector in world space. <br />
 		angle -- The angle in radians.<br /><br />
@@ -325,28 +325,28 @@
 		Method Assumes no rotated parent.
 		</div>
 
-		<h3>[method:null rotateX]( [page:Float rad] )</h3>
+		<h3>[method:null rotateX]( [param:Float rad] )</h3>
 		<div>
 		rad - the angle to rotate in radians.<br /><br />
 
 		Rotates the object around x axis in local space.
 		</div>
 
-		<h3>[method:null rotateY]( [page:Float rad] )</h3>
+		<h3>[method:null rotateY]( [param:Float rad] )</h3>
 		<div>
 		rad - the angle to rotate in radians.<br /><br />
 
 		Rotates the object around y axis in local space.
 		</div>
 
-		<h3>[method:null rotateZ]( [page:Float rad] )</h3>
+		<h3>[method:null rotateZ]( [param:Float rad] )</h3>
 		<div>
 		rad - the angle to rotate in radians.<br /><br />
 
 		Rotates the object around z axis in local space.
 		</div>
 
-		<h3>[method:null setRotationFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 			axis -- A normalized vector in object space. <br />
 			angle -- angle in radians<br /><br />
@@ -355,7 +355,7 @@
 			on the [page:.quaternion].
 		</div>
 
-		<h3>[method:null setRotationFromEuler]( [page:Euler euler] )</h3>
+		<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
 		<div>
 			euler -- Euler angle specifying rotation amount.<br />
 
@@ -363,7 +363,7 @@
 			on the [page:.quaternion].
 		</div>
 
-		<h3>[method:null setRotationFromMatrix]( [page:Matrix4 m] )</h3>
+		<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
 		<div>
 			m -- rotate the quaternion by the rotation component of the matrix.<br />
 
@@ -373,19 +373,19 @@
 			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
 		</div>
 
-		<h3>[method:null setRotationFromQuaternion]( [page:Quaternion q] )</h3>
+		<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
 		<div>
 			q -- normalized Quaternion.<br /><br />
 
 			Copy the given quaternion into [page:.quaternion].
 		</div>
 
-		<h3>[method:null toJSON]( [page:Quaternion q] )</h3>
+		<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
 		<div>
 			Convert the object to JSON format.
 		</div>
 
-		<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
+		<h3>[method:Object3D translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
 		<div>
 		axis -- A normalized vector in object space.<br />
 		distance -- The distance to translate.<br /><br />
@@ -393,23 +393,23 @@
 		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
 		</div>
 
-		<h3>[method:null translateX]( [page:Float distance] )</h3>
+		<h3>[method:null translateX]( [param:Float distance] )</h3>
 		<div>Translates object along x axis by *distance* units.</div>
 
-		<h3>[method:null translateY]( [page:Float distance] )</h3>
+		<h3>[method:null translateY]( [param:Float distance] )</h3>
 		<div>Translates object along y axis by *distance* units.</div>
 
-		<h3>[method:null translateZ]( [page:Float distance] )</h3>
+		<h3>[method:null translateZ]( [param:Float distance] )</h3>
 		<div>Translates object along z axis by *distance* units.</div>
 
-		<h3>[method:null traverse]( [page:Function callback] )</h3>
+		<h3>[method:null traverse]( [param:Function callback] )</h3>
 		<div>
 		callback - A function with as first argument an object3D object.<br /><br />
 
 		Executes the callback on this object and all descendants.
 		</div>
 
-		<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
+		<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
 		<div>
 		callback - A function with as first argument an object3D object.<br /><br />
 
@@ -417,7 +417,7 @@
 		Descendants of invisible objects are not traversed.
 		</div>
 
-		<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
+		<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
 		<div>
 		callback - A function with as first argument an object3D object.<br /><br />
 
@@ -427,11 +427,11 @@
 		<h3>[method:null updateMatrix]()</h3>
 		<div>Update the local transform.</div>
 
-		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
+		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
 		<div>Update the global transform of the object and its children.</div>
 
 
-		<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector.<br /><br />
 

+ 5 - 5
docs/api/core/Raycaster.html

@@ -73,7 +73,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:Vector3 origin], [page:Vector3 direction], [page:Float near], [page:Float far] ) {</h3>
+		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
 		<div>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
 		[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />
@@ -126,7 +126,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
+		<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<div>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
 		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
@@ -135,7 +135,7 @@
 		Updates the ray with a new origin and direction.
 		</div>
 
-		<h3>[method:null setFromCamera]( [page:Vector2 coords], [page:Camera camera] )</h3>
+		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<div>
 		[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
 		[page:Camera camera] — camera from which the ray should originate
@@ -145,7 +145,7 @@
 		</div>
 
 
-		<h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive] )</h3>
 		<div>
 		<p>
 		[page:Object3D object] — The object to check for intersection with the ray.<br />
@@ -177,7 +177,7 @@
 		</p>
 		</div>
 
-		<h3>[method:Array intersectObjects]( [page:Array objects], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive] )</h3>
 		<div>
 		[page:Array objects] — The objects to check for intersection with the ray.<br />
 		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.

+ 2 - 2
docs/api/core/Uniform.html

@@ -177,14 +177,14 @@
 
 			</tbody>
 		</table>
-		
+
 		<p>
 		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
 		</p>
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:Object value] )</h3>
+		<h3>[name]( [param:Object value] )</h3>
 		<div>
 		value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
 		</div>

+ 21 - 7
docs/api/deprecated/DeprecatedList.html

@@ -51,6 +51,7 @@
 
 		<h3>[page:BufferAttribute]</h3>
 		<div>BufferAttribute.length has been renamed to [page:BufferAttribute.count].</div>
+		<div>BufferAttribute.copyIndicesArray() has been removed.</div>
 
 
 		<h3>[page:DynamicBufferAttribute]</h3>
@@ -153,6 +154,12 @@
 
 		<h2>Geometry</h2>
 
+		<div>
+			Geometry.computeTangents() has been removed.<br /><br />
+
+			Geometry.computeLineDistances() has been removed. Use [page:Line.computeLineDistances] instead.<br /><br />
+		</div>
+
 		<h3>[page:BufferGeometry]</h3>
 		<div>
 			BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
@@ -456,6 +463,11 @@
 			Object3D.useQuaternion has been removed. The library now uses quaternions by default.
 		</div>
 
+		<h3>[page:LensFlare]</h3>
+		<div>
+			LensFlare has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js /examples/js/objects/Lensflare.js].
+		</div>
+
 
 		<h3>[page:Particle]</h3>
 		<div>Particle has been renamed to [page:Sprite].</div>
@@ -534,15 +546,22 @@
 
 			WebGLRenderer.updateShadowMap() has been removed.<br /><br />
 
+			WebGLRenderer.setFaceCulling() has been removed.<br /><br />
+
 			WebGLRenderer.setTexture is deprecated, use [page:WebGLRenderer.setTexture2D]() instead.<br /><br />
 
 			WebGLRenderer.shadowMapEnabled is now [page:WebGLRenderer.shadowMap.enabled].<br /><br />
 
 			WebGLRenderer.shadowMapType is now [page:WebGLRenderer.shadowMap.type].<br /><br />
 
-			WebGLRenderer.shadowMapCullFace is now [page:WebGLRenderer.shadowMap.cullFace].<br /><br />
+			WebGLRenderer.shadowMapCullFace has been removed. Set [page:Material.shadowSide] instead.<br /><br />
+
+			WebGLRenderer.shadowMap.cullFace has been removed. Set [page:Material.shadowSide] instead.<br /><br />
+
+			WebGLRenderer.shadowMap.renderReverseSided has been removed. Set [page:Material.shadowSide] instead.<br /><br />
+
+			WebGLRenderer.shadowMap.renderSingleSided has been removed. Set [page:Material.shadowSide] instead.
 
-			WebGLRenderer.shadowMap.cullFace is deprecated. Set [page:WebGLRenderer.shadowMap.renderReverseSided] to true or false instead.
 		</div>
 
 		<h3>[page:WebGLRenderTarget]</h3>
@@ -569,11 +588,6 @@
 		</div>
 
 
-
-
-
-
-
 		<h2>Textures</h2>
 
 		<h3>[page:ImageUtils]</h3>

+ 19 - 13
docs/api/extras/core/Curve.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -31,7 +31,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector getPoint]( [page:Float t], [page:Vector optionalTarget] )</h3>
+		<h3>[method:Vector getPoint]( [param:Float t], [param:Vector optionalTarget] )</h3>
 		<div>
 			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
@@ -40,7 +40,7 @@
 			Returns a vector for a given position on the curve.
 		</div>
 
-		<h3>[method:Vector getPointAt]( [page:Float u], [page:Vector optionalTarget] )</h3>
+		<h3>[method:Vector getPointAt]( [param:Float u], [param:Vector optionalTarget] )</h3>
 		<div>
 			[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
@@ -49,14 +49,14 @@
 			Returns a vector for a given position on the curve according to the arc length.
 		</div>
 
-		<h3>[method:Array getPoints]( [page:Integer divisions] )</h3>
+		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
 		<div>
 			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
 
 			Returns a set of divisions + 1 points using getPoint( t ).
 		</div>
 
-		<h3>[method:Array getSpacedPoints]( [page:Integer divisions] )</h3>
+		<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>
 		<div>
 			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
 
@@ -66,42 +66,48 @@
 		<h3>[method:Float getLength]()</h3>
 		<div>Get total curve arc length.</div>
 
-		<h3>[method:Array getLengths]( [page:Integer divisions] )</h3>
+		<h3>[method:Array getLengths]( [param:Integer divisions] )</h3>
 		<div>Get list of cumulative segment lengths.</div>
 
 		<h3>[method:null updateArcLengths]()</h3>
 		<div>Update the cumlative segment distance cache.</div>
 
-		<h3>[method:Float getUtoTmapping]( [page:Float u], [page:Float distance] )</h3>
+		<h3>[method:Float getUtoTmapping]( [param:Float u], [param:Float distance] )</h3>
 		<div>
 			Given u in the range ( 0 .. 1 ), returns [page:Float t] also in the range ( 0 .. 1 ).
 			u and t can then be used to give you points which are equidistant from the ends of the curve,
 			using [page:.getPoint].
 		 </div>
 
-		<h3>[method:Vector getTangent]( [page:Float t] )</h3>
+		<h3>[method:Vector getTangent]( [param:Float t] )</h3>
 		<div>
 			Returns a unit vector tangent at t. If the derived curve does not implement its
 			tangent derivation, two points a small delta apart will be used to find its gradient
 			which seems to give a reasonable approximation.
 		</div>
 
-		<h3>[method:Vector getTangentAt]( [page:Float u] )</h3>
+		<h3>[method:Vector getTangentAt]( [param:Float u] )</h3>
 		<div>
 			Returns tangent at a point which is equidistant to the ends of the curve from the
 			point given in [page:.getTangent].
 		</div>
 
-		<h3>[method:Object computeFrenetFrames]( [page:Integer segments], [page:Boolean closed] )</h3>
+		<h3>[method:Object computeFrenetFrames]( [param:Integer segments], [param:Boolean closed] )</h3>
 		<div>
 		Generates the Frenet Frames. Used in geometries like [page:TubeGeometry] or [page:ExtrudeGeometry].
 		</div>
 
 		<h3>[method:Curve clone]()</h3>
-		<div>Creates a clone of this curve.</div>
+		<div>Creates a clone of this instance.</div>
 
-		<h3>[method:Curve copy]( [page:Curve source] )</h3>
-		<div>Copies another curve to this instance.</div>
+		<h3>[method:Curve copy]( [param:Curve source] )</h3>
+		<div>Copies another [name] object to this instance.</div>
+
+		<h3>[method:Object toJSON]()</h3>
+		<div>Returns a JSON object representation of this instance.</div>
+
+		<h3>[method:Curve fromJSON]( [param:Object json] )</h3>
+		<div>Copies the data from the given JSON object to this instance.</div>
 
 		<h2>Source</h2>
 

+ 1 - 1
docs/api/extras/core/CurvePath.html

@@ -43,7 +43,7 @@
 		<h2>Methods</h2>
 		<div>See the base [page:Curve] class for common methods.</div>
 
-		<h3>[method:null add]( [page:Curve curve] )</h3>
+		<h3>[method:null add]( [param:Curve curve] )</h3>
 		<div>Add a curve to the [page:.curves] array.</div>
 
 		<h3>[method:null closePath]()</h3>

+ 1 - 1
docs/api/extras/core/Font.html

@@ -46,7 +46,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null generateShapes]( [page:String text], [page:Float size], [page:Integer divisions] )</h3>
+		<h3>[method:null generateShapes]( [param:String text], [param:Float size], [param:Integer divisions] )</h3>
 		<div>
 			[page:String text] -- string of text.<br />
 			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />

+ 3 - 3
docs/api/extras/core/Interpolations.html

@@ -16,7 +16,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Float CatmullRom]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2], [page:Float p3] )</h3>
+		<h3>[method:Float CatmullRom]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<div>
 		t -- interpolation weight.<br />
 		p0, p1, p2, p3 -- the points defining the spline curve.<br /><br />
@@ -24,7 +24,7 @@
 		Used internally by [page:SplineCurve SplineCurve].
 		</div>
 
-		<h3>[method:Float QuadraticBezier]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2] )</h3>
+		<h3>[method:Float QuadraticBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2] )</h3>
 		<div>
 		t -- interpolation weight.<br />
 		p0, p1, p2 -- the starting, control and end points defining the curve.<br /><br />
@@ -32,7 +32,7 @@
 		Used internally by [page:QuadraticBezierCurve3 QuadraticBezierCurve3], [page:QuadraticBezierCurve QuadraticBezierCurve] and [page:Font Font].
 		</div>
 
-		<h3>[method:Float CubicBezier]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2], [page:Float p3] )</h3>
+		<h3>[method:Float CubicBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<div>
 		t -- interpolation weight.<br />
 		p0, p1, p2, p3 -- the starting, control(twice) and end points defining the curve.<br /><br />

+ 30 - 25
docs/api/extras/core/Path.html

@@ -13,27 +13,32 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		A 2d path representation, comprising of points, lines, and cubes, similar to the 2D Canvas API.
-		It extends [page:CurvePath].
+		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
 		</div>
 
 		<h2>Example</h2>
 
 		<code>
-var v1 = new THREE.Vector3();
-var v2 = new THREE.Vector3(1, 45, 6);
-var v3 = new THREE.Vector3(34, 34, 676);
+			var path = new THREE.Path();
 
-var vectors = [v1, v2, v3];
+			path.lineTo( 0, 0.8 );
+			path.quadraticCurveTo( 0, 1, 0.2, 1 );
+			path.lineTo( 1, 1 );
 
-var path = new THREE.Path(vectors);
+			var points = path.getPoints();
+
+			var geometry = new THREE.BufferGeometry().setFromPoints( points );
+			var material = new THREE.LineBasicMaterial( { color: 0xffffff } );
+
+			var line = new THREE.Line( geometry, material );
+			scene.add( line );
 		</code>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Array points] )</h3>
+		<h3>[name]( [param:Array points] )</h3>
 		<div>
 		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
 
@@ -55,7 +60,7 @@ var path = new THREE.Path(vectors);
 		<h2>Methods</h2>
 		<div>See the base [page:CurvePath] class for common methods.</div>
 
-		<h3>[method:null absarc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
+		<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<div>
 			x, y -- The absolute center of the arc.<br />
 			radius -- The radius of the arc.<br />
@@ -66,7 +71,7 @@ var path = new THREE.Path(vectors);
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</div>
 
-		<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
+		<h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<div>
 			x, y -- The absolute center of the ellipse.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />
@@ -79,7 +84,7 @@ var path = new THREE.Path(vectors);
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</div>
 
-		<h3>[method:null arc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
+		<h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<div>
 		x, y -- The center of the arc offset from the last call.<br />
 		radius -- The radius of the arc.<br />
@@ -91,18 +96,10 @@ var path = new THREE.Path(vectors);
 		</div>
 
 
-		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<div>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</div>
 
-		<h3>[method:null fromPoints]( [page:Array vector2s] )</h3>
-		<div>
-			points --  array of [page:Vector2 Vector2s].<br /><br />
-
-			Points are added to the [page:CurvePath.curves curves]
-			array as [page:LineCurve LineCurves].
-		</div>
-
-		<h3>[method:null ellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
+		<h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<div>
 			x, y -- The center of the ellipse offset from the last call.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />
@@ -115,18 +112,26 @@ var path = new THREE.Path(vectors);
 			Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
 		</div>
 
-		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
 		<div>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</div>
 
 
-		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<div>Move the [page:.currentPoint] to x, y.</div>
 
 
-		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
 		<div>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</div>
 
-		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
+		<h3>[method:null setFromPoints]( [param:Array vector2s] )</h3>
+		<div>
+			points --  array of [page:Vector2 Vector2s].<br /><br />
+
+			Points are added to the [page:CurvePath.curves curves]
+			array as [page:LineCurve LineCurves].
+		</div>
+
+		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
 		<div>
 			points - An array of [page:Vector2 Vector2s]<br /><br />
 

+ 101 - 96
docs/api/extras/core/Shape.html

@@ -1,96 +1,101 @@
-<!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>
-		[page:Path] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">
-		Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
-		[page:ShapeGeometry], to get points, or to get triangulated faces.
-		</div>
-
-		<code>
-		var heartShape = new THREE.Shape();
-
-		heartShape.moveTo( 25, 25 );
-		heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
-		heartShape.bezierCurveTo( 30, 0, 30, 35,30,35 );
-		heartShape.bezierCurveTo( 30, 55, 10, 77, 25, 95 );
-		heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
-		heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
-		heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
-
-		var extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
-
-		var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
-
-		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
-		</code>
-
-		<h2>Examples</h2>
-
-		<div>
-		[example:webgl_geometry_shapes geometry / shapes ]<br/>
-		[example:webgl_geometry_extrude_shapes geometry / extrude / shapes ]<br/>
-		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2 ]<br/>
-		</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]( [page:Array points] )</h3>
-		<div>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
-
-		Creates a Shape from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
-
-		If no points are specified, an empty shape is created and the [page:.currentPoint] is set to
-		the origin.
-		</div>
-
-
-		<h2>Properties</h2>
-		<div>See the base [page:Path] class for common properties.</div>
-
-		<h3>[property:array holes]</h3>
-		<div>An array of [page:Path paths] that define the holes in the shape.</div>
-
-		<h2>Methods</h2>
-		<div>See the base [page:Path] class for common methods.</div>
-
-		<h3>[method:Array extractPoints]( [page:Integer divisions] )</h3>
-		<div>
-		divisions -- The fineness of the result.<br /><br />
-
-		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
-		<code>
-{
-	shape
-	holes
-}
-		</code>
-		where shape and holes are arrays of [page:Vector2 Vector2s].
-		</div>
-
-		<h3>[method:Array getPointsHoles]( [page:Integer divisions] )</h3>
-		<div>
-		divisions -- The fineness of the result.<br /><br />
-
-		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!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>
+		[page:Path] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
+		[page:ShapeGeometry], to get points, or to get triangulated faces.
+		</div>
+
+		<code>
+		var heartShape = new THREE.Shape();
+
+		heartShape.moveTo( 25, 25 );
+		heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
+		heartShape.bezierCurveTo( 30, 0, 30, 35,30,35 );
+		heartShape.bezierCurveTo( 30, 55, 10, 77, 25, 95 );
+		heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
+		heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
+		heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
+
+		var extrudeSettings = { amount: 8, bevelEnabled: true, bevelSegments: 2, steps: 2, bevelSize: 1, bevelThickness: 1 };
+
+		var geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
+
+		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
+		</code>
+
+		<h2>Examples</h2>
+
+		<div>
+		[example:webgl_geometry_shapes geometry / shapes ]<br/>
+		[example:webgl_geometry_extrude_shapes geometry / extrude / shapes ]<br/>
+		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2 ]<br/>
+		</div>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [param:Array points] )</h3>
+		<div>
+		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+
+		Creates a Shape from the points. The first point defines the offset, then successive points
+		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+
+		If no points are specified, an empty shape is created and the [page:.currentPoint] is set to
+		the origin.
+		</div>
+
+
+		<h2>Properties</h2>
+		<div>See the base [page:Path] class for common properties.</div>
+
+		<h3>[property:String uuid]</h3>
+		<div>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
+		</div>
+
+		<h3>[property:array holes]</h3>
+		<div>An array of [page:Path paths] that define the holes in the shape.</div>
+
+		<h2>Methods</h2>
+		<div>See the base [page:Path] class for common methods.</div>
+
+		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
+		<div>
+		divisions -- The fineness of the result.<br /><br />
+
+		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
+		<code>
+{
+	shape
+	holes
+}
+		</code>
+		where shape and holes are arrays of [page:Vector2 Vector2s].
+		</div>
+
+		<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
+		<div>
+		divisions -- The fineness of the result.<br /><br />
+
+		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 6 - 6
docs/api/extras/core/ShapePath.html

@@ -46,32 +46,32 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<div>
 		Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
 		Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
 		</div>
 
-		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
 		<div>This creates a line from the [page:ShapePath.currentPath currentPath]'s
 			offset to X and Y and updates the offset to X and Y.</div>
 
-		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
 		<div>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
 			offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
 			offset to x and y.</div>
 
-		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<div>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
 			 offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
 			 [page:ShapePath.currentPath currentPath]'s offset to x and y.</div>
 
-		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
+		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
 		<div>points - An array of [page:Vector2]s</div>
 		<div>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</div>
 
 
-		<h3>[method:Array toShapes]( [page:Boolean isCCW], [page:Boolean noHoles] )</h3>
+		<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
 		<div>
 		isCCW -- Changes how solids and holes are generated<br/>
 		noHoles -- Whether or not to generate holes

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

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>

+ 1 - 1
docs/api/extras/curves/CatmullRomCurve3.html

@@ -41,7 +41,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:Array points], [page:Boolean closed], [page:String curveType], [page:Float tension] )</h3>
+		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<div>
 			points – An array of [page:Vector3] points<br/>
 			closed – Whether the curve is closed. Default is *false*.<br/>

+ 2 - 2
docs/api/extras/curves/CubicBezierCurve.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -40,7 +40,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Constructor</h2>
 
 
-		<h3>[name] ( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2], [page:Vector2 v3] )</h3>
+		<h3>[name] ( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2], [param:Vector2 v3] )</h3>
 		<div>
 			[page:Vector2 v0] – The starting point.<br/>
 			[page:Vector2 v1] – The first control point.<br/>

+ 2 - 2
docs/api/extras/curves/CubicBezierCurve3.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -41,7 +41,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2], [page:Vector3 v3] )</h3>
+		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2], [param:Vector3 v3] )</h3>
 		<div>
 			[page:Vector3 v0] – The starting point.<br/>
 			[page:Vector3 v1] – The first control point.<br/>

+ 2 - 2
docs/api/extras/curves/EllipseCurve.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -40,7 +40,7 @@ var ellipse = new THREE.Line( geometry, material );
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Float aX], [page:Float aY], [page:Float xRadius], [page:Float yRadius], [page:Radians aStartAngle], [page:Radians aEndAngle], [page:Boolean aClockwise], [page:Radians aRotation] )</h3>
+		<h3>[name]( [param:Float aX], [param:Float aY], [param:Float xRadius], [param:Float yRadius], [param:Radians aStartAngle], [param:Radians aEndAngle], [param:Boolean aClockwise], [param:Radians aRotation] )</h3>
 		<div>
 			[page:Float aX] – The X center of the ellipse. Default is *0*.<br/>
 			[page:Float aY] – The Y center of the ellipse. Default is *0*.<br/>

+ 2 - 2
docs/api/extras/curves/LineCurve.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -17,7 +17,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Vector2 v1], [page:Vector2 v2] )</h3>
+		<h3>[name]( [param:Vector2 v1], [param:Vector2 v2] )</h3>
 		<div>
 			[page:Vector2 v1] – The start point.<br/>
 			[page:Vector2 v2] - The end point.

+ 2 - 2
docs/api/extras/curves/LineCurve3.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -17,7 +17,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Vector3 v1], [page:Vector3 v2] )</h3>
+		<h3>[name]( [param:Vector3 v1], [param:Vector3 v2] )</h3>
 		<div>
 			[page:Vector3 v1] – The start point.<br/>
 			[page:Vector3 v2] - The end point.

+ 2 - 2
docs/api/extras/curves/QuadraticBezierCurve.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -39,7 +39,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2] )</h3>
+		<h3>[name]( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2] )</h3>
 		<div>
 			[page:Vector2 v0] – The startpoint.<br/>
 			[page:Vector2 v1] – The control point.<br/>

+ 2 - 2
docs/api/extras/curves/QuadraticBezierCurve3.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -39,7 +39,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2] )</h3>
+		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2] )</h3>
 		<div>
 			[page:Vector3 v0] – The starting point<br/>
 			[page:Vector3 v1] – The middle control point<br/>

+ 3 - 3
docs/api/extras/curves/SplineCurve.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -41,7 +41,7 @@ var splineObject = new THREE.Line( geometry, material );
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Array points] )</h3>
+		<h3>[name]( [param:Array points] )</h3>
 		<div>points – An array of [page:Vector2] points that define the curve.</div>
 
 
@@ -56,7 +56,7 @@ var splineObject = new THREE.Line( geometry, material );
 		</div>
 
 		<h3>[property:Array points]</h3>
-		<div>The array of [page:Vector3] points that define the curve.</div>
+		<div>The array of [page:Vector2] points that define the curve.</div>
 
 
 

+ 2 - 2
docs/api/extras/objects/ImmediateRenderObject.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -27,7 +27,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:null render]([page:Function renderCallback])</h3>
+		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<div>
 		renderCallback -- A function to render the generated object.
 		</div>

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

@@ -42,7 +42,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float width], [page:Float height], [page:Float depth], [page:Integer widthSegments], [page:Integer heightSegments], [page:Integer depthSegments])</h3>
+		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<div>
 		width — Width of the sides on the X axis. Default is 1.<br />
 		height — Height of the sides on the Y axis. Default is 1.<br />

+ 1 - 1
docs/api/geometries/BoxGeometry.html

@@ -42,7 +42,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float width], [page:Float height], [page:Float depth], [page:Integer widthSegments], [page:Integer heightSegments], [page:Integer depthSegments])</h3>
+		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<div>
 		width — Width of the sides on the X axis. Default is 1.<br />
 		height — Height of the sides on the Y axis. Default is 1.<br />

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

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -43,9 +43,9 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer segments], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
-		radius — Radius of the circle, default = 50.<br />
+		radius — Radius of the circle, default = 1.<br />
 		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
 		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
 		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.

+ 1 - 1
docs/api/geometries/CircleGeometry.html

@@ -44,7 +44,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer segments], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
 		radius — Radius of the circle, default = 1.<br />
 		segments — Number of segments (triangles), minimum = 3, default = 8.<br />

+ 4 - 4
docs/api/geometries/ConeBufferGeometry.html

@@ -42,11 +42,11 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Float height], [page:Integer radiusSegments], [page:Integer heightSegments], [page:Boolean openEnded], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
-		radius — Radius of the cone base. Default is 20.<br />
-		height — Height of the cone. Default is 100.<br />
-		radiusSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
+		radius — Radius of the cone base. Default is 1.<br />
+		height — Height of the cone. Default is 1.<br />
+		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
 		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
 		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
 		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />

+ 2 - 2
docs/api/geometries/ConeGeometry.html

@@ -42,11 +42,11 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Float height], [page:Integer radialSegments], [page:Integer heightSegments], [page:Boolean openEnded], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
 		radius — Radius of the cone at the base. Default is 20.<br />
 		height — Height of the cone. Default is 100.<br />
-		radiusSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
+		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
 		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
 		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
 		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />

+ 6 - 6
docs/api/geometries/CylinderBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -42,12 +42,12 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radiusTop], [page:Float radiusBottom], [page:Float height], [page:Integer radiusSegments], [page:Integer heightSegments], [page:Boolean openEnded], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
-		radiusTop — Radius of the cylinder at the top. Default is 20.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 20.<br />
-		height — Height of the cylinder. Default is 100.<br />
-		radiusSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
+		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
+		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
+		height — Height of the cylinder. Default is 1.<br />
+		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
 		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
 		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
 		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />

+ 2 - 2
docs/api/geometries/CylinderGeometry.html

@@ -42,12 +42,12 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radiusTop], [page:Float radiusBottom], [page:Float height], [page:Integer radiusSegments], [page:Integer heightSegments], [page:Boolean openEnded], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
 		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
 		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
 		height — Height of the cylinder. Default is 1.<br />
-		radiusSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
+		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
 		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
 		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
 		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />

+ 2 - 2
docs/api/geometries/DodecahedronBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -34,7 +34,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Radius of the dodecahedron. Default is 1.<br />
 		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.

+ 2 - 2
docs/api/geometries/DodecahedronGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -34,7 +34,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Radius of the dodecahedron. Default is 1.<br />
 		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.

+ 1 - 1
docs/api/geometries/EdgesGeometry.html

@@ -27,7 +27,7 @@ scene.add( line );
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:Geometry geometry], [page:Integer thresholdAngle] )</h3>
+		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
 		<div>
 		geometry — Any geometry object.<br />
 		thresholdAngle — An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

+ 4 - 4
docs/api/geometries/ExtrudeBufferGeometry.html

@@ -64,7 +64,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Array shapes], [page:Object options])</h3>
+		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<div>
 		shapes — Shape or an array of shapes. <br />
 		options — Object that can contain the following parameters.
@@ -99,7 +99,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
+		<h3>[method:null addShapeList]([param:Array shapes], [param:Object options])</h3>
 		<div>
 			shapes — An Array of shapes to add. <br />
 			options — Object that can contain the following parameters.
@@ -118,7 +118,7 @@
 		</div>
 		<div>Adds the shapes to the list to extrude.</div>
 
-		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([param:Shape shape], [param:Object options])</h3>
 		<div>
 			shape — A shape to add. <br />
 			options — Object that can contain the following parameters.
@@ -140,6 +140,6 @@
 
 		<h2>Source</h2>
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ExtrudeGeometry.js src/geometries/ExtrudeGeometry.js]
 	</body>
 </html>

+ 3 - 3
docs/api/geometries/ExtrudeGeometry.html

@@ -64,7 +64,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Array shapes], [page:Object options])</h3>
+		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<div>
 		shapes — Shape or an array of shapes. <br />
 		options — Object that can contain the following parameters.
@@ -99,7 +99,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
+		<h3>[method:null addShapeList]([param:Array shapes], [param:Object options])</h3>
 		<div>
 			shapes — An Array of shapes to add. <br />
 			options — Object that can contain the following parameters.
@@ -118,7 +118,7 @@
 		</div>
 		<div>Adds the shapes to the list to extrude.</div>
 
-		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([param:Shape shape], [param:Object options])</h3>
 		<div>
 			shape — A shape to add. <br />
 			options — Object that can contain the following parameters.

+ 2 - 2
docs/api/geometries/IcosahedronBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -33,7 +33,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Default is 1. <br />
 		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.

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

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -9,7 +9,7 @@
 	</head>
 	<body>
 		[page:Geometry] &rarr;
-		
+
 		<h1>[name]</h1>
 
 		<div class="desc">A class for generating an icosahedron geometry.</div>
@@ -34,7 +34,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Default is 1. <br />
 		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.

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

@@ -47,7 +47,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Array points], [page:Integer segments], [page:Float phiStart], [page:Float phiLength])</h3>
+		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<div>
 		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
 		segments — the number of circumference segments to generate. Default is 12.<br />

+ 1 - 1
docs/api/geometries/LatheGeometry.html

@@ -47,7 +47,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Array points], [page:Integer segments], [page:Float phiStart], [page:Float phiLength])</h3>
+		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<div>
 		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
 		segments — the number of circumference segments to generate. Default is 12.<br />

+ 2 - 2
docs/api/geometries/OctahedronBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -33,7 +33,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Radius of the octahedron. Default is 1.<br />
 		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.

+ 3 - 3
docs/api/geometries/OctahedronGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -9,7 +9,7 @@
 	</head>
 	<body>
 		[page:Geometry] &rarr;
-		
+
 		<h1>[name]</h1>
 
 		<div class="desc">A class for generating an octahedron geometry.</div>
@@ -34,7 +34,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Radius of the octahedron. Default is 1.<br />
 		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.

+ 2 - 2
docs/api/geometries/ParametricBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -45,7 +45,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Function func], [page:Integer slices], [page:Integer stacks])</h3>
+		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
 		<div>
 		func — A function that takes in a [page:Float u] and [page:Float v] value each between 0 and 1 and returns a [page:Vector3]<br />
 		slices — The count of slices to use for the parametric function <br />

+ 2 - 2
docs/api/geometries/ParametricGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -45,7 +45,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Function func], [page:Integer slices], [page:Integer stacks])</h3>
+		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
 		<div>
 		func — A function that takes in a [page:Float u] and [page:Float v] value each between 0 and 1 and returns a [page:Vector3]<br />
 		slices — The count of slices to use for the parametric function <br />

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

@@ -42,7 +42,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float width], [page:Float height], [page:Integer widthSegments], [page:Integer heightSegments])</h3>
+		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<div>
 		width — Width along the X axis. Default is 1.<br />
 		height — Height along the Y axis. Default is 1.<br />

+ 63 - 63
docs/api/geometries/PlaneGeometry.html

@@ -1,63 +1,63 @@
-<!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>
-		[page:Geometry] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">A class for generating plane geometries</div>
-
-		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			var scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script>
-
-		<h2>Example</h2>
-
-		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
-		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
-		var plane = new THREE.Mesh( geometry, material );
-		scene.add( plane );
-		</code>
-
-		<h2>Constructor</h2>
-
-		<h3>[name]([page:Float width], [page:Float height], [page:Integer widthSegments], [page:Integer heightSegments])</h3>
-		<div>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
-		</div>
-
-		<h2>Properties</h2>
-
-		<div>
-		Each of the contructor parameters is accessible in the parameters property of the object. Any modification of these properties after instantiation does not change the geometry.
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!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>
+		[page:Geometry] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">A class for generating plane geometries</div>
+
+		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
+
+		<script>
+
+		// iOS iframe auto-resize workaround
+
+		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+
+			var scene = document.getElementById( 'scene' );
+
+			scene.style.width = getComputedStyle( scene ).width;
+			scene.style.height = getComputedStyle( scene ).height;
+			scene.setAttribute( 'scrolling', 'no' );
+
+		}
+
+		</script>
+
+		<h2>Example</h2>
+
+		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
+		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
+		var plane = new THREE.Mesh( geometry, material );
+		scene.add( plane );
+		</code>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
+		<div>
+		width — Width along the X axis. Default is 1.<br />
+		height — Height along the Y axis. Default is 1.<br />
+		widthSegments — Optional. Default is 1. <br />
+		heightSegments — Optional. Default is 1.
+		</div>
+
+		<h2>Properties</h2>
+
+		<div>
+		Each of the contructor parameters is accessible in the parameters property of the object. Any modification of these properties after instantiation does not change the geometry.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 2 - 2
docs/api/geometries/PolyhedronBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -41,7 +41,7 @@ var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFace
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Array vertices], [page:Array indices], [page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<div>
 		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
 		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />

+ 2 - 2
docs/api/geometries/PolyhedronGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -39,7 +39,7 @@ var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6,
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Array vertices], [page:Array indices], [page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<div>
 		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
 		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />

+ 5 - 5
docs/api/geometries/RingBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -42,12 +42,12 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float innerRadius], [page:Float outerRadius], [page:Integer thetaSegments], [page:Integer phiSegments], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
-		innerRadius — Default is 20. <br />
-		outerRadius — Default is 50. <br />
+		innerRadius — Default is 0.5. <br />
+		outerRadius — Default is 1. <br />
 		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 8.<br />
+		phiSegments — Minimum is 1.  Default is 1.<br />
 		thetaStart — Starting angle. Default is 0. <br />
 		thetaLength — Central angle.  Default is Math.PI * 2.
 		</div>

+ 1 - 1
docs/api/geometries/RingGeometry.html

@@ -42,7 +42,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float innerRadius], [page:Float outerRadius], [page:Integer thetaSegments], [page:Integer phiSegments], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<div>
 		innerRadius — Default is 0.5. <br />
 		outerRadius — Default is 1. <br />

+ 2 - 2
docs/api/geometries/ShapeBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -58,7 +58,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Array shapes], [page:Integer curveSegments])</h3>
+		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<div>
 		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
 		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.

+ 2 - 2
docs/api/geometries/ShapeGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -58,7 +58,7 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Array shapes], [page:Integer curveSegments])</h3>
+		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<div>
 		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
 		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.

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

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -42,10 +42,10 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer widthSegments], [page:Integer heightSegments], [page:Float phiStart], [page:Float phiLength], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 
 		<div>
-		radius — sphere radius. Default is 50.<br />
+		radius — sphere radius. Default is 1.<br />
 		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
 		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
 		phiStart — specify horizontal starting angle. Default is 0.<br />

+ 1 - 1
docs/api/geometries/SphereGeometry.html

@@ -42,7 +42,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer widthSegments], [page:Integer heightSegments], [page:Float phiStart], [page:Float phiLength], [page:Float thetaStart], [page:Float thetaLength])</h3>
+		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 
 		<div>
 		radius — sphere radius. Default is 1.<br />

+ 2 - 2
docs/api/geometries/TetrahedronBufferGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -34,7 +34,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Radius of the tetrahedron. Default is 1.<br />
 		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.

+ 2 - 2
docs/api/geometries/TetrahedronGeometry.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<meta charset="utf-8" />
+		<meta charset="utf-8" />
 		<base href="../../" />
 		<script src="list.js"></script>
 		<script src="page.js"></script>
@@ -34,7 +34,7 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<div>
 		radius — Radius of the tetrahedron. Default is 1.<br />
 		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.

Неке датотеке нису приказане због велике количине промена