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Merge branch 'dev' of https://github.com/mrdoob/three.js into zh_doc_20191206

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

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

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

@@ -71,13 +71,6 @@ scene.add( camera );</code>
 		The valid range is between the current value of the [page:.near near] plane and infinity.
 		</p>
 
-		<h3>[property:Boolean isOrthographicCamera]</h3>
-		<p>
-			Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
-
-			This should not be changed as it is used internally by the renderer for optimisation.
-		</p>
-
 		<h3>[property:Float left]</h3>
 		<p>Camera frustum left plane.</p>
 

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

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

+ 284 - 0
docs/api/en/constants/Textures.html

@@ -147,8 +147,14 @@
 		<h2>Formats</h2>
 		<code>
 		THREE.AlphaFormat
+		THREE.RedFormat
+		THREE.RedIntegerFormat
+		THREE.RGFormat
+		THREE.RGIntegerFormat
 		THREE.RGBFormat
+		THREE.RGBIntegerFormat
 		THREE.RGBAFormat
+		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
 		THREE.RGBEFormat
@@ -161,10 +167,35 @@
 
 		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
 
+		[page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
+
+		[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
 
+		[page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
 
+		[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant LuminanceFormat] reads each element as a single luminance component.
 		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
 		 into an RGBA element by placing the luminance value in the red, green and blue channels,
@@ -238,6 +269,259 @@
 		extension. <br /><br />
 		</p>
 
+		<h2>Internal Formats</h2>
+		<code>
+		'ALPHA'
+		'RGB'
+		'RGBA'
+		'LUMINANCE'
+		'LUMINANCE_ALPHA'
+		'RED_INTEGER'
+		'R8'
+		'R8_SNORM'
+		'R8I'
+		'R8UI'
+		'R16I'
+		'R16UI'
+		'R16F'
+		'R32I'
+		'R32UI'
+		'R32F'
+		'RG8'
+		'RG8_SNORM'
+		'RG8I'
+		'RG8UI'
+		'RG16I'
+		'RG16UI'
+		'RG16F'
+		'RG32I'
+		'RG32UI'
+		'RG32F'
+		'RGB565'
+		'RGB8'
+		'RGB8_SNORM'
+		'RGB8I'
+		'RGB8UI'
+		'RGB16I'
+		'RGB16UI'
+		'RGB16F'
+		'RGB32I'
+		'RGB32UI'
+		'RGB32F'
+		'RGB9_E5'
+		'SRGB8'
+		'R11F_G11F_B10F'
+		'RGBA4'
+		'RGBA8'
+		'RGBA8_SNORM'
+		'RGBA8I'
+		'RGBA8UI'
+		'RGBA16I'
+		'RGBA16UI'
+		'RGBA16F'
+		'RGBA32I'
+		'RGBA32UI'
+		'RGBA32F'
+		'RGB5_A1'
+		'RGB10_A2'
+		'RGB10_A2UI'
+		'SRGB8_ALPHA8'
+		'DEPTH_COMPONENT16'
+		'DEPTH_COMPONENT24'
+		'DEPTH_COMPONENT32F'
+		'DEPTH24_STENCIL8'
+		'DEPTH32F_STENCIL8'
+		</code>
+
+		<p>
+
+		Heads up: changing the internal format of a texture will only affect the
+		texture when using a WebGL 2 rendering context.<br /><br />
+
+		For use with a texture's [page:Texture.internalFormat internalFormat]	property,
+		these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
+
+		[page:constant R8] stores the red component on 8 bits.<br /><br />
+
+		[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
+
+		[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
+
+		[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
+
+		[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
+
+		[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RG8I] stores the red and green components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG8UI] stores the red and green components on 8 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG16I] stores the red and green components on 16 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG16UI] stores the red and green components on 16 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG16F] stores the red and green components on 16 bits each.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RG32I] stores the red and green components on 32 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG32UI] stores the red and green components on 32 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG32F] stores the red and green components on 32 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
+
+		[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as floating point
+		<br /><br />
+
+		[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as floating point
+		<br /><br />
+
+		[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
+
+		[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
+
+		[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+		[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
+
+		[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
+
+		[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
+
+		[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+		[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
+
+		[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
+
+		[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
+
+		[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
+		The stencil component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
+		The depth component is stored as floating point, and the stencil component as an unsigned integer.
+		<br /><br />
+
+		Note that the texture must have the correct [page:Texture.type type] set,
+		as well as the correct [page:Texture.format format].
+
+		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
+		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
+		for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
+		and [page:Texture.type type].<br /><br />
+
+		For more in-depth information regarding internal formats, you can also refer directly
+		to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
+		to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
+		</p>
+
 		<h2>Encoding</h2>
 		<code>
 		THREE.LinearEncoding

+ 0 - 7
docs/api/en/core/BufferAttribute.html

@@ -58,13 +58,6 @@
 		then this will count the number of such vectors stored.
 		</p>
 
-		<h3>[property:Boolean isBufferAttribute]</h3>
-		<p>
-			Used to check whether this or derived classes are BufferAttributes. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Integer itemSize]</h3>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 

+ 0 - 7
docs/api/en/core/BufferGeometry.html

@@ -132,13 +132,6 @@
 			Default is *null*.
 		</p>
 
-		<h3>[property:Boolean isBufferGeometry]</h3>
-		<p>
-			Used to check whether this or derived classes are BufferGeometries. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].

+ 0 - 7
docs/api/en/core/Geometry.html

@@ -98,13 +98,6 @@
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this geometry instance.</p>
 
-		<h3>[property:Boolean isGeometry]</h3>
-		<p>
-			Used to check whether this or derived classes are Geometries. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:array lineDistances]</h3>
 		<p>
 		An array containing distances between vertices for Line geometries.

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

@@ -29,11 +29,6 @@
 			Default is *1*.
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 

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

@@ -29,11 +29,6 @@
 			Default is *undefined*.
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 

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

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

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

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

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

@@ -55,11 +55,6 @@
 			Default is *false*.
 		</p>
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>

+ 0 - 7
docs/api/en/core/Object3D.html

@@ -58,13 +58,6 @@
 		<h3>[property:Integer id]</h3>
 		<p>readonly – Unique number for this object instance.</p>
 
-		<h3>[property:Boolean isObject3D]</h3>
-		<p>
-			Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Layers layers]</h3>
 		<p>
 		The layer membership of the object. The object is only visible if it has at least one

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

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

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

@@ -17,13 +17,6 @@
 		<h2>Properties</h2>
 		<p>See the [page:EllipseCurve] class for common properties.</p>
 
-		<h3>[property:Boolean isArcCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are ArcCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h2>Source</h2>
 

+ 0 - 7
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -53,13 +53,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 
-		<h3>[property:Boolean isCatmullRomCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are CatmullRomCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

+ 0 - 8
docs/api/en/lights/DirectionalLight.html

@@ -76,14 +76,6 @@
 			The default is *false*.
 		</p>
 
-		<h3>[property:Boolean isDirectionalLight]</h3>
-		<p>
-			Used to check whether this or derived classes are directional lights. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
-
 		<h3>[property:Vector3 position]</h3>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.

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

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

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

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

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

@@ -80,13 +80,6 @@ scene.add( light );
 			Default is *0.0*.
 		</p>
 
-		<h3>[property:Boolean isPointLight]</h3>
-		<p>
-			Used to check whether this or derived classes are point lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float power]</h3>
 		<p>
 			The light's power.<br />

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

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

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

@@ -123,13 +123,6 @@
 			Default is *0.0*.
 		</p>
 
-		<h3>[property:Boolean isSpotLight]</h3>
-		<p>
-			Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float penumbra]</h3>
 		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between

+ 0 - 7
docs/api/en/lights/shadows/SpotLightShadow.html

@@ -79,13 +79,6 @@ scene.add( helper );
 
 	 </p>
 
-	 <h3>[property:Boolean isSpotLightShadow]</h3>
-	 <p>
-		 Used to check whether this or derived classes are spot light shadows. Default is *true*.<br /><br />
-
-		 You should not change this, as it used internally for optimisation.
-	 </p>
-
 		<h2>Methods</h2>
 		See the base [page:LightShadow LightShadow] class for common methods.
 

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

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

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

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

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

@@ -174,13 +174,6 @@
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this material instance.</p>
 
-		<h3>[property:Boolean isMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:String name]</h3>
 		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 

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

@@ -81,13 +81,6 @@
 			blend between the two colors.
 		</p>
 
-		<h3>[property:Boolean isMeshBasicMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh basic materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 

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

@@ -82,13 +82,6 @@
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
-		<h3>[property:Boolean isMeshDepthMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is  null.</p>
 

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

@@ -91,13 +91,6 @@
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
-		<h3>[property:Boolean isMeshDistanceMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is  null.</p>
 

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

@@ -111,13 +111,6 @@
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
-		<h3>[property:Boolean isMeshLambertMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh Lambert materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture lightMap]</h3>
 		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 

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

@@ -96,13 +96,6 @@
 			Without a displacement map set, this value is not applied. Default is 0.
 		</p>
 
-		<h3>[property:Boolean isMeshMatcapMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh Matcap materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 

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

@@ -79,13 +79,6 @@
 		<h3>[property:Boolean fog]</h3>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
-		<h3>[property:Boolean isMeshNormalMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh normal materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:boolean morphNormals]</h3>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal

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

@@ -143,13 +143,6 @@
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 
-		<h3>[property:Boolean isMeshPhongMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh Phong materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h3>[property:Texture lightMap]</h3>
 		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>

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

@@ -63,13 +63,6 @@
 		<h3>[property:Float clearcoatRoughness]</h3>
 		<p>How rough the clearcoat appears, from *0.0* to *1.0*. Default is *0.0*.</p>
 
-		<h3>[property:Boolean isMeshPhysicalMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh physical materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Object defines]</h3>
 		<p>An object of the form:
 			<code>

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

@@ -181,13 +181,6 @@
 		<h3>[property:Float envMapIntensity]</h3>
 		<p>Scales the effect of the environment map by multiplying its color.</p>
 
-		<h3>[property:Boolean isMeshStandardMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh standard materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h3>[property:Texture lightMap]</h3>
 		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>

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

@@ -121,13 +121,6 @@
 		<h3>[property:Float emissiveIntensity]</h3>
 		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
-		<h3>[property:Boolean isMeshToonMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are [name]. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture gradientMap]</h3>
 		<p>Gradient map for toon shading. It's required to set [page:Texture.minFilter] and [page:Texture.magFilter] to
 			[page:Textures THREE.NearestFilter] when using this type of texture. Default is *null*.</p>

+ 2 - 8
docs/api/en/materials/PointsMaterial.html

@@ -79,13 +79,6 @@ scene.add( starField );
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
-		<h3>[property:Boolean isPointsMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are points materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture map]</h3>
 
 		<p>Sets the color of the points using data from a [page:Texture].</p>
@@ -94,7 +87,8 @@ scene.add( starField );
 		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:Number size]</h3>
-		<p>Sets the size of the points. Default is 1.0.</p>
+		<p>Sets the size of the points. Default is 1.0.<br/>
+			Will be capped if it exceeds the hardware dependent parameter [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].</p>
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<p>Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.</p>

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

@@ -52,13 +52,6 @@ var material = new THREE.RawShaderMaterial( {
 		<h2>Properties</h2>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
 
-		<h3>[property:Boolean isRawShaderMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are raw shader materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h2>Methods</h2>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>

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

@@ -352,13 +352,6 @@ this.extensions = {
 
 		</p>
 
-		<h3>[property:Boolean isShaderMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are shader materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Boolean lights]</h3>
 		<p>
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.

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

@@ -44,13 +44,6 @@ scene.add( plane );
 		<h2>Properties</h2>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
 
-		<h3>[property:Boolean isShadowMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are shadow materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Boolean transparent]</h3>
 		<p>Defines whether this material is transparent. Default is *true*.</p>
 

+ 0 - 7
docs/api/en/math/Box3.html

@@ -53,13 +53,6 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Boolean isBox3]</h3>
-		<p>
-			Used to check whether this or derived classes are Box3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 min]</h3>
 		<p>
 			[page:Vector3] representing the lower (x, y, z) boundary of the box.<br />

+ 0 - 7
docs/api/en/math/Color.html

@@ -75,13 +75,6 @@ var color = new THREE.Color( 1, 0, 0 );
 
 		<h2>Properties</h2>
 
-		<h3>[property:Boolean isColor]</h3>
-		<p>
-			Used to check whether this or derived classes are Colors. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float r]</h3>
 		<p>
 		Red channel value between 0 and 1. Default is 1.

+ 0 - 7
docs/api/en/math/Euler.html

@@ -41,13 +41,6 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Boolean isEuler]</h3>
-		<p>
-			Used to check whether this or derived classes are Eulers. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:String order]</h3>
 		<p>
 			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be

+ 0 - 7
docs/api/en/math/Matrix3.html

@@ -61,13 +61,6 @@ m.elements = [ 11, 21, 31,
 		 list of matrix values.
 		</p>
 
-		<h3>[property:Boolean isMatrix3]</h3>
-		<p>
-			Used to check whether this or derived classes are Matrix3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h2>Methods</h2>

+ 0 - 7
docs/api/en/math/Matrix4.html

@@ -96,13 +96,6 @@ m.elements = [ 11, 21, 31, 41,
 		 list of matrix values.
 		</p>
 
-		<h3>[property:Boolean isMatrix4]</h3>
-		<p>
-			Used to check whether this or derived classes are Matrix4s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 

+ 0 - 7
docs/api/en/math/Quaternion.html

@@ -44,13 +44,6 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Boolean isQuaternion]</h3>
-		<p>
-			Used to check whether this or derived classes are Quaternions. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float x]</h3>
 
 		<h3>[property:Float y]</h3>

+ 0 - 7
docs/api/en/math/Vector2.html

@@ -62,13 +62,6 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Boolean isVector2]</h3>
-		<p>
-			Used to check whether this or derived classes are Vector2s. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float height]</h3>
 		<p>Alias for [page:.y y].</p>
 

+ 0 - 7
docs/api/en/math/Vector3.html

@@ -63,13 +63,6 @@ var d = a.distanceTo( b );
 
 		<h2>Properties</h2>
 
-		<h3>[property:Boolean isVector3]</h3>
-		<p>
-			Used to check whether this or derived classes are Vector3s. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float x]</h3>
 
 		<h3>[property:Float y]</h3>

+ 0 - 7
docs/api/en/math/Vector4.html

@@ -63,13 +63,6 @@ var d = a.dot( b );
 
 		<h2>Properties</h2>
 
-		<h3>[property:Boolean isVector4]</h3>
-		<p>
-			Used to check whether this or derived classes are Vector4s. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float x]</h3>
 
 		<h3>[property:Float y]</h3>

+ 0 - 7
docs/api/en/objects/Bone.html

@@ -37,13 +37,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Boolean isBone]</h3>
-		<p>
-			Used to check whether this or derived classes are bones. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h3>[property:String type]</h3>
 		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>

+ 0 - 7
docs/api/en/objects/Line.html

@@ -56,13 +56,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Boolean isLine]</h3>
-		<p>
-			Used to check whether this or derived classes are lines. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h3>[property:Geometry geometry]</h3>
 		<p>Vertices representing the line segment(s).</p>

+ 0 - 7
docs/api/en/objects/LineLoop.html

@@ -37,13 +37,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 
-		<h3>[property:Boolean isLineLoop]</h3>
-		<p>
-			Used to check whether this or derived classes are line loops. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>

+ 0 - 7
docs/api/en/objects/LineSegments.html

@@ -36,13 +36,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 
-		<h3>[property:Boolean isLineSegments]</h3>
-		<p>
-			Used to check whether this or derived classes are line segments. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>

+ 0 - 7
docs/api/en/objects/Mesh.html

@@ -41,13 +41,6 @@
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Boolean isMesh]</h3>
-		<p>
-			Used to check whether this or derived classes are meshes. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Geometry geometry]</h3>
 		<p>
 			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),

+ 0 - 7
docs/api/en/objects/Points.html

@@ -41,13 +41,6 @@
 			Its recommended to always use a [page:BufferGeometry] if possible for best performance.
 		</p>
 
-		<h3>[property:Boolean isPoints]</h3>
-		<p>
-			Used to check whether this or derived classes are points. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Material material]</h3>
 		<p>
 			An instance of [page:Material], defining the object's appearance.

+ 0 - 7
docs/api/en/objects/SkinnedMesh.html

@@ -119,13 +119,6 @@
 		The base matrix that is used for resetting the bound bone transforms.
 		</p>
 
-		<h3>[property:Boolean isSkinnedMesh]</h3>
-		<p>
-			Used to check whether this or derived classes are skinned meshes. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
 		[page:Skeleton] representing the bone hierarchy of the skinned mesh.

+ 0 - 7
docs/api/en/objects/Sprite.html

@@ -42,13 +42,6 @@ scene.add( sprite );
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
-		<h3>[property:Boolean isSprite]</h3>
-		<p>
-			Used to check whether this or derived classes are sprites. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 		<h3>[property:SpriteMaterial material]</h3>
 		<p>

+ 10 - 0
docs/api/en/renderers/WebGLRenderer.html

@@ -473,6 +473,16 @@
 			scissor area will be affected by further renderer actions.
 		</p>
 
+		<h3>[method:null setOpaqueSort]( [param:Function method] )</h3>
+		<p>
+		Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function.
+		</p>
+
+		<h3>[method:null setTransparentSort]( [param:Function method] )</h3>
+		<p>
+		Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function.
+		</p>
+
 		<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
 		<p>
 		Resizes the output canvas to (width, height) with device pixel ratio taken into account,

+ 11 - 7
docs/api/en/textures/Texture.html

@@ -55,13 +55,6 @@
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		</p>
 
-		<h3>[property:Boolean isTexture]</h3>
-		<p>
-			Used to check whether this or derived classes are Textures. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:array mipmaps]</h3>
 		<p>
 		Array of user-specified mipmaps (optional).
@@ -126,6 +119,17 @@
 		See the [page:Textures texture constants] page for details of other formats.
 		</p>
 
+		<h3>[property:String internalFormat]</h3>
+		<p>
+		The default value is obtained using a combination of [page:Texture.format .format] and
+		[page:Texture.type .type].<br />
+
+		The GPU format allows the developer to specify how the data is going to be
+		stored on the GPU.<br /><br />
+
+		See the [page:Textures texture constants] page for details regarding all supported internal formats.
+		</p>
+
 		<h3>[property:number type]</h3>
 		<p>
 		This must correspond to the [page:Texture.format .format]. The default is [page:Textures THREE.UnsignedByteType],

+ 0 - 9
docs/api/zh/cameras/Camera.html

@@ -33,15 +33,6 @@
 
 		<p>共有属性请参见其基类[page:Object3D]</p>
 
-		<h3>[property:Boolean isCamera]</h3>
-		<p>
-			用于来检查这个类或者派生的类是否为摄像机,默认为*true*。
-			<br /><br />
-
-			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
-
-		</p>
-
 		<h3>[property:Layers layers]</h3>
 		<p>
 

+ 0 - 6
docs/api/zh/cameras/OrthographicCamera.html

@@ -77,12 +77,6 @@ scene.add( camera );</code>
 
 		</p>
 
-		<h3>[property:Boolean isOrthographicCamera]</h3>
-		<p>
-			用于测试这个类或者派生类是否为OrthographicCameras,默认为*true*。<br /><br />
-			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
-		</p>
-
 		<h3>[property:Float left]</h3>
 		<p>摄像机视锥体左侧面。</p>
 

+ 0 - 9
docs/api/zh/cameras/PerspectiveCamera.html

@@ -77,15 +77,6 @@ scene.add( camera );</code>
 		<h3>[property:Float fov]</h3>
 		<p>摄像机视锥体垂直视野角度,从视图的底部到顶部,以角度来表示。默认值是*50*。</p>
 
-		<h3>[property:Boolean isPerspectiveCamera]</h3>
-		<p>
-
-			用于测试这个类或者派生类是否为PerspectiveCameras,默认为true。
-			<br /><br />
-
-			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
-		</p>
-
 
 		<h3>[property:Float near]</h3>
 		<p>

+ 0 - 7
docs/api/zh/core/BufferAttribute.html

@@ -52,13 +52,6 @@
 			若缓存存储三元组(例如顶点位置、法向量、颜色值),则该值应等于队列中三元组的个数。
 		</p>
 
-		<h3>[property:Boolean isBufferAttribute]</h3>
-		<p>
-			指示当前类或派生类是 BufferAttributes. 默认值为 *true*.<br /><br />
-
-			开发者不应当改变该值,该值用于内部实现优化。
-		</p>
-
 		<h3>[property:Integer itemSize]</h3>
 		<p>保存在 [page:BufferAttribute.array array] 中矢量的长度。</p>
 

+ 0 - 7
docs/api/zh/core/BufferGeometry.html

@@ -125,13 +125,6 @@
 			默认值是 *null*。
 		</p>
 
-		<h3>[property:Boolean isBufferGeometry]</h3>
-		<p>
-			用于检查当前类或派生类的类型是 BufferGeometries。默认值是 *true*。<br /><br />
-
-			该值用于内部优化,你不应该手动修改该值。
-		</p>
-
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 [page:Geometry.morphTargets morphTargets] 的细节信息。

+ 6 - 6
docs/api/zh/core/Face3.html

@@ -11,8 +11,8 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			在 [page:Geometry] 中被使用到的三角面。这些三角面会为所有标准几何体自动创建。
-			然而,如果你正在构建一个自定义几何体,你需要手动创建这些三角面
+			在 [page:Geometry] 中被使用到的三角面。这些三角面会为所有标准几何体自动创建。
+			然而,如果你正在构建一个自定义几何体,你需要手动创建这些三角面。
 		</p>
 
 
@@ -26,22 +26,22 @@
 		<code>
 var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
 
-//创建仅有一个三角面的几何体
+// 创建仅有一个三角面的几何体
 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 ) );
 
-//利用顶点 0, 1, 2 创建一个面
+// 利用顶点 0, 1, 2 创建一个面
 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 );
 
-//将创建的面添加到几何体的面的队列
+// 将创建的面添加到几何体的面的队列
 geometry.faces.push( face );
 
-//如果没有特别指明,面和顶点的法向量可以通过如下代码自动计算
+// 如果没有特别指明,面和顶点的法向量可以通过如下代码自动计算
 geometry.computeFaceNormals();
 geometry.computeVertexNormals();
 

+ 0 - 7
docs/api/zh/core/Geometry.html

@@ -96,13 +96,6 @@
 		<h3>[property:Integer id]</h3>
 		<p>当前 geometry 实例的唯一标识符的数。</p>
 
-		<h3>[property:Boolean isGeometry]</h3>
-		<p>
-			用于判断当前类或派生类属于 Geometries。默认值是 *true*。<br /><br />
-
-			你不应该改变该值,该值用于内部优化。
-		</p>
-
 		<h3>[property:array lineDistances]</h3>
 		<p>
 			用于保存线型几何体中每个顶点间距离的。在正确渲染 [page:LineDashedMaterial] 时,需要用到该数据。

+ 0 - 5
docs/api/zh/core/InstancedBufferAttribute.html

@@ -29,11 +29,6 @@
 			默认值为 *1*。
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
-		<p>
-			默认值为 *true*.
-		</p>
-
 		<h2>方法</h2>
 		<p>继承方法详见 [page:BufferAttribute]。</p>
 

+ 0 - 5
docs/api/zh/core/InstancedBufferGeometry.html

@@ -29,11 +29,6 @@
 			默认值是 *undefined*。
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
-		<p>
-			默认值是 *true*。
-		</p>
-
 		<h2>方法</h2>
 		<p>继承方法详见 [page:BufferAttribute]。</p>
 

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

@@ -31,11 +31,6 @@
 			默认值是 *1*。
 		</p>
 
-		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
-		<p>
-			默认值是 *true*。
-		</p>
-
 		<h2>方法</h2>
 		<p>
 			继承方法详见 [page:InterleavedBuffer]。

+ 0 - 5
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -54,11 +54,6 @@
 			默认值为 *false*。
 		</p>
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			默认值为 *true*。
-		</p>
-
 		<h2>方法</h2>
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>

+ 0 - 7
docs/api/zh/core/Object3D.html

@@ -56,13 +56,6 @@
 	<h3>[property:Integer id]</h3>
 	<p>只读 —— 表示该对象实例ID的唯一数字。</p>
 
-	<h3>[property:Boolean isObject3D]</h3>
-	<p>
-
-		用于测试这个类或者派生类是否为Object3D,默认为*true*。<br /><br />
-		你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
-	</p>
-
 	<h3>[property:Layers layers]</h3>
 	<p>
 		物体的层级关系。

+ 0 - 8
docs/api/zh/extras/core/Font.html

@@ -38,14 +38,6 @@
 		<h3>[property:array data]</h3>
 		<p>传入到构造函数的JSON数据。</p>
 
-		<h3>[property:Boolean isFont]</h3>
-		<p>
-			用于检查该类或者其派生类是否为字体。默认值为*true*。
-			<br /><br />
-
-			你不应当对这一属性进行改变,它在内部由渲染器所使用,以用于优化。
-		</p>
-
 		<h2>方法</h2>
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>

+ 0 - 7
docs/api/zh/extras/curves/ArcCurve.html

@@ -17,13 +17,6 @@
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:EllipseCurve]。</p>
 
-		<h3>[property:Boolean isArcCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为ArcCurves(弧线)。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 
 		<h2>源代码</h2>
 

+ 0 - 7
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -54,13 +54,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isCatmullRomCurve3]</h3>
-		<p>
-			用于检查该类或者其派生类是否为CatmullRomCurve3。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<p>定义了这一曲线的[page:Vector3]点数组,数组中至少需要两个点。</p>
 

+ 0 - 8
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -51,14 +51,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isCubicBezierCurve]</h3>
-		<p>
-			
-			用于检查该类或者其派生类是否为CubicBezierCurves。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector2 v0]</h3>
 		<p>起点</p>
 

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

@@ -52,13 +52,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isCubicBezierCurve3]</h3>
-		<p>
-			用于检查该类或者其派生类是否为CubicBezierCurves3。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector3 v0]</h3>
 		<p>起点</p>
 

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

@@ -55,13 +55,6 @@ var ellipse = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为EllipseCurves。默认值为*true*。
-			<br /><br />
-			你不应当更改这个属性,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Float aX]</h3>
 		<p>椭圆的中心的X坐标。</p>
 

+ 0 - 8
docs/api/zh/extras/curves/LineCurve.html

@@ -27,14 +27,6 @@
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isLineCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
-			<br /><br />
-
-			你不应当更改这个属性,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector2 v1]</h3>
 		<p>起点</p>
 

+ 0 - 8
docs/api/zh/extras/curves/LineCurve3.html

@@ -27,14 +27,6 @@
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isLineCurve3]</h3>
-		<p>
-			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
-			<br /><br />
-	
-			你不应当更改这个属性,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector3 v1]</h3>
 		<p>起点</p>
 

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

@@ -50,14 +50,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为QuadraticBezierCurve。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
-
 		<h3>[property:Vector2 v0]</h3>
 		<p>起点</p>
 

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

@@ -51,13 +51,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
-		<p>
-			用于检查该类或者其派生类是否为QuadraticBezierCurve3。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector3 v0]</h3>
 		<p>起点</p>
 

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

@@ -47,13 +47,6 @@ var splineObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
-		<h3>[property:Boolean isSplineCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为样条曲线。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<p>定义这一曲线的[page:Vector2]点的数组。</p>
 

+ 0 - 8
docs/api/zh/lights/AmbientLight.html

@@ -49,14 +49,6 @@ scene.add( light );</code>
 		</p>
 
 
-		<h3>[property:Boolean isAmbientLight]</h3>
-		<p>
-			用来校验这个类或者派生类是不是环境光.默认是 *true*。<br /><br />
-
-			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
-		</p>
-
-
 
 		<h2>方法</h2>
 		<p>

+ 0 - 7
docs/api/zh/lights/DirectionalLight.html

@@ -71,13 +71,6 @@
 			查看 [page:DirectionalLightShadow] 了解详细信息。该属性默认为 *false*。
 		</p>
 
-		<h3>[property:Boolean isDirectionalLight]</h3>
-		<p>
-			用来校验这个类或者派生类是不是平行光.默认是 *true*。<br /><br />
-
-			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
-		</p>
-
 
 		<h3>[property:Vector3 position]</h3>
 		<p>

+ 0 - 7
docs/api/zh/lights/HemisphereLight.html

@@ -68,13 +68,6 @@ scene.add( light );
 			默认会创建 [page:Color] 并设置为白色(0xffffff)。
 		</p>
 
-		<h3>[property:Boolean isHemisphereLight]</h3>
-		<p>
-				用来校验这个类或者派生类是不是半球光。缺省值为 *true*。<br /><br />
-
-				不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
-		</p>
-
 		<h3>[property:Vector3 position]</h3>
 		<p>
 			假如这个值设置等于 [page:Object3D.DefaultUp] (0, 1, 0),那么光线将会从上往下照射。

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

@@ -47,13 +47,6 @@
 		<br />
 		</p>
 
-		<h3>[property:Boolean isLight]</h3>
-		<p>
-			用来校验这个类或者派生类是不是平行光。默认是 *true*。<br /><br />
-
-			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
-		</p>
-
 
 		<h2>Methods</h2>
 		<p>

+ 0 - 7
docs/api/zh/lights/PointLight.html

@@ -70,13 +70,6 @@ scene.add( light );
 			缺省值为 *0.0*。
 		</p>
 
-		<h3>[property:Boolean isPointLight]</h3>
-		<p>
-				用来校验这个类或者派生类是不是点光源。默认是 *true*。<br /><br />
-
-				不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
-		</p>
-
 		<h3>[property:Float power]</h3>
 		<p>
 			光功率<br />

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

@@ -64,13 +64,6 @@ scene.add( rectLightHelper );
 			公共属性请查看基类[page:Light Light]。
 		</p>
 
-		<h3>[property:Boolean isRectAreaLight]</h3>
-		<p>
-			用来校验这个类或者它的派生类是不是平面光光源。缺省值是 *true*。<br /><br />
-
-			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
-		</p>
-
 		<h2>方法(Methods)</h2>
 		<p>
 			公共方法请查看基类 [page:Light Light]。

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