Browse Source

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

Luis Blanco 5 years ago
parent
commit
8282023aac
100 changed files with 2844 additions and 1565 deletions
  1. 76 0
      .github/CODE_OF_CONDUCT.md
  2. 83 11
      .github/CONTRIBUTING.md
  3. 1 1
      .github/ISSUE_TEMPLATE.md
  4. 10 38
      .github/workflows/ci.yml
  5. 15 2
      .gitignore
  6. 0 7
      .npmignore
  7. 9 1
      README.md
  8. 255 331
      build/three.js
  9. 528 587
      build/three.min.js
  10. 320 334
      build/three.module.js
  11. 1 1
      docs/api/en/audio/AudioContext.html
  12. 13 16
      docs/api/en/cameras/CubeCamera.html
  13. 1 1
      docs/api/en/cameras/OrthographicCamera.html
  14. 1 1
      docs/api/en/cameras/PerspectiveCamera.html
  15. 0 11
      docs/api/en/constants/Renderer.html
  16. 0 5
      docs/api/en/constants/Textures.html
  17. 4 4
      docs/api/en/core/Geometry.html
  18. 2 2
      docs/api/en/core/InstancedBufferGeometry.html
  19. 17 3
      docs/api/en/core/InterleavedBuffer.html
  20. 12 2
      docs/api/en/core/InterleavedBufferAttribute.html
  21. 2 2
      docs/api/en/extras/core/Curve.html
  22. 2 2
      docs/api/en/extras/core/CurvePath.html
  23. 3 1
      docs/api/en/extras/curves/CatmullRomCurve3.html
  24. 81 5
      docs/api/en/extras/objects/ImmediateRenderObject.html
  25. 1 1
      docs/api/en/geometries/ExtrudeBufferGeometry.html
  26. 1 1
      docs/api/en/geometries/ExtrudeGeometry.html
  27. 45 0
      docs/api/en/lights/AmbientLightProbe.html
  28. 46 0
      docs/api/en/lights/HemisphereLightProbe.html
  29. 70 0
      docs/api/en/lights/LightProbe.html
  30. 18 0
      docs/api/en/lights/shadows/LightShadow.html
  31. 0 10
      docs/api/en/loaders/FileLoader.html
  32. 12 0
      docs/api/en/loaders/Loader.html
  33. 0 1
      docs/api/en/loaders/ObjectLoader.html
  34. 2 0
      docs/api/en/materials/LineBasicMaterial.html
  35. 32 2
      docs/api/en/materials/Material.html
  36. 13 7
      docs/api/en/materials/MeshPhysicalMaterial.html
  37. 0 17
      docs/api/en/materials/MeshToonMaterial.html
  38. 0 3
      docs/api/en/materials/SpriteMaterial.html
  39. 20 20
      docs/api/en/math/Box3.html
  40. 8 0
      docs/api/en/math/Color.html
  41. 3 0
      docs/api/en/math/MathUtils.html
  42. 1 4
      docs/api/en/math/Matrix4.html
  43. 5 0
      docs/api/en/math/Quaternion.html
  44. 1 1
      docs/api/en/math/Ray.html
  45. 138 0
      docs/api/en/math/SphericalHarmonics3.html
  46. 16 0
      docs/api/en/objects/Line.html
  47. 48 0
      docs/api/en/renderers/WebGL1Renderer.html
  48. 3 8
      docs/api/en/renderers/WebGLRenderer.html
  49. 2 7
      docs/api/en/scenes/Scene.html
  50. 100 0
      docs/api/en/textures/DataTexture2DArray.html
  51. 1 2
      docs/api/en/textures/DataTexture3D.html
  52. 1 1
      docs/api/zh/audio/AudioContext.html
  53. 10 8
      docs/api/zh/cameras/CubeCamera.html
  54. 1 1
      docs/api/zh/cameras/OrthographicCamera.html
  55. 1 1
      docs/api/zh/cameras/PerspectiveCamera.html
  56. 0 11
      docs/api/zh/constants/Renderer.html
  57. 0 4
      docs/api/zh/constants/Textures.html
  58. 2 2
      docs/api/zh/core/InstancedBufferGeometry.html
  59. 18 4
      docs/api/zh/core/InterleavedBuffer.html
  60. 12 2
      docs/api/zh/core/InterleavedBufferAttribute.html
  61. 2 2
      docs/api/zh/extras/core/Curve.html
  62. 2 2
      docs/api/zh/extras/core/CurvePath.html
  63. 2 0
      docs/api/zh/extras/curves/CatmullRomCurve3.html
  64. 80 5
      docs/api/zh/extras/objects/ImmediateRenderObject.html
  65. 45 0
      docs/api/zh/lights/AmbientLightProbe.html
  66. 46 0
      docs/api/zh/lights/HemisphereLightProbe.html
  67. 70 0
      docs/api/zh/lights/LightProbe.html
  68. 22 4
      docs/api/zh/lights/shadows/LightShadow.html
  69. 0 1
      docs/api/zh/loaders/ObjectLoader.html
  70. 2 0
      docs/api/zh/materials/LineBasicMaterial.html
  71. 2 3
      docs/api/zh/materials/Material.html
  72. 13 7
      docs/api/zh/materials/MeshPhysicalMaterial.html
  73. 0 17
      docs/api/zh/materials/MeshToonMaterial.html
  74. 0 3
      docs/api/zh/materials/SpriteMaterial.html
  75. 8 0
      docs/api/zh/math/Color.html
  76. 3 0
      docs/api/zh/math/MathUtils.html
  77. 0 2
      docs/api/zh/math/Matrix4.html
  78. 5 0
      docs/api/zh/math/Quaternion.html
  79. 1 1
      docs/api/zh/math/Ray.html
  80. 138 0
      docs/api/zh/math/SphericalHarmonics3.html
  81. 16 0
      docs/api/zh/objects/Line.html
  82. 48 0
      docs/api/zh/renderers/WebGL1Renderer.html
  83. 2 7
      docs/api/zh/renderers/WebGLRenderer.html
  84. 0 5
      docs/api/zh/scenes/Scene.html
  85. 98 0
      docs/api/zh/textures/DataTexture2DArray.html
  86. 1 2
      docs/api/zh/textures/DataTexture3D.html
  87. 21 6
      docs/examples/en/controls/OrbitControls.html
  88. 10 0
      docs/examples/en/controls/PointerLockControls.html
  89. 46 0
      docs/examples/en/lights/LightProbeGenerator.html
  90. 3 1
      docs/examples/en/loaders/GLTFLoader.html
  91. 1 1
      docs/examples/en/loaders/PDBLoader.html
  92. 1 1
      docs/examples/en/math/convexhull/ConvexHull.html
  93. 5 0
      docs/examples/en/renderers/SVGRenderer.html
  94. 1 1
      docs/examples/en/utils/SceneUtils.html
  95. 23 6
      docs/examples/zh/controls/OrbitControls.html
  96. 10 0
      docs/examples/zh/controls/PointerLockControls.html
  97. 46 0
      docs/examples/zh/lights/LightProbeGenerator.html
  98. 2 0
      docs/examples/zh/loaders/GLTFLoader.html
  99. 1 1
      docs/examples/zh/loaders/PDBLoader.html
  100. 1 1
      docs/examples/zh/math/convexhull/ConvexHull.html

+ 76 - 0
.github/CODE_OF_CONDUCT.md

@@ -0,0 +1,76 @@
+# Contributor Covenant Code of Conduct
+
+## Our Pledge
+
+In the interest of fostering an open and welcoming environment, we as
+contributors and maintainers pledge to making participation in our project and
+our community a harassment-free experience for everyone, regardless of age, body
+size, disability, ethnicity, sex characteristics, gender identity and expression,
+level of experience, education, socio-economic status, nationality, personal
+appearance, race, religion, or sexual identity and orientation.
+
+## Our Standards
+
+Examples of behavior that contributes to creating a positive environment
+include:
+
+* Using welcoming and inclusive language
+* Being respectful of differing viewpoints and experiences
+* Gracefully accepting constructive criticism
+* Focusing on what is best for the community
+* Showing empathy towards other community members
+
+Examples of unacceptable behavior by participants include:
+
+* The use of sexualized language or imagery and unwelcome sexual attention or
+ advances
+* Trolling, insulting/derogatory comments, and personal or political attacks
+* Public or private harassment
+* Publishing others' private information, such as a physical or electronic
+ address, without explicit permission
+* Other conduct which could reasonably be considered inappropriate in a
+ professional setting
+
+## Our Responsibilities
+
+Project maintainers are responsible for clarifying the standards of acceptable
+behavior and are expected to take appropriate and fair corrective action in
+response to any instances of unacceptable behavior.
+
+Project maintainers have the right and responsibility to remove, edit, or
+reject comments, commits, code, wiki edits, issues, and other contributions
+that are not aligned to this Code of Conduct, or to ban temporarily or
+permanently any contributor for other behaviors that they deem inappropriate,
+threatening, offensive, or harmful.
+
+## Scope
+
+This Code of Conduct applies both within project spaces and in public spaces
+when an individual is representing the project or its community. Examples of
+representing a project or community include using an official project e-mail
+address, posting via an official social media account, or acting as an appointed
+representative at an online or offline event. Representation of a project may be
+further defined and clarified by project maintainers.
+
+## Enforcement
+
+Instances of abusive, harassing, or otherwise unacceptable behavior may be
+reported by contacting the project team at [email protected]. All
+complaints will be reviewed and investigated and will result in a response that
+is deemed necessary and appropriate to the circumstances. The project team is
+obligated to maintain confidentiality with regard to the reporter of an incident.
+Further details of specific enforcement policies may be posted separately.
+
+Project maintainers who do not follow or enforce the Code of Conduct in good
+faith may face temporary or permanent repercussions as determined by other
+members of the project's leadership.
+
+## Attribution
+
+This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
+available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
+
+[homepage]: https://www.contributor-covenant.org
+
+For answers to common questions about this code of conduct, see
+https://www.contributor-covenant.org/faq

+ 83 - 11
.github/CONTRIBUTING.md

@@ -1,7 +1,7 @@
 
 
 # Help
 # Help
-#### The issues section is for bug reports and feature requests only. If you need help, please use the [forum](http://discourse.threejs.org/) or [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
----
+The issues section is for bug reports and feature requests only. If you need help, please use the [forum](http://discourse.threejs.org/) or [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
+
 # Bugs
 # Bugs
 #### Before reporting a bug
 #### Before reporting a bug
 
 
@@ -17,13 +17,85 @@
 4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](https://jsfiddle.net/3foLr7sn/) you can edit that runs the current version. [And here is a fiddle](https://jsfiddle.net/qgu17w5o/) that uses the dev branch. If a test-case is not possible, provide a link to a live version of your application.
 4. Provide a small test-case (http://jsfiddle.net). [Here is a fiddle](https://jsfiddle.net/3foLr7sn/) you can edit that runs the current version. [And here is a fiddle](https://jsfiddle.net/qgu17w5o/) 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.
 5. If helpful, include a screenshot. Annotate the screenshot for clarity.
 
 
----
 # Contribution
 # 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. If your changes leads to a change in examples, make a new screenshot with `npm run make-screenshot <example_name>`.
-6. Submit a pull request. Don't include build files in the PR.
+#### Introduction
+
+It is assumed that you know a little about node.js and git. If not, [here's some help to get started
+with git](https://help.github.com/en/github/using-git) and [here’s some help to get started with node.js.](https://nodejs.org/en/docs/guides/getting-started-guide/)
+
+* Install [Node.js](https://nodejs.org/)
+* Install [Git](https://git-scm.com/)
+* [Fork](https://help.github.com/en/github/getting-started-with-github/fork-a-repo) three.js 
+* Open your OS’s terminal
+* Change into the directory you’d like
+* Clone your forked repo
+
+        git clone https://github.com/[yourgithubname]/three.js.git
+* Go into the three.js directory.
+        
+        cd ./three.js
+* Install the dependencies
+
+        npm install
+
+#### Next Steps
+
+As per the npm standard, ‘start’ is the place to begin the package.
+
+    npm start
+
+This script will start a local server similar to three.js, but instead will be hosted on your local
+machine. Browse to http://localhost:8080/ to check it out. It also automatically creates the
+‘build/three.js’ and ‘build/three.module.js’ scripts anytime there is a change within your three.js
+directory.
+
+The next most important script runs all the appropriate testing.
+        
+        npm test
+
+The linting is there to keep a consistent code-style across the all of the code and the testing is
+there to help catch bugs and check that the code behaves as expected. It is important that
+neither of these steps comes up with any errors due to your changes.
+* If you’d like the linter to fix any errors that it can change, make the following addition to the “test-lint” script.
+        
+        {
+        ...
+        "test-lint": "eslint src --ext js --ext ts --fix && tsc -p utils/build/tsconfig.lint.json"
+        ...
+        }
+
+If you’d like to make a minified version of the build files i.e. ‘build/three.min.js’ run:
+        
+    npm run-script build-closure
+
+#### Making changes
+
+When you’ve decided to make changes, start with the following:
+* Update your local repo
+        
+        git pull https://github.com/mrdoob/three.js.git
+        git push
+* Make a new branch from the dev branch
+        
+        git checkout dev
+        git branch [mychangesbranch]
+        git checkout [mychangesbranch]
+* Add your changes to your commit.
+* Push the changes to your forked repo.
+* Open a Pull Request (PR)
+
+Important notes:
+* Don't include any build files to your commit.
+* Not all new features will need a new example. Simpler features could be incorporated into an existing example. Bigger features may be asked to add an example demonstrating the feature.
+* Making changes may require changes to the documentation. If so, please make a new PR for the appropriate doc changes. To update the Chinese docs, simply copy the English to begin with.
+* it's good to also add an example and screenshot for it, for showing how it's used and for end-to-end testing.
+* If you modify existing code, run relevant examples to check they didn't break and there wasn't performance regress.
+* If you add some assets for the examples (models, textures, sounds, etc), make sure they have a proper license allowing for their use here, less restrictive the better. It is unlikely for large assets to be accepted.
+* If some issue is relevant to patch / feature, please mention it with hash (e.g. #2774) in a commit message to get cross-reference in GitHub.
+* If you modify files in examples/js directory, then don't perform any changes in the examples/jsm, JavaScript modules are auto-generated via running ‘node utils/modularize.js’.
+* If end-to-end test failed in Travis and you are sure that all is correct, make a new screenshots with npm run make-screenshot <example_1_name> ... <example_N_name> .
+* Watch out for Closure compiler warnings when building the libs, there should not be any.
+* Once done with a patch / feature do not add more commits to a feature branch
+* Create separate branches per patch or feature.
+
+This project is currently contributed to mostly via everyone's spare time. Please keep that in mind as it may take some time for the appropriate feedback to get to you. If you are unsure about adding a new feature, it might be better to ask first to see whether other people think it's a good idea.

+ 1 - 1
.github/ISSUE_TEMPLATE.md

@@ -17,7 +17,7 @@ Please also include a live example if possible. You can start from these templat
 ##### Three.js version
 ##### Three.js version
 
 
 - [ ] Dev
 - [ ] Dev
-- [ ] r115
+- [ ] r119
 - [ ] ...
 - [ ] ...
 
 
 ##### Browser
 ##### Browser

+ 10 - 38
.github/workflows/ci.yml

@@ -23,15 +23,7 @@ jobs:
       - name: Install node
       - name: Install node
         uses: actions/setup-node@v1
         uses: actions/setup-node@v1
         with:
         with:
-          node-version: '10.x'
-      - name: Restore cache
-        uses: actions/cache@v1
-        env:
-          cache-name: cache-node-modules
-        with:
-          path: ~/.npm
-          key: ${{ runner.os }}-ci-${{ env.cache-name }}-${{ hashFiles('**/package-lock.json') }}
-          restore-keys: ${{ runner.os }}-ci-${{ env.cache-name }}-
+          node-version: 10
       - name: Install packages
       - name: Install packages
         run: npm ci
         run: npm ci
 
 
@@ -47,17 +39,11 @@ jobs:
       - name: Install node
       - name: Install node
         uses: actions/setup-node@v1
         uses: actions/setup-node@v1
         with:
         with:
-          node-version: '10.x'
-      - name: Restore cache
-        uses: actions/cache@v1
-        env:
-          cache-name: cache-node-modules
-        with:
-          path: ~/.npm
-          key: ${{ runner.os }}-ci-${{ env.cache-name }}-${{ hashFiles('**/package-lock.json') }}
-          restore-keys: ${{ runner.os }}-ci-${{ env.cache-name }}-
+          node-version: 10
       - name: Install packages
       - name: Install packages
-        run: npm ci && npm run build-test
+        run: npm ci && npm ci --prefix test
+      - name: Build
+        run: npm run build
 
 
       - name: === Unit testing ===
       - name: === Unit testing ===
         run: npm run test-unit
         run: npm run test-unit
@@ -77,17 +63,11 @@ jobs:
       - name: Install node
       - name: Install node
         uses: actions/setup-node@v1
         uses: actions/setup-node@v1
         with:
         with:
-          node-version: '10.x'
-      - name: Restore cache
-        uses: actions/cache@v1
-        env:
-          cache-name: cache-node-modules
-        with:
-          path: ~/.npm
-          key: ${{ runner.os }}-ci-${{ env.cache-name }}-${{ hashFiles('**/package-lock.json') }}
-          restore-keys: ${{ runner.os }}-ci-${{ env.cache-name }}-
+          node-version: 10
       - name: Install packages
       - name: Install packages
-        run: npm ci && sudo apt-get install xvfb && npm run build
+        run: npm ci && npm ci --prefix test && sudo apt-get install xvfb
+      - name: Build
+        run: npm run build
 
 
       - name: === E2E testing ===
       - name: === E2E testing ===
         run: xvfb-run --auto-servernum npm run test-e2e
         run: xvfb-run --auto-servernum npm run test-e2e
@@ -101,15 +81,7 @@ jobs:
       - name: Install node
       - name: Install node
         uses: actions/setup-node@v1
         uses: actions/setup-node@v1
         with:
         with:
-          node-version: '10.x'
-      - name: Restore cache
-        uses: actions/cache@v1
-        env:
-          cache-name: cache-node-modules
-        with:
-          path: ~/.npm
-          key: ${{ runner.os }}-ci-${{ env.cache-name }}-${{ hashFiles('**/package-lock.json') }}
-          restore-keys: ${{ runner.os }}-ci-${{ env.cache-name }}-
+          node-version: 10
       - name: Install packages
       - name: Install packages
         run: npm ci
         run: npm ci
 
 

+ 15 - 2
.gitignore

@@ -1,10 +1,23 @@
 .DS_Store
 .DS_Store
 *.swp
 *.swp
 .project
 .project
-node_modules
 .idea/
 .idea/
 .vscode/
 .vscode/
 npm-debug.log
 npm-debug.log
 .jshintrc
 .jshintrc
 .vs/
 .vs/
-test/unit/three.*.unit.js
+
+# The command'npm install --prefix test' adds files in the test folder (https://docs.npmjs.com/configuring-npm/folders.html#executables).
+# There are 2 kinds of files, those without extension and those with cmd extension.
+# To ignore files without a extension, following procedure is nessecary:
+# - ignore all files in the test folder
+# - unignore all files in subdirectories of the test folder
+# - unignore all files with an extension in the test folder
+test/*
+!test/*/
+!test/*.*
+test/*.cmd
+test/unit/build
+
+
+**/node_modules

+ 0 - 7
.npmignore

@@ -1,7 +0,0 @@
-examples/*
-!examples/js/
-test/
-utils/
-docs/
-editor/
-.DS_Store

+ 9 - 1
README.md

@@ -64,7 +64,15 @@ function animate() {
 }
 }
 ```
 ```
 
 
-If everything went well you should see [this](https://jsfiddle.net/8kubjpL5/).
+If everything went well, you should see [this](https://jsfiddle.net/8kubjpL5/).
+
+### Cloning this repository ###
+
+Cloning the repo with all its history results in a ~2GB download. If you don't need the whole history you can use the `depth` parameter to significantly reduce download size.
+
+```sh
+git clone --depth=1 https://github.com/mrdoob/three.js.git
+```
 
 
 ### Change log ###
 ### Change log ###
 
 

File diff suppressed because it is too large
+ 255 - 331
build/three.js


File diff suppressed because it is too large
+ 528 - 587
build/three.min.js


File diff suppressed because it is too large
+ 320 - 334
build/three.module.js


+ 1 - 1
docs/api/en/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].
 		otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		</p>
 		</p>
 
 
-		<h3>[method:AudioContext setContext]( [param:AudioConetxt value] )</h3>
+		<h3>[method:AudioContext setContext]( [param:AudioContext value] )</h3>
 		<p>
 		<p>
 		 Set the variable *context* in the outer scope to *value*.
 		 Set the variable *context* in the outer scope to *value*.
 		</p>
 		</p>

+ 13 - 16
docs/api/en/cameras/CubeCamera.html

@@ -16,12 +16,16 @@
 
 
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 
 
-		<code>// Create cube camera
-		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
+		<code>
+		// Create cube render target
+		var cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
+
+		// Create cube camera
+		var cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
 		scene.add( cubeCamera );
 		scene.add( cubeCamera );
 
 
 		// Create car
 		// Create car
-		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget.texture } );
+		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		scene.add( car );
 		scene.add( car );
 
 
@@ -45,36 +49,29 @@
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
-		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution], [param:Object options] )</h3>
+		<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
 		<p>
 		<p>
 		near -- The near clipping distance. <br />
 		near -- The near clipping distance. <br />
-		far -- The far clipping distance <br />
-		cubeResolution -- Sets the length of the cube's edges. <br />
-		options - (optional) object that holds texture parameters passed to the auto-generated WebGLCubeRenderTarget.
-		If not specified, the options default to:
-		<code>
-		{ format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }
-		</code>
-
+		far -- The far clipping distance. <br />
+		renderTarget -- The destination cube render target.
 		</p>
 		</p>
+
 		<p>
 		<p>
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
 		render to a [page:WebGLCubeRenderTarget].
 		render to a [page:WebGLCubeRenderTarget].
 		</p>
 		</p>
 
 
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 		<p>
-		The cube texture that gets generated.
+		The destination cube render target.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 
-
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
 		<p>
 		renderer -- The current WebGL renderer <br />
 		renderer -- The current WebGL renderer <br />
@@ -86,7 +83,7 @@
 
 
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
 		<p>
-		Call this to clear the [page:CubeCamera.renderTarget renderTarget] color, depth, and/or stencil buffers.
+		Call this to clear the renderTarget's color, depth, and/or stencil buffers.
 		The color buffer is set to the renderer's current clear color. Arguments default to *true*.
 		The color buffer is set to the renderer's current clear color. Arguments default to *true*.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/en/cameras/OrthographicCamera.html

@@ -72,7 +72,7 @@
 		<p>
 		<p>
 		Camera frustum far plane. Default is *2000*.<br /><br />
 		Camera frustum far plane. Default is *2000*.<br /><br />
 
 
-		The valid range is between the current value of the [page:.near near] plane and infinity.
+		Must be greater than the current value of [page:.near near] plane.
 		</p>
 		</p>
 
 
 		<h3>[property:Float left]</h3>
 		<h3>[property:Float left]</h3>

+ 1 - 1
docs/api/en/cameras/PerspectiveCamera.html

@@ -63,7 +63,7 @@
 		<p>
 		<p>
 			Camera frustum far plane. Default is *2000*.<br /><br />
 			Camera frustum far plane. Default is *2000*.<br /><br />
 
 
-			The valid range is between the current value of the [page:.near near] plane and infinity.
+			Must be greater than the current value of [page:.near near] plane.
 		</p>
 		</p>
 
 
 		<h3>[property:Float filmGauge]</h3>
 		<h3>[property:Float filmGauge]</h3>

+ 0 - 11
docs/api/en/constants/Renderer.html

@@ -24,16 +24,6 @@
 		[page:constant CullFaceFrontBack] culls both front and back faces.
 		[page:constant CullFaceFrontBack] culls both front and back faces.
 		</p>
 		</p>
 
 
-		<h2>Front Face Direction</h2>
-		<code>
-		THREE.FrontFaceDirectionCW
-		THREE.FrontFaceDirectionCCW
-		</code>
-		<p>
-		[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).
-		</p>
-
 		<h2>Shadow Types</h2>
 		<h2>Shadow Types</h2>
 		<code>
 		<code>
 		THREE.BasicShadowMap
 		THREE.BasicShadowMap
@@ -55,7 +45,6 @@
 		THREE.NoToneMapping
 		THREE.NoToneMapping
 		THREE.LinearToneMapping
 		THREE.LinearToneMapping
 		THREE.ReinhardToneMapping
 		THREE.ReinhardToneMapping
-		THREE.Uncharted2ToneMapping
 		THREE.CineonToneMapping
 		THREE.CineonToneMapping
 		THREE.ACESFilmicToneMapping
 		THREE.ACESFilmicToneMapping
 		</code>
 		</code>

+ 0 - 5
docs/api/en/constants/Textures.html

@@ -17,7 +17,6 @@
 		THREE.CubeRefractionMapping
 		THREE.CubeRefractionMapping
 		THREE.EquirectangularReflectionMapping
 		THREE.EquirectangularReflectionMapping
 		THREE.EquirectangularRefractionMapping
 		THREE.EquirectangularRefractionMapping
-		THREE.SphericalReflectionMapping
 		THREE.CubeUVReflectionMapping
 		THREE.CubeUVReflectionMapping
 		THREE.CubeUVRefractionMapping
 		THREE.CubeUVRefractionMapping
 		</code>
 		</code>
@@ -38,10 +37,6 @@
 		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
 		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
 		of a mapped sphere.<br /><br />
 		of a mapped sphere.<br /><br />
 
 
-		[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map such as may be obtained
-		by cropping a photograph of a mirrored ball.  Sphere maps will be rendered "facing" the camera, irrespective
-		of the position of the camera relative to the cubemapped object or surface.<br /><br />
-
 		See the [example:webgl_materials_envmaps materials / envmaps] example.
 		See the [example:webgl_materials_envmaps materials / envmaps] example.
 		</p>
 		</p>
 
 

+ 4 - 4
docs/api/en/core/Geometry.html

@@ -134,8 +134,8 @@
 		</p>
 		</p>
 		<p>
 		<p>
 		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
 		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
-		transformation will have no affect. When set to 0.5 it will have 50% affect. When set to 100%, it will
-		have 100% affect. If there is only 1 bone associated with the vertex then you only need to worry about
+		transformation will have no effect. When set to 0.5 it will have 50% effect. When set to 100%, it will
+		have 100% effect. If there is only 1 bone associated with the vertex then you only need to worry about
 		the first component of the vector, the rest can be ignored and set to 0.
 		the first component of the vector, the rest can be ignored and set to 0.
 		</p>
 		</p>
 
 
@@ -146,9 +146,9 @@
 		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
 		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
 		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
 		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
 		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
 		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
-		<strong>( 0.8, 0.2, 0, 0 )</strong>. In affect this would take the first vertex, and then the bone
+		<strong>( 0.8, 0.2, 0, 0 )</strong>. In effect this would take the first vertex, and then the bone
 		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
 		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
-		and apply it 20% of the way. The next two values have a weight of 0, so they would have no affect.
+		and apply it 20% of the way. The next two values have a weight of 0, so they would have no effect.
 		</p>
 		</p>
 		<p>
 		<p>
 		In code another example could look like this:
 		In code another example could look like this:

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

@@ -24,9 +24,9 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See [page:BufferGeometry] for inherited properties.</p>
 		<p>See [page:BufferGeometry] for inherited properties.</p>
 
 
-		<h3>[property:Number maxInstancedCount]</h3>
+		<h3>[property:Number instanceCount]</h3>
 		<p>
 		<p>
-			Default is *undefined*.
+			Default is *Infinity*.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 17 - 3
docs/api/en/core/InterleavedBuffer.html

@@ -59,6 +59,11 @@
 		Default is *-1*.
 		Default is *-1*.
 		</p>
 		</p>
 
 
+		<h3>[property:String uuid]</h3>
+		<p>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
+		</p>
+
 		<h3>[property:Integer version]</h3>
 		<h3>[property:Integer version]</h3>
 		<p>
 		<p>
 		A version number, incremented every time the needsUpdate property is set to true.
 		A version number, incremented every time the needsUpdate property is set to true.
@@ -93,13 +98,22 @@
 			Stores multiple values in the buffer, reading input values from a specified array.
 			Stores multiple values in the buffer, reading input values from a specified array.
 		</p>
 		</p>
 
 
-		<h3>[method:InterleavedBuffer clone]() </h3>
+		<h3>[method:InterleavedBuffer clone]( [param:Object data] ) </h3>
 		<p>
 		<p>
+			data - This object holds shared array buffers required for properly cloning geometries with interleaved attributes.<br/><br />
+
 			Creates a clone of this [name].
 			Creates a clone of this [name].
 		</p>
 		</p>
 
 
-		<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
-		<p>Set [page:BufferAttribute.usage usage] to value.</p>
+		<h3>[method:InterleavedBuffer setUsage] ( [param:Usage value] ) </h3>
+		<p>Set [page:InterleavedBuffer.usage usage] to value.</p>
+
+		<h3>[method:InterleavedBuffer toJSON]( [param:Object data] ) </h3>
+		<p>
+			data - This object holds shared array buffers required for properly serializing geometries with interleaved attributes.<br/><br />
+
+			Serializes this [name].
+		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 12 - 2
docs/api/en/core/InterleavedBufferAttribute.html

@@ -45,9 +45,14 @@
 			How many values make up each item.
 			How many values make up each item.
 		</p>
 		</p>
 
 
-		<h3>[property:Integer offset]</h3>
+		<h3>[property:String name]</h3>
 		<p>
 		<p>
-			The offset in the underlying array buffer where an item starts.
+		Optional name for this attribute instance. Default is an empty string.
+		</p>
+
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+			Default is *false*. Setting this to *true* will send the entire interleaved buffer (not just the specific attribute data) to the GPU again.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean normalized]</h3>
 		<h3>[property:Boolean normalized]</h3>
@@ -55,6 +60,11 @@
 			Default is *false*.
 			Default is *false*.
 		</p>
 		</p>
 
 
+		<h3>[property:Integer offset]</h3>
+		<p>
+			The offset in the underlying array buffer where an item starts.
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>

+ 2 - 2
docs/api/en/extras/core/Curve.html

@@ -79,7 +79,7 @@
 			using [page:.getPoint].
 			using [page:.getPoint].
 		 </p>
 		 </p>
 
 
-		<h3>[method:Vector getTangent]( [param:Float t, [param:Vector optionalTarget] ] )</h3>
+		<h3>[method:Vector getTangent]( [param:Float t], [param:Vector optionalTarget] )</h3>
 		<p>
 		<p>
 			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
 			[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,
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
@@ -90,7 +90,7 @@
 			which seems to give a reasonable approximation.
 			which seems to give a reasonable approximation.
 		</p>
 		</p>
 
 
-		<h3>[method:Vector getTangentAt]( [param:Float u, [param:Vector optionalTarget] ] )</h3>
+		<h3>[method:Vector getTangentAt]( [param:Float u], [param:Vector optionalTarget] )</h3>
 		<p>
 		<p>
 			[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
 			[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,
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,

+ 2 - 2
docs/api/en/extras/core/CurvePath.html

@@ -49,8 +49,8 @@
 		<h3>[method:null closePath]()</h3>
 		<h3>[method:null closePath]()</h3>
 		<p>Adds a [page:LineCurve lineCurve] to close the path.</p>
 		<p>Adds a [page:LineCurve lineCurve] to close the path.</p>
 
 
-		<h3>[method:Float getCurveLengths]()</h3>
-		<p>Adds together the lengths of the curves in the [page:.curves] array.</p>
+		<h3>[method:Array getCurveLengths]()</h3>
+		<p>Get list of cumulative curve lengths of the curves in the [page:.curves] array.</p>
 
 
 		<h3>[method:Vector getPoint]( [param:Float t] )</h3>
 		<h3>[method:Vector getPoint]( [param:Float t] )</h3>
 		<p>
 		<p>

+ 3 - 1
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -66,12 +66,14 @@
 		<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
 		<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
 
 
 		<h3>[property:float tension]</h3>
 		<h3>[property:float tension]</h3>
-		<p>When [page:.type] is *catmullrom*, defines catmullrom's tension.</p>
+		<p>When [page:.curveType] is *catmullrom*, defines catmullrom's tension.</p>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Curve] class for common methods.</p>
 		<p>See the base [page:Curve] class for common methods.</p>
 
 
+		<h2>Source</h2>
+
 		<p>
 		<p>
 			[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/[path].js src/[path].js]
 		</p>
 		</p>

+ 81 - 5
docs/api/en/extras/objects/ImmediateRenderObject.html

@@ -12,27 +12,103 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">base class for immediate rendering objects.</p>
+		<p class="desc">
+			This experimental class provides a fast code path for rendering meshes with frequently updated
+			geometry data. When the renderer encounters an instance of [name], it only takes care about
+			the most primitive rendering operations (e.g. binding vertex attributes, determining correct shader
+			program or perfoming the actual draw call). Features like view frustum culling, wireframe rendering
+			or using multiple materials are not supported. Besides [name] can only be used to render triangles.
+		</p>
+
+		<p class="desc">
+			[name] does not work with instances of [page:BufferGeometry] or [page:Geometry]. The
+			raw geometry data have to be maintained as properties of the [name].
+		</p>
+
+		<p class="desc">
+			Using [name] makes only sense if you are updating your geometry data per frame. You can then
+			benefit of a faster code path compared to the default mesh redering logic.
+		</p>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_marchingcubes Marching Cubes]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [param:Material material] )</h3>
 		<p>
 		<p>
-		This creates a new [name].
+		[page:Material material] — The material of the [name].
 		</p>
 		</p>
 
 
+		<h2>Properties</h2>
+		<p>See the base [page:Object3D] class for common properties.</p>
+
+		<h3>[property:Boolean material]</h3>
+		<p>
+			The material of the [name]. Assigning multiple materials is not supported.
+		</p>
+
+		<h3>[property:Boolean hasPositions]</h3>
+		<p>
+			Whether position data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasNormals]</h3>
+		<p>
+			Whether normal data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasColors]</h3>
+		<p>
+			Whether color data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasUvs]</h3>
+		<p>
+			Whether texture coordinates are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Float32Array positionArray]</h3>
+		<p>
+			The buffer holding position data. Default is *null*.
+		</p>
+
+		<h3>[property:Float32Array normalArray]</h3>
+		<p>
+			The buffer holding normal data. Default is *null*.
+		</p>
+
+		<h3>[property:Float32Array colorArray]</h3>
+		<p>
+			The buffer holding color data. Default is *null*.
+		</p>
+
+		<h3>[property:Float32Array uvArray]</h3>
+		<p>
+			The buffer holding texture coordinates. Default is *null*.
+		</p>
+
+		<h3>[property:Integer count]</h3>
+		<p>
+			The number of primitives to be rendered. Default is *0*.
+			This property will be set to *0* after each rendering so you usually
+			set it in the implementatio of [page:.render]().
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 
 		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<p>
 		<p>
-		renderCallback -- A function to render the generated object.
+		renderCallback -- A function to render the generated geometry data.
 		</p>
 		</p>
 		<p>
 		<p>
-		This function needs to be overridden to start the creation of the object and should call renderCallback when finished.
+		This method needs to be implemented by the deriving class of [name]. You normally want to implement the
+		vertex buffer update logic and execute *renderCallback* at the end of your implementation.
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

@@ -79,7 +79,7 @@
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
 				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded.</li>
+				<li>extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded. Bevels not supported for path extrusion.</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>
 			</ul>
 			</ul>
 
 

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

@@ -79,7 +79,7 @@
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
 				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
 				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
 				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded.</li>
+				<li>extrudePath — THREE.Curve. A 3D spline path along which the shape should be extruded. Bevels not supported for path extrusion.</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>
 				<li>UVGenerator —  Object. object that provides UV generator functions</li>
 			</ul>
 			</ul>
 
 

+ 45 - 0
docs/api/en/lights/AmbientLightProbe.html

@@ -0,0 +1,45 @@
+<!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; [page:Light] &rarr; [page:LightProbe]
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data 
+			of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Color color], [param:Float intensity] )</h3>
+		<p>
+		[page:Color color] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
+		[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common properties.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common methods.
+		</p>
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 46 - 0
docs/api/en/lights/HemisphereLightProbe.html

@@ -0,0 +1,46 @@
+<!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; [page:Light] &rarr; [page:LightProbe]
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Light probes are an alternative way of adding light to a 3D scene. HemisphereLightProbe is the light estimation data 
+			of a single hemisphere light in the scene. For more information about light probes, go to [page:LightProbe].
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Color skyColor], [param:Color groundColor], [param:Float intensity] )</h3>
+		<p>
+			[page:Color skyColor] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
+			[page:Color groundColor] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
+			[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+
+			Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common properties.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common methods.
+		</p>
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 70 - 0
docs/api/en/lights/LightProbe.html

@@ -0,0 +1,70 @@
+<!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; [page:Light] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Light probes are an alternative way of adding light to a 3D scene. Unlike classical light sources (e.g. directional,
+			point or spot lights), light probes do not emit light. Instead they store information about light passing through
+			3D space. During rendering, the light that hits a 3D object is approximated by using the data from the light probe.
+		</p>
+
+		<p class="desc">
+			Light probes are usually created from (radiance) environment maps. The class [page:LightProbeGenerator] can
+			be used to create light probes from instances of [page:CubeTexture] or [page:WebGLCubeRenderTarget].
+			However, light estimation data could also be provided in other forms e.g. by WebXR. This enables the rendering
+			of augmented reality content that reacts to real world lighting.
+		</p>
+
+		<p class="desc">
+			The current probe implementation in three.js supports so-called diffuse light probes. This type of light probe
+			is functionally equivalent to an irradiance environment map.
+		</p>
+
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lightprobe WebGL / light probe ]<br />
+			[example:webgl_lightprobe_cubecamera WebGL / light probe / cube camera ]
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:SphericalHarmonics3 sh], [param:Float intensity] )</h3>
+		<p>
+		[page:SphericalHarmonics3 sh] - (optional) An instance of [page:SphericalHarmonics3].<br />
+		[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+				See the base [page:Light Light] class for common properties. The [page:Light.color color] property is currently
+				not evaluated and thus has no effect.
+		</p>
+
+		<h3>[property:SphericalHarmonics3 sh]</h3>
+		<p>
+			A light probe uses spherical harmonics to encode lighting information.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+				See the base [page:Light Light] class for common methods.
+		</p>
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 18 - 0
docs/api/en/lights/shadows/LightShadow.html

@@ -28,6 +28,12 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<h3>[property:Boolean autoUpdate]</h3>
+		<p>
+			Enables automatic updates of the light's shadow. Default is *true*.
+			If you do not require dynamic lighting / shadows, you may set this to *false*.
+		</p>
+
 		<h3>[property:Camera camera]</h3>
 		<h3>[property:Camera camera]</h3>
 		<p>
 		<p>
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
@@ -68,6 +74,18 @@
 			in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
 			in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+			When set to *true*, shadow maps will be updated in the next *render* call. Default is *false*.
+			If you have set [page:.autoUpdate] to *false*, you will need to set this property to *true* and then make a render call to update the light's shadow.
+		</p>
+
+		<h3>[property:Float normalBias]</h3>
+		<p>
+			Defines how much the position used to query the shadow map is offset along the object normal.
+			The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.
+		</p>
+
 		<h3>[property:Float radius]</h3>
 		<h3>[property:Float radius]</h3>
 		<p>
 		<p>
 			Setting this to values greater than 1 will blur the edges of the shadow.<br />
 			Setting this to values greater than 1 will blur the edges of the shadow.<br />

+ 0 - 10
docs/api/en/loaders/FileLoader.html

@@ -69,9 +69,6 @@
 			See [page:.setMimeType]. Default is *undefined*.
 			See [page:.setMimeType]. Default is *undefined*.
 		</p>
 		</p>
 
 
-		<h3>[property:Object requestHeader]</h3>
-		<p>The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request. See [page:.setRequestHeader]. Default is *undefined*.</p>
-
 		<h3>[property:String responseType]</h3>
 		<h3>[property:String responseType]</h3>
 		<p>The expected response type. See [page:.setResponseType]. Default is *undefined*.</p>
 		<p>The expected response type. See [page:.setResponseType]. Default is *undefined*.</p>
 
 
@@ -102,13 +99,6 @@
 			of the file being loaded. Note that in many cases this will be determined automatically, so by default it is *undefined*.
 			of the file being loaded. Note that in many cases this will be determined automatically, so by default it is *undefined*.
 		</p>
 		</p>
 
 
-		<h3>[method:FileLoader setRequestHeader]( [param:Object requestHeader] )</h3>
-		<p>
-			[page:object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
-
-			Set the [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request.
-		</p>
-
 		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
 		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
 		<p>
 		<p>
 			Change the response type. Valid values are:<br />
 			Change the response type. Valid values are:<br />

+ 12 - 0
docs/api/en/loaders/Loader.html

@@ -50,6 +50,11 @@
 			Default is the empty string.
 			Default is the empty string.
 		</p>
 		</p>
 
 
+		<h3>[property:Object requestHeader]</h3>
+		<p>
+			The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request. See [page:.setRequestHeader]. Default is empty object.
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:void load]()</h3>
 		<h3>[method:void load]()</h3>
@@ -89,6 +94,13 @@
 			[page:String resourcePath] — Set the base path for dependent resources like textures.
 			[page:String resourcePath] — Set the base path for dependent resources like textures.
 		</p>
 		</p>
 
 
+		<h3>[method:Loader setRequestHeader]( [param:Object requestHeader] )</h3>
+		<p>
+			[page:object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
+
+			Set the [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

+ 0 - 1
docs/api/en/loaders/ObjectLoader.html

@@ -55,7 +55,6 @@
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
 		<p>
 		<p>
-			[example:webgl_loader_json_claraio WebGL / loader / json / claraio]<br />
 			[example:webgl_materials_lightmap WebGL / materials / lightmap]
 			[example:webgl_materials_lightmap WebGL / materials / lightmap]
 		</p>
 		</p>
 
 

+ 2 - 0
docs/api/en/materials/LineBasicMaterial.html

@@ -88,6 +88,8 @@
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean morphTargets]</h3>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Material] class for common methods.</p>
 		<p>See the base [page:Material] class for common methods.</p>

+ 32 - 2
docs/api/en/materials/Material.html

@@ -125,7 +125,7 @@
 
 
 		<h3>[property:Boolean stencilWrite]</h3>
 		<h3>[property:Boolean stencilWrite]</h3>
 		<p>
 		<p>
-		Whether rendering this material has any effect on the stencil buffer. Default is *false*.
+		Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be *true*. Default is *false*.
 		</p>
 		</p>
 
 
 		<h3>[property:Integer stencilWriteMask]</h3>
 		<h3>[property:Integer stencilWriteMask]</h3>
@@ -211,7 +211,7 @@
 		<h3>[property:Boolean premultipliedAlpha]</h3>
 		<h3>[property:Boolean premultipliedAlpha]</h3>
 		<p>
 		<p>
 		Whether to premultiply the alpha (transparency) value.
 		Whether to premultiply the alpha (transparency) value.
-		See [Example:webgl_materials_transparency WebGL / Materials / Transparency] for an example of the difference.
+		See [Example:webgl_materials_physical_transparency WebGL / Materials / Physical / Transparency] for an example of the difference.
 		Default is *false*.
 		Default is *false*.
 		</p>
 		</p>
 
 
@@ -334,6 +334,36 @@
 		Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
 		Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
 		</p>
 		</p>
 
 
+		<h3>[method:String customProgramCacheKey]()</h3>
+		<p>
+		In case onBeforeCompile is used, this callback can be used to identify values of settings used in onBeforeCompile, so three.js can reuse a cached shader or recompile the shader for this material as needed.
+		</p>
+
+		<p>
+		For example, if onBeforeCompile contains a conditional statement like:<br />
+
+		<code>if ( black ) {
+
+			shader.fragmentShader = shader.fragmentShader.replace('gl_FragColor = vec4(1)', 'gl_FragColor = vec4(0)')
+
+		}
+		</code>
+
+		then customProgramCacheKey should be set like this:<br />
+
+		<code>material.customProgramCacheKey = function() {
+
+			return black ? '1' : '0';
+
+		}
+		</code>
+
+		</p>
+
+		<p>
+		Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
+		</p>
+
 		<h3>[method:null setValues]( [param:object values] )</h3>
 		<h3>[method:null setValues]( [param:object values] )</h3>
 		<p>
 		<p>
 		values -- a container with parameters.<br />
 		values -- a container with parameters.<br />

+ 13 - 7
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -24,7 +24,7 @@
 			</li>
 			</li>
 			<li>
 			<li>
 				<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
 				<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
-				that highly transparent materials are less reflective. Physically-based [page:.transparency]
+				that highly transparent materials are less reflective. Physically-based [page:.transmission]
 				provides a more realistic option for thin, transparent surfaces like glass.
 				provides a more realistic option for thin, transparent surfaces like glass.
 			</li>
 			</li>
 			<li>
 			<li>
@@ -62,7 +62,7 @@
 			[example:webgl_materials_variations_physical materials / variations / physical]<br />
 			[example:webgl_materials_variations_physical materials / variations / physical]<br />
 			[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
 			[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
 			[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
 			[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
-			[example:webgl_materials_physical_transparency materials / physical / transparency]
+			[example:webgl_materials_physical_transmission materials / physical / transmission]
 		</p>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -128,15 +128,21 @@
 		This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is *1.0*
 		This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is *1.0*
 		</p>
 		</p>
 
 
-		<h3>[property:Float transparency]</h3>
+		<h3>[property:Float transmission]</h3>
 		<p>
 		<p>
-		Degree of transparency, from *0.0* to *1.0*. Default is *0.0*.<br />
+		Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />
 
 
-		Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are mostly transparent.
+		Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
 
 
-		The transparency property can be used to model these materials.<br />
+		The transmission property can be used to model these materials.<br />
 
 
-		When transparency is non-zero, [page:Material.opacity opacity] should be set to *1*.
+		When transmission is non-zero, [page:Material.opacity opacity] should be set to *1*.
+		</p>
+
+		<h3>[property:Texture transmissionMap]</h3>
+		<p>
+			The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
+			over optical transparency. Default is *null*.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 0 - 17
docs/api/en/materials/MeshToonMaterial.html

@@ -164,26 +164,9 @@
 			Default is a [page:Vector2] set to (1,1).
 			Default is a [page:Vector2] set to (1,1).
 		</p>
 		</p>
 
 
-		<h3>[property:Float shininess]</h3>
-		<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
-
-
 		<h3>[property:Boolean skinning]</h3>
 		<h3>[property:Boolean skinning]</h3>
 		<p>Define whether the material uses skinning. Default is false.</p>
 		<p>Define whether the material uses skinning. Default is false.</p>
 
 
-		<h3>[property:Color specular]</h3>
-		<p>
-			Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
-
-			This defines how shiny the material is and the color of its shine.
-		</p>
-
-		<h3>[property:Texture specularMap]</h3>
-		<p>
-			The specular map value affects both how much the specular surface highlight
-			contributes and how much of the environment map affects the surface. Default is null.
-		</p>
-
 		<h3>[property:Boolean wireframe]</h3>
 		<h3>[property:Boolean wireframe]</h3>
 		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 
 

+ 0 - 3
docs/api/en/materials/SpriteMaterial.html

@@ -66,9 +66,6 @@
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>
 		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>
 
 
-		<h3>[property:boolean fog]</h3>
-		<p>Whether or not this material affected by the scene's fog. Default is false</p>
-
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
 		<p>The texture map. Default is null.</p>
 		<p>The texture map. Default is null.</p>
 
 

+ 20 - 20
docs/api/en/math/Box3.html

@@ -42,7 +42,7 @@
 		[page:Vector3 min] - (optional) [page:Vector3] representing the lower (x, y, z) boundary of the box.
 		[page:Vector3 min] - (optional) [page:Vector3] representing the lower (x, y, z) boundary of the box.
 		Default is ( + Infinity, + Infinity, + Infinity ).<br>
 		Default is ( + Infinity, + Infinity, + Infinity ).<br>
 
 
-		[page:Vector3 max] - (optional) [page:Vector3] representing the lower upper (x, y, z) boundary of the box.
+		[page:Vector3 max] - (optional) [page:Vector3] representing the upper (x, y, z) boundary of the box.
 		Default is ( - Infinity, - Infinity, - Infinity ).<br /><br />
 		Default is ( - Infinity, - Infinity, - Infinity ).<br /><br />
 
 
 		Creates a [name] bounded by min and max.
 		Creates a [name] bounded by min and max.
@@ -66,7 +66,7 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[method:Box3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
 		<p>
 		[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
 		[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
 
 
@@ -99,7 +99,7 @@
 		Returns true if the specified [page:Vector3 point] lies within or on the boundaries of this box.
 		Returns true if the specified [page:Vector3 point] lies within or on the boundaries of this box.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 copy]( [param:Box3 box] )</h3>
+		<h3>[method:this copy]( [param:Box3 box] )</h3>
 		<p>
 		<p>
 		[page:Box3 box]  - [page:Box3] to copy.<br /><br />
 		[page:Box3 box]  - [page:Box3] to copy.<br /><br />
 
 
@@ -122,7 +122,7 @@
 		Returns true if this box and [page:Box3 box] share the same lower and upper bounds.
 		Returns true if this box and [page:Box3 box] share the same lower and upper bounds.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 expandByObject]( [param:Object3D object] )</h3>
+		<h3>[method:this expandByObject]( [param:Object3D object] )</h3>
 		<p>
 		<p>
 		[page:Object3D object] - [page:Object3D] to expand the box by.<br /><br />
 		[page:Object3D object] - [page:Object3D] to expand the box by.<br /><br />
 
 
@@ -132,14 +132,14 @@
 
 
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 expandByPoint]( [param:Vector3 point] )</h3>
+		<h3>[method:this expandByPoint]( [param:Vector3 point] )</h3>
 		<p>
 		<p>
 		[page:Vector3 point] - [page:Vector3] that should be included in the box.<br /><br />
 		[page:Vector3 point] - [page:Vector3] that should be included in the box.<br /><br />
 
 
 		Expands the boundaries of this box to include [page:Vector3 point].
 		Expands the boundaries of this box to include [page:Vector3 point].
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 expandByScalar]( [param:float scalar] )</h3>
+		<h3>[method:this expandByScalar]( [param:float scalar] )</h3>
 		<p>
 		<p>
 		[page:float scalar] - Distance to expand the box by.<br /><br />
 		[page:float scalar] - Distance to expand the box by.<br /><br />
 
 
@@ -147,7 +147,7 @@
 		will be contracted.
 		will be contracted.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 expandByVector]( [param:Vector3 vector] )</h3>
+		<h3>[method:this expandByVector]( [param:Vector3 vector] )</h3>
 		<p>
 		<p>
 		[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
 		[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
 
 
@@ -186,13 +186,13 @@
 		Returns the width, height and depth of this box.
 		Returns the width, height and depth of this box.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 intersect]( [param:Box3 box] )</h3>
+		<h3>[method:this intersect]( [param:Box3 box] )</h3>
 		<p>
 		<p>
 		[page:Box3 box] - Box to intersect with.<br /><br />
 		[page:Box3 box] - Box to intersect with.<br /><br />
 
 
-		Returns the intersection of this and [page:Box3 box], setting the upper bound of this box to the lesser
+		Computes the intersection of this and [page:Box3 box], setting the upper bound of this box to the lesser
 		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes'
 		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes'
-		lower bounds.
+		lower bounds. If there's no overlap, makes this box empty.
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
@@ -230,10 +230,10 @@
 		the one both bounds share.
 		the one both bounds share.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 makeEmpty]()</h3>
+		<h3>[method:this makeEmpty]()</h3>
 		<p>Makes this box empty.</p>
 		<p>Makes this box empty.</p>
 
 
-		<h3>[method:Box3 set]( [param:Vector3 min], [param:Vector3 max] )</h3>
+		<h3>[method:this set]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
 		<p>
 		[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
 		[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
 		[page:Vector3 max] - [page:Vector3] representing the lower upper (x, y, z) boundary of the box.<br /><br />
 		[page:Vector3 max] - [page:Vector3] representing the lower upper (x, y, z) boundary of the box.<br /><br />
@@ -242,21 +242,21 @@
 		Please note that this method only copies the values from the given objects.
 		Please note that this method only copies the values from the given objects.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
+		<h3>[method:this setFromArray]( [param:Array array] )</h3>
 		<p>
 		<p>
 		array -- An array of position data that the resulting box will envelop.<br /><br />
 		array -- An array of position data that the resulting box will envelop.<br /><br />
 
 
 		Sets the upper and lower bounds of this box to include all of the data in *array*.
 		Sets the upper and lower bounds of this box to include all of the data in *array*.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 setFromBufferAttribute]( [param:BufferAttribute attribute] ) [param:Box3 this]</h3>
+		<h3>[method:this setFromBufferAttribute]( [param:BufferAttribute attribute] )</h3>
 		<p>
 		<p>
 		[page:BufferAttribute attribute] - A buffer attribute of position data that the resulting box will envelop.<br /><br />
 		[page:BufferAttribute attribute] - A buffer attribute of position data that the resulting box will envelop.<br /><br />
 
 
 		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
 		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
+		<h3>[method:this setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
 		<p>
 		<p>
 		[page:Vector3 center], - Desired center position of the box. <br>
 		[page:Vector3 center], - Desired center position of the box. <br>
 		[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
 		[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
@@ -265,7 +265,7 @@
 		in [page:Vector3 size]
 		in [page:Vector3 size]
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 setFromObject]( [param:Object3D object] )</h3>
+		<h3>[method:this setFromObject]( [param:Object3D object] )</h3>
 		<p>
 		<p>
 		[page:Object3D object] - [page:Object3D] to compute the bounding box of.<br /><br />
 		[page:Object3D object] - [page:Object3D] to compute the bounding box of.<br /><br />
 
 
@@ -275,14 +275,14 @@
 
 
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 setFromPoints]( [param:Array points] )</h3>
+		<h3>[method:this setFromPoints]( [param:Array points] )</h3>
 		<p>
 		<p>
 		[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting box will contain.<br /><br />
 		[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting box will contain.<br /><br />
 
 
 		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
 		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 translate]( [param:Vector3 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
 		<p>
 		[page:Vector3 offset] - Direction and distance of offset.<br /><br />
 		[page:Vector3 offset] - Direction and distance of offset.<br /><br />
 
 
@@ -290,11 +290,11 @@
 		[page:Vector3 offset] units in 3D space.
 		[page:Vector3 offset] units in 3D space.
 		</p>
 		</p>
 
 
-		<h3>[method:Box3 union]( [param:Box3 box] )</h3>
+		<h3>[method:this union]( [param:Box3 box] )</h3>
 		<p>
 		<p>
 		[page:Box3 box] - Box that will be unioned with this box.<br /><br />
 		[page:Box3 box] - Box that will be unioned with this box.<br /><br />
 
 
-		Unions this box with [page:Box3 box], setting the upper bound of this box to the greater of the
+		Computes the union of this box and [page:Box3 box], setting the upper bound of this box to the greater of the
 		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
 		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
 		lower bounds.
 		lower bounds.
 		</p>
 		</p>

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

@@ -179,6 +179,14 @@ var color = new THREE.Color( 1, 0, 0 );
 		Sets this color's components based on an array formatted like [ [page:Float r], [page:Float g], [page:Float b] ].
 		Sets this color's components based on an array formatted like [ [page:Float r], [page:Float g], [page:Float b] ].
 		</p>
 		</p>
 
 
+		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
+		<p>
+		[page:BufferAttribute attribute] - the source attribute.<br />
+		[page:Integer index] - index in the attribute.<br /><br />
+
+		Sets this color's components from the [page:BufferAttribute attribute].
+		</p>
+
 		<h3>[method:Integer getHex]()</h3>
 		<h3>[method:Integer getHex]()</h3>
 		<p>Returns the hexadecimal value of this color.</p>
 		<p>Returns the hexadecimal value of this color.</p>
 
 

+ 3 - 0
docs/api/en/math/MathUtils.html

@@ -83,6 +83,9 @@
 		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
 		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
 		<p>Random integer in the interval [page:Float low] to [page:Float high].</p>
 		<p>Random integer in the interval [page:Float low] to [page:Float high].</p>
 
 
+		<h3>[method:Float seededRandom]( [param:Integer seed] )</h3>
+		<p>Deterministic pseudo-random float in the interval [ 0, 1 ]. The integer [page:Integer seed] is optional.</p>
+
 		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
 		[page:Float x] - The value to evaluate based on its position between min and max. <br />
 		[page:Float x] - The value to evaluate based on its position between min and max. <br />

+ 1 - 4
docs/api/en/math/Matrix4.html

@@ -125,10 +125,7 @@ m.elements = [ 11, 21, 31, 41,
 		<h3>[method:this compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<h3>[method:this compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<p>
 		<p>
 		Sets this matrix to the transformation composed of [page:Vector3 position],
 		Sets this matrix to the transformation composed of [page:Vector3 position],
-		[page:Quaternion quaternion] and [page:Vector3 scale]. Internally this calls
-		[page:.makeRotationFromQuaternion makeRotationFromQuaternion]( [page:Quaternion quaternion] )
-		followed by [page:.scale scale]( [page:Vector3 scale] ), then finally
-		[page:.setPosition setPosition]( [page:Vector3 position] ).
+		[page:Quaternion quaternion] and [page:Vector3 scale].
 		</p>
 		</p>
 
 
 		<h3>[method:this copy]( [param:Matrix4 m] )</h3>
 		<h3>[method:this copy]( [param:Matrix4 m] )</h3>

+ 5 - 0
docs/api/en/math/Quaternion.html

@@ -98,6 +98,11 @@
 		from an array.
 		from an array.
 		</p>
 		</p>
 
 
+		<h3>[method:Quaternion identity]()</h3>
+		<p>
+			Sets this quaternion to the identity quaternion; that is, to the quaternion that represents "no rotation".
+		</p>
+
 		<h3>[method:Quaternion inverse]()</h3>
 		<h3>[method:Quaternion inverse]()</h3>
 		<p>
 		<p>
 			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.
 			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.

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

@@ -118,7 +118,7 @@
 		<p>
 		<p>
 		[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
 		[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
 
 
-		Returns true if this and the other [page:Ray ray] have equal [page:.offset offset]
+		Returns true if this and the other [page:Ray ray] have equal [page:.origin origin]
 		 and [page:.direction direction].
 		 and [page:.direction direction].
 		</p>
 		</p>
 
 

+ 138 - 0
docs/api/en/math/SphericalHarmonics3.html

@@ -0,0 +1,138 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">Represents a third-order spherical harmonics (SH). Light probes use this class to encode lighting information.</p>
+
+		<h2>Constructor</h2>
+		<h3>[name]()</h3>
+		<p>
+		Creates a new instance of [name].
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array coefficients]</h3>
+		<p>An array holding the (9) SH coefficients. A single coefficient is represented as an instance of [page:Vector3].</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:SphericalHarmonics3 add]( [param:SphericalHarmonics3 sh] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to add.<br /><br />
+
+			Adds the given SH to this instance.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 addScaledSH]( [param:SphericalHarmonics3 sh], [param:Number scale] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to add.<br />
+			[page:Number scale] - The scale factor.<br /><br />
+
+			A convenience method for performing [page:.add]() and [page:.scale]() at once.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 clone]()</h3>
+		<p>
+			Returns a new instance of [name] with equal coefficients.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 copy]( [param:SphericalHarmonics3 sh] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to copy.<br /><br />
+
+			Copies the given SH to this instance.
+		</p>
+
+		<h3>[method:Boolean equals]( [param:SphericalHarmonics3 sh] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to compare with.<br /><br />
+
+			Returns true if the given SH and this instance have equal coefficients.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 fromArray]( [param:Array array], [param:Number offset] )</h3>
+		<p>
+			[page:Array array] - The array holding the numbers of the SH coefficients.<br />
+			[page:Number offset] - (optional) The array offset.<br /><br />
+
+			Sets the coefficients of this instance from the given array.
+		</p>
+
+		<h3>[method:Vector3 getAt]( [param:Vector3 normal], [param:Vector3 target] )</h3>
+		<p>
+			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
+			[page:Vector3 target] - The result vector.<br /><br />
+
+			Returns the radiance in the direction of the given normal.
+		</p>
+
+		<h3>[method:Vector3 getIrradianceAt]( [param:Vector3 normal], [param:Vector3 target] )</h3>
+		<p>
+			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
+			[page:Vector3 target] - The result vector.<br /><br />
+
+			Returns the irradiance (radiance convolved with cosine lobe) in the direction of the given normal.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 lerp]( [param:SphericalHarmonics3 sh], [param:Number alpha] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to interpolate with.<br />
+			[page:Number alpha] - The alpha factor.<br /><br />
+
+			Linear interpolates between the given SH and this instance by the given alpha factor.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 scale]( [param:Number scale] )</h3>
+		<p>
+			[page:Number sh] - The scale factor.<br /><br />
+
+			Scales this SH by the given scale factor.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 set]( [param:Array coefficients] )</h3>
+		<p>
+			[page:Array coefficients] - An array of SH coefficients.<br /><br />
+
+			Sets the given SH coefficients to this instance.
+		</p>
+
+		<h3>[method:Array toArray]( [param:Array array], [param:Number offset] )</h3>
+		<p>
+			[page:Array array] - (optional) The target array.<br />
+			[page:Number offset] - (optional) The array offset.<br /><br />
+
+			Returns an array with the coefficients, or copies them into the provided array. The coefficients
+			are represented as numbers.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 zero]()</h3>
+		<p>
+			Sets all SH coefficients to 0.
+		</p>
+
+		<h2>Static Methods</h2>
+
+		<h3>[method:void getBasisAt]( [param:Vector3 normal], [param:Array shBasis] )</h3>
+		<p>
+			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
+			[page:Array shBasis] - The resulting SH basis.<br /><br />
+
+			Computes the SH basis for the given normal vector.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 16 - 0
docs/api/en/objects/Line.html

@@ -60,6 +60,17 @@
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>Material for the line.</p>
 		<p>Material for the line.</p>
 
 
+		<h3>[property:Array morphTargetInfluences]</h3>
+		<p>
+		An array of weights typically from 0-1 that specify how much of the morph is applied.
+		Undefined by default, but reset to a blank array by [page:.updateMorphTargets]().
+		</p>
+
+		<h3>[property:Object morphTargetDictionary]</h3>
+		<p>
+		A dictionary of morphTargets based on the morphTarget.name property.
+		Undefined by default, but rebuilt [page:.updateMorphTargets]().
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
@@ -80,6 +91,11 @@
 		Returns a clone of this Line object and its descendants.
 		Returns a clone of this Line object and its descendants.
 		</p>
 		</p>
 
 
+		<h3>[method:null updateMorphTargets]()</h3>
+		<p>
+		Updates the morphTargets to have no influence on the object. Resets the
+		[page:.morphTargetInfluences] and [page:.morphTargetDictionary] properties.
+		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 48 - 0
docs/api/en/renderers/WebGL1Renderer.html

@@ -0,0 +1,48 @@
+<!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:WebGLRenderer] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+		Since r118 [page:WebGLRenderer] automatically uses a WebGL 2 rendering context. When upgrading an existing project to
+		=> r118, applications might break because of two reasons:
+
+		<ul>
+			<li>Custom shader code needs to be GLSL 3.0 conform.</li>
+			<li>WebGL 1 extension checks have to be changed.</li>
+		</ul>
+
+		If you can't afford the time to upgrade your code but still want to use the latest version, you can use [name]. This
+		version of the renderer will enforce a WebGL 1 rendering context.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Object parameters] )</h3>
+		<p>
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>See the base [page:WebGLRenderer] class for common properties.</p>
+
+
+		<h2>Methods</h2>
+		<p>See the base [page:WebGLRenderer] class for common methods.</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 3 - 8
docs/api/en/renderers/WebGLRenderer.html

@@ -275,11 +275,6 @@
 		Exposure level of tone mapping. Default is *1*.
 		Exposure level of tone mapping. Default is *1*.
 		</p>
 		</p>
 
 
-		<h3>[property:Number toneMappingWhitePoint]</h3>
-		<p>
-		Tone mapping white point. Default is *1*.
-		</p>
-
 		<h3>[property:WebXRManager xr]</h3>
 		<h3>[property:WebXRManager xr]</h3>
 		<p>
 		<p>
 		Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
 		Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
@@ -303,7 +298,7 @@
 		<h3>[method:null clearStencil]( )</h3>
 		<h3>[method:null clearStencil]( )</h3>
 		<p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
 		<p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
 
 
-		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
+		<h3>[method:null compile]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
 		<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
 
 
 		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
 		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
@@ -409,9 +404,9 @@
 		<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
 		<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
 
 
 
 
-		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
+		<h3>[method:null render]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>
 		<p>
-			Render a [page:Scene scene] using a [page:Camera camera].<br />
+			Render a [page:Scene scene] or another type of [page:Object3D object] using a [page:Camera camera].<br />
 
 
 			The render is done to a previously specified [page:WebGLRenderTarget renderTarget] set by calling [page:WebGLRenderer.setRenderTarget .setRenderTarget] or to the canvas as usual.<br />
 			The render is done to a previously specified [page:WebGLRenderTarget renderTarget] set by calling [page:WebGLRenderer.setRenderTarget .setRenderTarget] or to the canvas as usual.<br />
 
 

+ 2 - 7
docs/api/en/scenes/Scene.html

@@ -39,7 +39,7 @@
 		<h3>[property:Texture environment]</h3>
 		<h3>[property:Texture environment]</h3>
 		<p>
 		<p>
 		If not null, this texture is set as the environment map for all physical materials in the scene.
 		If not null, this texture is set as the environment map for all physical materials in the scene.
-		However, it's not possible to overwrite an existing texture assigned to [page:MeshStandardMaterial.envmap]. Default is null.
+		However, it's not possible to overwrite an existing texture assigned to [page:MeshStandardMaterial.envMap]. Default is null.
 		</p>
 		</p>
 
 
 		<h3>[property:Fog fog]</h3>
 		<h3>[property:Fog fog]</h3>
@@ -52,12 +52,7 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[method:null dispose]()</h3>
-		<p>
-		Clears scene related data internally cached by [page:WebGLRenderer].
-		</p>
-
-		<h3>[method:Object toJSON]</h3>
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
 		<p>
 		meta -- object containing metadata such as textures or images for the scene.<br />
 		meta -- object containing metadata such as textures or images for the scene.<br />
 		Convert the scene to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		Convert the scene to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 100 - 0
docs/api/en/textures/DataTexture2DArray.html

@@ -0,0 +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>
+		[page:Texture] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">Creates an array of textures directly from raw data, width and height and depth. This type of texture can only be used with a WebGL 2 rendering context.</p>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( data, width, height, depth )</h3>
+		<p>
+			The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
+			The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
+		</p>
+		<p>
+			The interpretation of the data depends on type and format:
+			If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
+			If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
+
+			For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
+
+			In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
+		</p>
+
+		<h2>Code Example</h2>
+
+		<p>This creates a [name] where each texture has a different color.</p>
+
+		<code>
+		// create a buffer with color data
+
+		var size = width * height;
+		var data = new Uint8Array( 3 * size * depth );
+
+
+		for ( var i = 0; i < depth; i ++ ) {
+
+			var color = new THREE.Color( Math.random(), Math.random(), Math.random() );
+			var r = Math.floor( color.r * 255 );
+			var g = Math.floor( color.g * 255 );
+			var b = Math.floor( color.b * 255 );
+
+			for ( var j = 0; j < size; j ++ ) {
+
+				var stride = ( i * size + j ) * 3;
+
+				data[ stride ] = r;
+				data[ stride + 1 ] = g;
+				data[ stride + 2 ] = b;
+
+			}
+		}
+
+		// used the buffer to create a [name]
+
+		var texture = new THREE.DataTexture2DArray( data, width, height, depth );
+		texture.format = THREE.RGBFormat;
+		texture.type = THREE.UnsignedByteType;
+		</code>
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]
+		</p>
+
+		<h2>Properties</h2>
+
+		<p>
+		See the base [page:Texture Texture] class for common properties.
+		</p>
+
+		<h3>[property:Image image]</h3>
+		<p>
+		Overridden with a record type holding data, width and height and depth.
+		</p>
+
+		<h2>Methods</h2>
+
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 1 - 2
docs/api/en/textures/DataTexture3D.html

@@ -30,8 +30,7 @@
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
 		<p>
 		<p>
-			[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]<br />
-			[example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]
+			[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]
 		</p>
 		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

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

@@ -29,7 +29,7 @@
 		否则创建一个新的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		否则创建一个新的[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		</p>
 		</p>
 
 
-		<h3>[method:AudioContext setContext]( [param:AudioConetxt value] )</h3>
+		<h3>[method:AudioContext setContext]( [param:AudioContext value] )</h3>
 		<p>
 		<p>
 		 外部用来设置 *context* 的值.
 		 外部用来设置 *context* 的值.
 		</p>
 		</p>

+ 10 - 8
docs/api/zh/cameras/CubeCamera.html

@@ -17,12 +17,16 @@
 
 
 		<h2>代码示例</h2>
 		<h2>代码示例</h2>
 
 
-		<code>// Create cube camera
-		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
+		<code>
+		// Create cube render target
+		var cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { format: THREE.RGBFormat, generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
+
+		// Create cube camera
+		var cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
 		scene.add( cubeCamera );
 		scene.add( cubeCamera );
 
 
 		// Create car
 		// Create car
-		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget.texture } );
+		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		scene.add( car );
 		scene.add( car );
 
 
@@ -40,7 +44,6 @@
 
 
 		<p>
 		<p>
 			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
 			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]<br />
 			[example:webgl_shading_physical shading / physical ]
 			[example:webgl_shading_physical shading / physical ]
 		</p>
 		</p>
 
 
@@ -48,12 +51,12 @@
 
 
 
 
 
 
-		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
+		<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
 		<p>
 		<p>
 
 
 		near -- 近剪切面的距离<br />
 		near -- 近剪切面的距离<br />
 		far -- 远剪切面的距离<br />
 		far -- 远剪切面的距离<br />
-		cubeResolution -- 设置立方体边缘的长度
+		renderTarget -- The destination cube render target.
 		</p>
 		</p>
 		<p>
 		<p>
 			构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLCubeRenderTarget]上。
 			构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机,并将其拍摄的场景渲染到一个[page:WebGLCubeRenderTarget]上。
@@ -66,8 +69,7 @@
 
 
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 		<p>
-			生成的立方体纹理<br>
-			(译注:生成的立方体纹理保存在其中的.texture对象中,可作为贴图赋值给其他材质)
+			The destination cube render target.
 		</p>
 		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>

+ 1 - 1
docs/api/zh/cameras/OrthographicCamera.html

@@ -75,7 +75,7 @@
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
 		<p>
 		<p>
 			摄像机视锥体远端面,其默认值为*2000*。<br /><br />
 			摄像机视锥体远端面,其默认值为*2000*。<br /><br />
-			其值的有效范围介于[page:.near near](摄像机视锥体近端面)和无穷大之间。
+			Must be greater than the current value of [page:.near near] plane.
 
 
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/zh/cameras/PerspectiveCamera.html

@@ -62,7 +62,7 @@
 		<p>
 		<p>
 			摄像机的远端面,默认值是*2000*。
 			摄像机的远端面,默认值是*2000*。
 			<br /><br />
 			<br /><br />
-			其有效值范围是在当前摄像机[page:.near near] plane(近端面)的值到无穷远之间。
+			Must be greater than the current value of [page:.near near] plane.
 		</p>
 		</p>
 
 
 		<h3>[property:Float filmGauge]</h3>
 		<h3>[property:Float filmGauge]</h3>

+ 0 - 11
docs/api/zh/constants/Renderer.html

@@ -24,16 +24,6 @@
 		[page:constant CullFaceFrontBack] 剔除正面和背面。
 		[page:constant CullFaceFrontBack] 剔除正面和背面。
 		</p>
 		</p>
 
 
-		<h2>正面方向</h2>
-		<code>
-		THREE.FrontFaceDirectionCW
-		THREE.FrontFaceDirectionCCW
-		</code>
-		<p>
-		[page:constant FrontFaceDirectionCW] 将多边形的缠绕顺序设置为顺时针方向。 <br />
-		[page:constant FrontFaceDirectionCCW] 为默认值,将多边形的缠绕顺序设置为逆时针方向。
-		</p>
-
 		<h2>阴影类型</h2>
 		<h2>阴影类型</h2>
 		<code>
 		<code>
 		THREE.BasicShadowMap
 		THREE.BasicShadowMap
@@ -55,7 +45,6 @@
 		THREE.NoToneMapping
 		THREE.NoToneMapping
 		THREE.LinearToneMapping
 		THREE.LinearToneMapping
 		THREE.ReinhardToneMapping
 		THREE.ReinhardToneMapping
-		THREE.Uncharted2ToneMapping
 		THREE.CineonToneMapping
 		THREE.CineonToneMapping
 		</code>
 		</code>
 		<p>
 		<p>

+ 0 - 4
docs/api/zh/constants/Textures.html

@@ -19,7 +19,6 @@
 		THREE.CubeRefractionMapping
 		THREE.CubeRefractionMapping
 		THREE.EquirectangularReflectionMapping
 		THREE.EquirectangularReflectionMapping
 		THREE.EquirectangularRefractionMapping
 		THREE.EquirectangularRefractionMapping
-		THREE.SphericalReflectionMapping
 		THREE.CubeUVReflectionMapping
 		THREE.CubeUVReflectionMapping
 		THREE.CubeUVRefractionMapping
 		THREE.CubeUVRefractionMapping
 		</code>
 		</code>
@@ -38,9 +37,6 @@
 		用于等距圆柱投影的环境贴图,也被叫做经纬线映射贴图。等距圆柱投影贴图表示沿着其水平中线360°的视角,以及沿着其垂直轴向180°的视角。贴图顶部和底部的边缘分别对应于它所映射的球体的北极和南极。
 		用于等距圆柱投影的环境贴图,也被叫做经纬线映射贴图。等距圆柱投影贴图表示沿着其水平中线360°的视角,以及沿着其垂直轴向180°的视角。贴图顶部和底部的边缘分别对应于它所映射的球体的北极和南极。
 		<br /><br />
 		<br /><br />
 
 
-		[page:Constant SphericalReflectionMapping] 用球形反射贴图,例如它可以通过剪裁镜面球的照片来获得。
-		无论摄像机相对于立方贴图对象或者表面的位置时怎样的,球形贴图被渲染时将会“面朝”摄像机。<br /><br />
-
 		请查看示例:[example:webgl_materials_envmaps materials / envmaps] 。
 		请查看示例:[example:webgl_materials_envmaps materials / envmaps] 。
 	</p>
 	</p>
 
 

+ 2 - 2
docs/api/zh/core/InstancedBufferGeometry.html

@@ -24,9 +24,9 @@
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>继承属性详见 [page:BufferGeometry]。</p>
 		<p>继承属性详见 [page:BufferGeometry]。</p>
 
 
-		<h3>[property:Number maxInstancedCount]</h3>
+		<h3>[property:Number instanceCount]</h3>
 		<p>
 		<p>
-			默认值是 *undefined*。
+			默认值是 *Infinity*。
 		</p>
 		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>

+ 18 - 4
docs/api/zh/core/InterleavedBuffer.html

@@ -59,6 +59,11 @@
 			默认值为 *-1*。
 			默认值为 *-1*。
 		</p>
 		</p>
 
 
+		<h3>[property:String uuid]</h3>
+		<p>
+		该类所创建的实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。它是自动被指定的,因此它不应当被编辑、更改。
+		</p>
+
 		<h3>[property:Integer version]</h3>
 		<h3>[property:Integer version]</h3>
 		<p>
 		<p>
 			版本号,每次 needsUpdate 属性设置为 true 时,版本号增加。
 			版本号,每次 needsUpdate 属性设置为 true 时,版本号增加。
@@ -98,13 +103,22 @@
 			将源队列数据拷贝到目标队列缓存中。
 			将源队列数据拷贝到目标队列缓存中。
 		</p>
 		</p>
 
 
-		<h3>[method:InterleavedBuffer clone]() </h3>
+		<h3>[method:InterleavedBuffer clone]( [param:Object data] ) </h3>
 		<p>
 		<p>
-			克隆当前 [name]。
+			data - This object holds shared array buffers required for properly cloning geometries with interleaved attributes.<br/><br />
+
+			Creates a clone of this [name].
 		</p>
 		</p>
 
 
-		<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
-		<p>Set [page:BufferAttribute.usage usage] to value.</p>
+		<h3>[method:InterleavedBuffer setUsage] ( [param:Usage value] ) </h3>
+		<p>Set [page:InterleavedBuffer.usage usage] to value.</p>
+
+		<h3>[method:InterleavedBuffer toJSON]( [param:Object data] ) </h3>
+		<p>
+			data - This object holds shared array buffers required for properly serializing geometries with interleaved attributes.<br/><br />
+
+			Serializes this [name].
+		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 

+ 12 - 2
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -44,9 +44,14 @@
 			队列中每个矢量有多少个元素构成。
 			队列中每个矢量有多少个元素构成。
 		</p>
 		</p>
 
 
-		<h3>[property:Integer offset]</h3>
+		<h3>[property:String name]</h3>
 		<p>
 		<p>
-			缓存队列中每个元素的起始位置的偏移量。
+		Optional name for this attribute instance. Default is an empty string.
+		</p>
+
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+			Default is *false*. Setting this to *true* will send the entire interleaved buffer (not just the specific attribute data) to the GPU again.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean normalized]</h3>
 		<h3>[property:Boolean normalized]</h3>
@@ -54,6 +59,11 @@
 			默认值为 *false*。
 			默认值为 *false*。
 		</p>
 		</p>
 
 
+		<h3>[property:Integer offset]</h3>
+		<p>
+			缓存队列中每个元素的起始位置的偏移量。
+		</p>
+
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>

+ 2 - 2
docs/api/zh/extras/core/Curve.html

@@ -79,7 +79,7 @@
 			using [page:.getPoint].
 			using [page:.getPoint].
 		</p>
 		</p>
 
 
-		<h3>[method:Vector getTangent]( [param:Float t, [param:Vector optionalTarget] ] )</h3>
+		<h3>[method:Vector getTangent]( [param:Float t], [param:Vector optionalTarget] )</h3>
 		<p>
 		<p>
 			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
 			[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,
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
@@ -90,7 +90,7 @@
 			which seems to give a reasonable approximation.
 			which seems to give a reasonable approximation.
 		</p>
 		</p>
 
 
-		<h3>[method:Vector getTangentAt]( [param:Float u, [param:Vector optionalTarget] ] )</h3>
+		<h3>[method:Vector getTangentAt]( [param:Float u], [param:Vector optionalTarget] )</h3>
 		<p>
 		<p>
 			[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
 			[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,
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,

+ 2 - 2
docs/api/zh/extras/core/CurvePath.html

@@ -49,8 +49,8 @@
 		<h3>[method:null closePath]()</h3>
 		<h3>[method:null closePath]()</h3>
 		<p>添加一条[page:LineCurve lineCurve]用于闭合路径。</p>
 		<p>添加一条[page:LineCurve lineCurve]用于闭合路径。</p>
 
 
-		<h3>[method:Float getCurveLengths]()</h3>
-		<p>将[page:.curves]数组中曲线的长度相加。</p>
+		<h3>[method:Array getCurveLengths]()</h3>
+		<p>Get list of cumulative curve lengths of the curves in the [page:.curves] array.</p>
 
 
 		<h3>[method:Vector getPoint]( [param:Float t] )</h3>
 		<h3>[method:Vector getPoint]( [param:Float t] )</h3>
 		<p>
 		<p>

+ 2 - 0
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -73,6 +73,8 @@
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>共有方法请参见其基类[page:Curve]。</p>
 		<p>共有方法请参见其基类[page:Curve]。</p>
 
 
+		<h2>源代码</h2>
+
 		<p>
 		<p>
 			[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/[path].js src/[path].js]
 		</p>
 		</p>

+ 80 - 5
docs/api/zh/extras/objects/ImmediateRenderObject.html

@@ -12,27 +12,102 @@
 
 
 		<h1>即时渲染对象([name])</h1>
 		<h1>即时渲染对象([name])</h1>
 
 
-		<p class="desc">即时渲染对象的基类。</p>
+		<p class="desc">
+			This experimental class provides a fast code path for rendering meshes with frequently updated
+			geometry data. When the renderer encounters an instance of [name], it only takes care about
+			the most primitive rendering operations (e.g. binding vertex attributes, determining correct shader
+			program or perfoming the actual draw call). Features like view frustum culling, wireframe rendering
+			or using multiple materials are not supported. Besides [name] can only be used to render triangles.
+		</p>
 
 
+		<p class="desc">
+			[name] does not work with instances of [page:BufferGeometry] or [page:Geometry]. The
+			raw geometry data have to be maintained as properties of the [name].
+		</p>
+
+		<p class="desc">
+			Using [name] makes only sense if you are updating your geometry data per frame. You can then
+			benefit of a faster code path compared to the default mesh redering logic.
+		</p>
+
+		<h2>例子</h2>
+		<p>
+			[example:webgl_marchingcubes Marching Cubes]
+		</p>
 
 
 		<h2>构造函数(Constructor)</h2>
 		<h2>构造函数(Constructor)</h2>
 
 
+		<h3>[name]( [param:Material material] )</h3>
+		<p>
+		[page:Material material] — The material of the [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>See the base [page:Object3D] class for common properties.</p>
+
+		<h3>[property:Boolean material]</h3>
+		<p>
+			The material of the [name]. Assigning multiple materials is not supported.
+		</p>
+
+		<h3>[property:Boolean hasPositions]</h3>
+		<p>
+			Whether position data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasNormals]</h3>
+		<p>
+			Whether normal data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasColors]</h3>
+		<p>
+			Whether color data are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean hasUvs]</h3>
+		<p>
+			Whether texture coordinates are defined or not. Default is *false*.
+		</p>
+
+		<h3>[property:Float32Array positionArray]</h3>
+		<p>
+			The buffer holding position data. Default is *null*.
+		</p>
+
+		<h3>[property:Float32Array normalArray]</h3>
+		<p>
+			The buffer holding normal data. Default is *null*.
+		</p>
 
 
-		<h3>[name]()</h3>
+		<h3>[property:Float32Array colorArray]</h3>
 		<p>
 		<p>
-			这会创建一个新的 [name]。
+			The buffer holding color data. Default is *null*.
 		</p>
 		</p>
 
 
+		<h3>[property:Float32Array uvArray]</h3>
+		<p>
+			The buffer holding texture coordinates. Default is *null*.
+		</p>
+
+		<h3>[property:Integer count]</h3>
+		<p>
+			The number of primitives to be rendered. Default is *0*.
+			This property will be set to *0* after each rendering so you usually
+			set it in the implementatio of [page:.render]().
+		</p>
 
 
 		<h2>方法(Methods)</h2>
 		<h2>方法(Methods)</h2>
 
 
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 
 		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<p>
 		<p>
-		renderCallback -- 生成对象的渲染函数。
+		renderCallback -- A function to render the generated geometry data.
 		</p>
 		</p>
 		<p>
 		<p>
-		需要重写此函数以开始创建对象,并在完成时调用renderCallback。
+		This method needs to be implemented by the deriving class of [name]. You normally want to implement the
+		vertex buffer update logic and execute *renderCallback* at the end of your implementation.
 		</p>
 		</p>
 
 
 		<h2>源码(Source)</h2>
 		<h2>源码(Source)</h2>

+ 45 - 0
docs/api/zh/lights/AmbientLightProbe.html

@@ -0,0 +1,45 @@
+<!DOCTYPE html>
+<html lang="zh">
+	<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; [page:Light] &rarr; [page:LightProbe]
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data 
+			of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Color color], [param:Float intensity] )</h3>
+		<p>
+		[page:Color color] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
+		[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common properties.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common methods.
+		</p>
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 46 - 0
docs/api/zh/lights/HemisphereLightProbe.html

@@ -0,0 +1,46 @@
+<!DOCTYPE html>
+<html lang="zh">
+	<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; [page:Light] &rarr; [page:LightProbe]
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Light probes are an alternative way of adding light to a 3D scene. HemisphereLightProbe is the light estimation data 
+			of a single hemisphere light in the scene. For more information about light probes, go to [page:LightProbe].
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Color skyColor], [param:Color groundColor], [param:Float intensity] )</h3>
+		<p>
+			[page:Color skyColor] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
+			[page:Color groundColor] - (optional) An instance of Color, string representing a color or a number representing a color.<br />
+			[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+
+			Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common properties.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+				See the base [page:LightProbe LightProbe] class for common methods.
+		</p>
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 70 - 0
docs/api/zh/lights/LightProbe.html

@@ -0,0 +1,70 @@
+<!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; [page:Light] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Light probes are an alternative way of adding light to a 3D scene. Unlike classical light sources (e.g. directional,
+			point or spot lights), light probes do not emit light. Instead they store information about light passing through
+			3D space. During rendering, the light that hits a 3D object is approximated by using the data from the light probe.
+		</p>
+
+		<p class="desc">
+			Light probes are usually created from (radiance) environment maps. The class [page:LightProbeGenerator] can
+			be used to create light probes from instances of [page:CubeTexture] or [page:WebGLCubeRenderTarget].
+			However, light estimation data could also be provided in other forms e.g. by WebXR. This enables the rendering
+			of augmented reality content that reacts to real world lighting.
+		</p>
+
+		<p class="desc">
+			The current probe implementation in three.js supports so-called diffuse light probes. This type of light probe
+			is functionally equivalent to an irradiance environment map.
+		</p>
+
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lightprobe WebGL / light probe ]<br />
+			[example:webgl_lightprobe_cubecamera WebGL / light probe / cube camera ]
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:SphericalHarmonics3 sh], [param:Float intensity] )</h3>
+		<p>
+		[page:SphericalHarmonics3 sh] - (optional) An instance of [page:SphericalHarmonics3].<br />
+		[page:Float intensity] - (optional) Numeric value of the light probe's intensity. Default is 1.<br /><br />
+
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>
+				See the base [page:Light Light] class for common properties. The [page:Light.color color] property is currently
+				not evaluated and thus has no effect.
+		</p>
+
+		<h3>[property:SphericalHarmonics3 sh]</h3>
+		<p>
+			A light probe uses spherical harmonics to encode lighting information.
+		</p>
+
+		<h2>Methods</h2>
+		<p>
+				See the base [page:Light Light] class for common methods.
+		</p>
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 22 - 4
docs/api/zh/lights/shadows/LightShadow.html

@@ -27,6 +27,12 @@
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 
 
+		<h3>[property:Boolean autoUpdate]</h3>
+		<p>
+			Enables automatic updates of the light's shadow. Default is *true*.
+			If you do not require dynamic lighting / shadows, you may set this to *false*.
+		</p>
+
 		<h3>[property:Camera camera]</h3>
 		<h3>[property:Camera camera]</h3>
 		<p>
 		<p>
 			光的世界里。这用于生成场景的深度图;从光的角度来看,其他物体背后的物体将处于阴影中。
 			光的世界里。这用于生成场景的深度图;从光的角度来看,其他物体背后的物体将处于阴影中。
@@ -45,7 +51,7 @@
 
 
 		<h3>[property:WebGLRenderTarget mapPass]</h3>
 		<h3>[property:WebGLRenderTarget mapPass]</h3>
 		<p>
 		<p>
-			The distribution map generated using the internal camera; an occlusion is calculated based 
+			The distribution map generated using the internal camera; an occlusion is calculated based
 			on the distribution of depths. Computed internally during rendering.
 			on the distribution of depths. Computed internally during rendering.
 		</p>
 		</p>
 
 
@@ -64,20 +70,32 @@
 			模拟阴影相机空间,计算阴影贴图中的位置和深度。存储在[page:Matrix4 Matrix4]中。这是在渲染期间内部计算的。
 			模拟阴影相机空间,计算阴影贴图中的位置和深度。存储在[page:Matrix4 Matrix4]中。这是在渲染期间内部计算的。
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean needsUpdate]</h3>
+		<p>
+			When set to *true*, shadow maps will be updated in the next *render* call. Default is *false*.
+			If you have set [page:.autoUpdate] to *false*, you will need to set this property to *true* and then make a render call to update the light's shadow.
+		</p>
+
+		<h3>[property:Float normalBias]</h3>
+		<p>
+			Defines how much the position used to query the shadow map is offset along the object normal.
+			The default is 0. Increasing this value can be used to reduce shadow acne especially in large scenes where light shines onto geometry at a shallow angle. The cost is that shadows may appear distorted.
+		</p>
+
 		<h3>[property:Float radius]</h3>
 		<h3>[property:Float radius]</h3>
 		<p>
 		<p>
 			将此值设置为大于1的值将模糊阴影的边缘。<br />
 			将此值设置为大于1的值将模糊阴影的边缘。<br />
 
 
 			较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br />
 			较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br />
-			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has 
+			If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], radius has
 			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
 			no effect and it is recommended to increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />
-			
+
 			请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
 			请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。
 		</p>
 		</p>
 
 
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		
+
 		<h3>[method:Vector2 getFrameExtents]()</h3>
 		<h3>[method:Vector2 getFrameExtents]()</h3>
 		<p>
 		<p>
 		Used internally by the renderer to extend the shadow map to contain all viewports
 		Used internally by the renderer to extend the shadow map to contain all viewports

+ 0 - 1
docs/api/zh/loaders/ObjectLoader.html

@@ -55,7 +55,6 @@
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
 		<p>
 		<p>
-			[example:webgl_loader_json_claraio WebGL / loader / json / claraio]<br />
 			[example:webgl_materials_lightmap WebGL / materials / lightmap]
 			[example:webgl_materials_lightmap WebGL / materials / lightmap]
 		</p>
 		</p>
 
 

+ 2 - 0
docs/api/zh/materials/LineBasicMaterial.html

@@ -77,6 +77,8 @@
 			并且会被[page:WebGLRenderer WebGL]渲染器忽略。
 			并且会被[page:WebGLRenderer WebGL]渲染器忽略。
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean morphTargets]</h3>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 
 		<h2>方法(Methods)</h2>
 		<h2>方法(Methods)</h2>
 		<p>共有方法请参见其基类[page:Material]。</p>
 		<p>共有方法请参见其基类[page:Material]。</p>

+ 2 - 3
docs/api/zh/materials/Material.html

@@ -105,8 +105,7 @@
 
 
 <h3>[property:Boolean stencilWrite]</h3>
 <h3>[property:Boolean stencilWrite]</h3>
 <p>
 <p>
-Whether rendering this material has any effect on the stencil buffer. Default is *false*.
-</p>
+Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be *true*. Default is *false*.</p>
 
 
 <h3>[property:Integer stencilWriteMask]</h3>
 <h3>[property:Integer stencilWriteMask]</h3>
 <p>
 <p>
@@ -182,7 +181,7 @@ Which stencil operation to perform when the comparison function returns true and
 </p>
 </p>
 
 
 <h3>[property:Boolean premultipliedAlpha]</h3>
 <h3>[property:Boolean premultipliedAlpha]</h3>
-<p> 是否预乘alpha(透明度)值。有关差异的示例,请参阅[Example:webgl_materials_transparency WebGL / Materials / Transparency]。
+<p> 是否预乘alpha(透明度)值。有关差异的示例,请参阅[Example:webgl_materials_physical_transparency WebGL / Materials / Physical / Transparency]。
 	默认值为*false*。
 	默认值为*false*。
 </p>
 </p>
 
 

+ 13 - 7
docs/api/zh/materials/MeshPhysicalMaterial.html

@@ -24,7 +24,7 @@
 			</li>
 			</li>
 			<li>
 			<li>
 				<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
 				<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
-				that highly transparent materials are less reflective. Physically-based [page:.transparency]
+				that highly transparent materials are less reflective. Physically-based [page:.transmission]
 				provides a more realistic option for thin, transparent surfaces like glass.
 				provides a more realistic option for thin, transparent surfaces like glass.
 			</li>
 			</li>
 			<li>
 			<li>
@@ -63,7 +63,7 @@
 			[example:webgl_materials_variations_physical materials / variations / physical]<br />
 			[example:webgl_materials_variations_physical materials / variations / physical]<br />
 			[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
 			[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
 			[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
 			[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
-			[example:webgl_materials_physical_transparency materials / physical / transparency]
+			[example:webgl_materials_physical_transmission materials / physical / transmission]
 		</p>
 		</p>
 
 
 		<h2>构造函数(Constructor)</h2>
 		<h2>构造函数(Constructor)</h2>
@@ -123,15 +123,21 @@
 			这模拟了非金属材质的反射率。当[page:MeshStandardMaterial]为*1.0*时,此属性无效。
 			这模拟了非金属材质的反射率。当[page:MeshStandardMaterial]为*1.0*时,此属性无效。
 		</p>
 		</p>
 
 
-		<h3>[property:Float transparency]</h3>
+		<h3>[property:Float transmission]</h3>
 		<p>
 		<p>
-		Degree of transparency, from *0.0* to *1.0*. Default is *0.0*.<br />
+		Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />
 
 
-		Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are mostly transparent.
+		Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
 
 
-		The transparency property can be used to model these materials.<br />
+		The transmission property can be used to model these materials.<br />
 
 
-		When transparency is non-zero, [page:Material.opacity opacity] should be set to *1*.
+		When transmission is non-zero, [page:Material.opacity opacity] should be set to *1*.
+		</p>
+
+		<h3>[property:Texture transmissionMap]</h3>
+		<p>
+			The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
+			over optical transparency. Default is *null*.
 		</p>
 		</p>
 
 
 		<h2>方法(Methods)</h2>
 		<h2>方法(Methods)</h2>

+ 0 - 17
docs/api/zh/materials/MeshToonMaterial.html

@@ -165,26 +165,9 @@
 			Default is a [page:Vector2] set to (1,1).
 			Default is a [page:Vector2] set to (1,1).
 		</p>
 		</p>
 
 
-		<h3>[property:Float shininess]</h3>
-		<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
-
-
 		<h3>[property:Boolean skinning]</h3>
 		<h3>[property:Boolean skinning]</h3>
 		<p>Define whether the material uses skinning. Default is false.</p>
 		<p>Define whether the material uses skinning. Default is false.</p>
 
 
-		<h3>[property:Color specular]</h3>
-		<p>
-			Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
-
-			This defines how shiny the material is and the color of its shine.
-		</p>
-
-		<h3>[property:Texture specularMap]</h3>
-		<p>
-			The specular map value affects both how much the specular surface highlight
-			contributes and how much of the environment map affects the surface. Default is null.
-		</p>
-
 		<h3>[property:Boolean wireframe]</h3>
 		<h3>[property:Boolean wireframe]</h3>
 		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 
 

+ 0 - 3
docs/api/zh/materials/SpriteMaterial.html

@@ -64,9 +64,6 @@
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>材质的颜色([page:Color]),默认值为白色 (0xffffff)。 [page:.map]会和 color 相乘。</p>
 		<p>材质的颜色([page:Color]),默认值为白色 (0xffffff)。 [page:.map]会和 color 相乘。</p>
 
 
-		<h3>[property:boolean fog]</h3>
-		<p>材质是否受场景雾的影响。默认值为*false*。</p>
-
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
 		<p>颜色贴图。默认为null。</p>
 		<p>颜色贴图。默认为null。</p>
 
 

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

@@ -177,6 +177,14 @@
 		从格式为[ [page:Float r], [page:Float g], [page:Float b] ]的数组数据中来创建Color对象。
 		从格式为[ [page:Float r], [page:Float g], [page:Float b] ]的数组数据中来创建Color对象。
 		</p>
 		</p>
 
 
+		<h3>[method:this fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
+		<p>
+		[page:BufferAttribute attribute] - the source attribute.<br />
+		[page:Integer index] - index in the attribute.<br /><br />
+
+		Sets this color's components from the [page:BufferAttribute attribute].
+		</p>
+
 		<h3>[method:Integer getHex]()</h3>
 		<h3>[method:Integer getHex]()</h3>
 		<p>返回此颜色的十六进制值。</p>
 		<p>返回此颜色的十六进制值。</p>
 
 

+ 3 - 0
docs/api/zh/math/MathUtils.html

@@ -80,6 +80,9 @@
 		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
 		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
 		<p>在区间[page:Float low] 到 [page:Float high]随机一个整数。</p>
 		<p>在区间[page:Float low] 到 [page:Float high]随机一个整数。</p>
 
 
+		<h3>[method:Float seededRandom]( [param:Integer seed] )</h3>
+		<p>Deterministic pseudo-random float in the interval [ 0, 1 ]. The integer [page:Integer seed] is optional.</p>
+
 		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<p>
 		<p>
 		[page:Float x] - 根据其在最小值和最大值之间的位置来计算的值。 <br />
 		[page:Float x] - 根据其在最小值和最大值之间的位置来计算的值。 <br />

+ 0 - 2
docs/api/zh/math/Matrix4.html

@@ -117,8 +117,6 @@ m.elements = [ 11, 21, 31, 41,
 		<h3>[method:this compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<h3>[method:this compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<p>
 		<p>
 		设置将该对象由位置[page:Vector3 position],四元数[page:Quaternion quaternion] 和 缩放[page:Vector3 scale]
 		设置将该对象由位置[page:Vector3 position],四元数[page:Quaternion quaternion] 和 缩放[page:Vector3 scale]
-		组合变换的矩阵。内部先调用[page:.makeRotationFromQuaternion makeRotationFromQuaternion]( [page:Quaternion quaternion] )
-		再调用缩放[page:.scale scale]( [page:Vector3 scale] )最后是平移[page:.setPosition setPosition]( [page:Vector3 position] )。
 		</p>
 		</p>
 
 
 		<h3>[method:this copy]( [param:Matrix4 m] )</h3>
 		<h3>[method:this copy]( [param:Matrix4 m] )</h3>

+ 5 - 0
docs/api/zh/math/Quaternion.html

@@ -98,6 +98,11 @@
 		from an array.
 		from an array.
 		</p>
 		</p>
 
 
+		<h3>[method:Quaternion identity]()</h3>
+		<p>
+			Sets this quaternion to the identity quaternion; that is, to the quaternion that represents "no rotation".
+		</p>
+
 		<h3>[method:Quaternion inverse]()</h3>
 		<h3>[method:Quaternion inverse]()</h3>
 		<p>
 		<p>
 			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.
 			Inverts this quaternion - calculates the [page:.conjugate conjugate]. The quaternion is assumed to have unit length.

+ 1 - 1
docs/api/zh/math/Ray.html

@@ -115,7 +115,7 @@
 		<p>
 		<p>
 		[page:Ray ray] - 用于比较的[page:Ray]。<br /><br />
 		[page:Ray ray] - 用于比较的[page:Ray]。<br /><br />
 
 
-		如果所传入的[page:Ray ray]具有和当前Ray相同的[page:.offset offset]和[page:.direction direction]则返回true。
+		如果所传入的[page:Ray ray]具有和当前Ray相同的[page:.origin origin]和[page:.direction direction]则返回true。
 		</p>
 		</p>
 
 
 		<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
 		<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>

+ 138 - 0
docs/api/zh/math/SphericalHarmonics3.html

@@ -0,0 +1,138 @@
+<!DOCTYPE html>
+<html lang="zh">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc">Represents a third-order spherical harmonics (SH). Light probes use this class to encode lighting information.</p>
+
+		<h2>Constructor</h2>
+		<h3>[name]()</h3>
+		<p>
+		Creates a new instance of [name].
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array coefficients]</h3>
+		<p>An array holding the (9) SH coefficients. A single coefficient is represented as an instance of [page:Vector3].</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:SphericalHarmonics3 add]( [param:SphericalHarmonics3 sh] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to add.<br /><br />
+
+			Adds the given SH to this instance.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 addScaledSH]( [param:SphericalHarmonics3 sh], [param:Number scale] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to add.<br />
+			[page:Number scale] - The scale factor.<br /><br />
+
+			A convenience method for performing [page:.add]() and [page:.scale]() at once.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 clone]()</h3>
+		<p>
+			Returns a new instance of [name] with equal coefficients.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 copy]( [param:SphericalHarmonics3 sh] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to copy.<br /><br />
+
+			Copies the given SH to this instance.
+		</p>
+
+		<h3>[method:Boolean equals]( [param:SphericalHarmonics3 sh] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to compare with.<br /><br />
+
+			Returns true if the given SH and this instance have equal coefficients.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 fromArray]( [param:Array array], [param:Number offset] )</h3>
+		<p>
+			[page:Array array] - The array holding the numbers of the SH coefficients.<br />
+			[page:Number offset] - (optional) The array offset.<br /><br />
+
+			Sets the coefficients of this instance from the given array.
+		</p>
+
+		<h3>[method:Vector3 getAt]( [param:Vector3 normal], [param:Vector3 target] )</h3>
+		<p>
+			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
+			[page:Vector3 target] - The result vector.<br /><br />
+
+			Returns the radiance in the direction of the given normal.
+		</p>
+
+		<h3>[method:Vector3 getIrradianceAt]( [param:Vector3 normal], [param:Vector3 target] )</h3>
+		<p>
+			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
+			[page:Vector3 target] - The result vector.<br /><br />
+
+			Returns the irradiance (radiance convolved with cosine lobe) in the direction of the given normal.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 lerp]( [param:SphericalHarmonics3 sh], [param:Number alpha] )</h3>
+		<p>
+			[page:SphericalHarmonics3 sh] - The SH to interpolate with.<br />
+			[page:Number alpha] - The alpha factor.<br /><br />
+
+			Linear interpolates between the given SH and this instance by the given alpha factor.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 scale]( [param:Number scale] )</h3>
+		<p>
+			[page:Number sh] - The scale factor.<br /><br />
+
+			Scales this SH by the given scale factor.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 set]( [param:Array coefficients] )</h3>
+		<p>
+			[page:Array coefficients] - An array of SH coefficients.<br /><br />
+
+			Sets the given SH coefficients to this instance.
+		</p>
+
+		<h3>[method:Array toArray]( [param:Array array], [param:Number offset] )</h3>
+		<p>
+			[page:Array array] - (optional) The target array.<br />
+			[page:Number offset] - (optional) The array offset.<br /><br />
+
+			Returns an array with the coefficients, or copies them into the provided array. The coefficients
+			are represented as numbers.
+		</p>
+
+		<h3>[method:SphericalHarmonics3 zero]()</h3>
+		<p>
+			Sets all SH coefficients to 0.
+		</p>
+
+		<h2>Static Methods</h2>
+
+		<h3>[method:void getBasisAt]( [param:Vector3 normal], [param:Array shBasis] )</h3>
+		<p>
+			[page:Vector3 normal] - The normal vector (assumed to be unit length).<br />
+			[page:Array shBasis] - The resulting SH basis.<br /><br />
+
+			Computes the SH basis for the given normal vector.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 16 - 0
docs/api/zh/objects/Line.html

@@ -57,6 +57,17 @@
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>线的材质。</p>
 		<p>线的材质。</p>
 
 
+		<h3>[property:Array morphTargetInfluences]</h3>
+		<p>
+		An array of weights typically from 0-1 that specify how much of the morph is applied.
+		Undefined by default, but reset to a blank array by [page:.updateMorphTargets]().
+		</p>
+
+		<h3>[property:Object morphTargetDictionary]</h3>
+		<p>
+		A dictionary of morphTargets based on the morphTarget.name property.
+		Undefined by default, but rebuilt [page:.updateMorphTargets]().
+		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>共有方法请参见其基类 [page:Object3D]。</p>
 		<p>共有方法请参见其基类 [page:Object3D]。</p>
@@ -78,6 +89,11 @@
 			返回这条线及其子集的一个克隆对象。
 			返回这条线及其子集的一个克隆对象。
 		</p>
 		</p>
 
 
+		<h3>[method:null updateMorphTargets]()</h3>
+		<p>
+		Updates the morphTargets to have no influence on the object. Resets the
+		[page:.morphTargetInfluences] and [page:.morphTargetDictionary] properties.
+		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 

+ 48 - 0
docs/api/zh/renderers/WebGL1Renderer.html

@@ -0,0 +1,48 @@
+<!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:WebGLRenderer] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+		Since r118 [page:WebGLRenderer] automatically uses a WebGL 2 rendering context. When upgrading an existing project to
+		=> r118, applications might break because of two reasons:
+
+		<ul>
+			<li>Custom shader code needs to be GLSL 3.0 conform.</li>
+			<li>WebGL 1 extension checks have to be changed.</li>
+		</ul>
+
+		If you can't afford the time to upgrade your code but still want to use the latest version, you can use [name]. This
+		version of the renderer will enforce a WebGL 1 rendering context.
+		</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:Object parameters] )</h3>
+		<p>
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+		<p>See the base [page:WebGLRenderer] class for common properties.</p>
+
+
+		<h2>Methods</h2>
+		<p>See the base [page:WebGLRenderer] class for common methods.</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 2 - 7
docs/api/zh/renderers/WebGLRenderer.html

@@ -252,11 +252,6 @@
 		色调映射的曝光级别。默认是*1*
 		色调映射的曝光级别。默认是*1*
 		</p>
 		</p>
 
 
-		<h3>[property:Number toneMappingWhitePoint]</h3>
-		<p>
-		色调映射的白点。默认是*1*
-		</p>
-
 		<h3>[property:WebXRManager xr]</h3>
 		<h3>[property:WebXRManager xr]</h3>
 		<p>
 		<p>
 		Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
 		Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
@@ -290,7 +285,7 @@
 		该方法清楚了一个rendertarget。为此它会激活此endertarget
 		该方法清楚了一个rendertarget。为此它会激活此endertarget
 		</p>
 		</p>
 
 
-		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
+		<h3>[method:null compile]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>使用相机编译场景中的所有材质。这对于在首次渲染之前预编译着色器很有用。</p>
 		<p>使用相机编译场景中的所有材质。这对于在首次渲染之前预编译着色器很有用。</p>
 
 
 		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
 		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
@@ -366,7 +361,7 @@
 		示例:[example:webgl_interactive_cubes_gpu interactive / cubes / gpu]</p>
 		示例:[example:webgl_interactive_cubes_gpu interactive / cubes / gpu]</p>
 		<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
 		<p>For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.</p>
 
 
-		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
+		<h3>[method:null render]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>
 		<p>
 			用相机([page:Camera camera])渲染一个场景([page:Scene scene])<br />
 			用相机([page:Camera camera])渲染一个场景([page:Scene scene])<br />
 
 

+ 0 - 5
docs/api/zh/scenes/Scene.html

@@ -55,11 +55,6 @@
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
-		<h3>[method:null dispose]()</h3>
-		<p>
-			清除[page:WebGLRenderer]内部所缓存的场景相关的数据。
-		</p>
-
 		<h3>[method:JSON toJSON]</h3>
 		<h3>[method:JSON toJSON]</h3>
 		<p>
 		<p>
 			meta -- 包含有元数据的对象,例如场景中的的纹理或图片。
 			meta -- 包含有元数据的对象,例如场景中的的纹理或图片。

+ 98 - 0
docs/api/zh/textures/DataTexture2DArray.html

@@ -0,0 +1,98 @@
+<!DOCTYPE html>
+<html lang="zh">
+	<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:Texture] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">Creates an array of textures directly from raw data, width and height and depth. This type of texture can only be used with a WebGL 2 rendering context.</p>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( data, width, height, depth )</h3>
+		<p>
+			The data argument must be an [link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView].
+			The properties inherited from [page:Texture] are the default, except magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
+		</p>
+		<p>
+			The interpretation of the data depends on type and format:
+			If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
+			If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
+
+			For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
+
+			In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
+		</p>
+
+		<h2>代码示例</h2>
+
+		<p>This creates a [name] where each texture has a different color.</p>
+
+		<code>
+		// create a buffer with color data
+
+		var size = width * height;
+		var data = new Uint8Array( 3 * size * depth );
+
+
+		for ( var i = 0; i < depth; i ++ ) {
+
+			var color = new THREE.Color( Math.random(), Math.random(), Math.random() );
+			var r = Math.floor( color.r * 255 );
+			var g = Math.floor( color.g * 255 );
+			var b = Math.floor( color.b * 255 );
+
+			for ( var j = 0; j < size; j ++ ) {
+
+				var stride = ( i * size + j ) * 3;
+
+				data[ stride ] = r;
+				data[ stride + 1 ] = g;
+				data[ stride + 2 ] = b;
+
+			}
+		}
+
+		// used the buffer to create a [name]
+
+		var texture = new THREE.DataTexture2DArray( data, width, height, depth );
+		texture.format = THREE.RGBFormat;
+		texture.type = THREE.UnsignedByteType;
+		</code>
+
+		<p>
+			[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]
+		</p>
+
+		<h2>Properties</h2>
+
+		<p>
+		See the base [page:Texture Texture] class for common properties.
+		</p>
+
+		<h3>[property:Image image]</h3>
+		<p>
+		Overridden with a record type holding data, width and height and depth.
+		</p>
+
+		<h2>Methods</h2>
+
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+		</p>
+	</body>
+</html>

+ 1 - 2
docs/api/zh/textures/DataTexture3D.html

@@ -30,8 +30,7 @@
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
 		<p>
 		<p>
-			[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]<br />
-			[example:webgl2_materials_texture2darray WebGL2 / materials / texture2darray]
+			[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]
 		</p>
 		</p>
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>

+ 21 - 6
docs/examples/en/controls/OrbitControls.html

@@ -60,6 +60,22 @@
 			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
 			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
 		</p>
 		</p>
 
 
+		<h2>Events</h2>
+
+		<h3>change</h3>
+		<p>
+			Fires when the camera has been transformed by the controls.
+		</p>
+
+		<h3>start</h3>
+		<p>
+			Fires when an interaction was initiated.
+		</p>
+
+		<h3>end</h3>
+		<p>
+			Fires when an interaction has finished.
+		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
@@ -91,7 +107,7 @@
 
 
 		<h3>[property:Boolean enabled]</h3>
 		<h3>[property:Boolean enabled]</h3>
 		<p>
 		<p>
-			Whether or not the controls are enabled.
+			When set to *false*, the controls will not respond to user input. Default is *true*.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enableDamping]</h3>
 		<h3>[property:Boolean enableDamping]</h3>
@@ -144,8 +160,7 @@ controls.keys = {
 
 
 		<h3>[property:Float maxAzimuthAngle]</h3>
 		<h3>[property:Float maxAzimuthAngle]</h3>
 		<p>
 		<p>
-			How far you can orbit horizontally, upper limit. Range is - Math.PI to Math.PI ( or Infinity for no limit ) and default is
-			Infinity;
+			How far you can orbit horizontally, upper limit. If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ). Default is Infinity.
 		</p>
 		</p>
 
 
 		<h3>[property:Float maxDistance]</h3>
 		<h3>[property:Float maxDistance]</h3>
@@ -165,8 +180,7 @@ controls.keys = {
 
 
 		<h3>[property:Float minAzimuthAngle]</h3>
 		<h3>[property:Float minAzimuthAngle]</h3>
 		<p>
 		<p>
-			How far you can orbit horizontally, lower limit. Range is - Math.PI to Math.PI ( or - Infinity for no limit ) and default
-			is - Infinity;
+			How far you can orbit horizontally, lower limit. If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ). Default is Infinity.
 		</p>
 		</p>
 
 
 		<h3>[property:Float minDistance]</h3>
 		<h3>[property:Float minDistance]</h3>
@@ -220,7 +234,8 @@ controls.mouseButtons = {
 		<h3>[property:Boolean screenSpacePanning]</h3>
 		<h3>[property:Boolean screenSpacePanning]</h3>
 		<p>
 		<p>
 		Defines how the camera's position is translated when panning. If true, the camera pans in screen space.
 		Defines how the camera's position is translated when panning. If true, the camera pans in screen space.
-		Otherwise, the camera pans in the plane orthogonal to the camera's up direction. Default is false.
+		Otherwise, the camera pans in the plane orthogonal to the camera's up direction.
+		Default is true for OrbitControls; false for MapControls.
 		</p>
 		</p>
 
 
 		<h3>[property:Vector3 target0]</h3>
 		<h3>[property:Vector3 target0]</h3>

+ 10 - 0
docs/examples/en/controls/PointerLockControls.html

@@ -87,6 +87,16 @@
 			Whether or not the controls are locked.
 			Whether or not the controls are locked.
 		</p>
 		</p>
 
 
+		<h3>[property:Float maxPolarAngle]</h3>
+		<p>
+			Camera pitch, upper limit. Range is 0 to Math.PI radians. Default is Math.PI.
+		</p>
+
+		<h3>[property:Float minPolarAngle]</h3>
+		<p>
+			Camera pitch, lower limit. Range is 0 to Math.PI radians. Default is 0.
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<p>See the base [page:EventDispatcher] class for common methods.</p>
 		<p>See the base [page:EventDispatcher] class for common methods.</p>

+ 46 - 0
docs/examples/en/lights/LightProbeGenerator.html

@@ -0,0 +1,46 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Utility class for creating instances of [page:LightProbe].
+		</p>
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_lightprobe WebGL / light probe ]<br />
+			[example:webgl_lightprobe_cubecamera WebGL / light probe / cube camera ]
+		</p>
+
+		<h2>Static Methods</h2>
+
+		<h3>[method:LightProbe fromCubeTexture] ( [param:CubeTexture cubeTexture] )</h3>
+		<p>
+			Creates a light probe from the given (radiance) environment map. The method expects that the environment map is represented as a cube texture.
+		</p>
+
+		<h3>[method:LightProbe fromCubeRenderTarget] ( [param:WebGLRenderer renderer], [param:WebGLCubeRenderTarget cubeRenderTarget] )</h3>
+		<p>
+			Creates a light probe from the given (radiance) environment map. The method expects that the environment map is represented as a cube render target.
+		</p>
+		<p>
+			The [page:Texture.format format] of the cube render target must be set to *RGBA*.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/lights/LightProbeGenerator.js examples/jsm/lights/LightProbeGenerator.js]
+		</p>
+	</body>
+</html>

+ 3 - 1
docs/examples/en/loaders/GLTFLoader.html

@@ -30,10 +30,12 @@
 
 
 		<ul>
 		<ul>
 			<li>KHR_draco_mesh_compression</li>
 			<li>KHR_draco_mesh_compression</li>
+			<li>KHR_materials_clearcoat</li>
 			<li>KHR_materials_pbrSpecularGlossiness</li>
 			<li>KHR_materials_pbrSpecularGlossiness</li>
 			<li>KHR_materials_unlit</li>
 			<li>KHR_materials_unlit</li>
 			<li>KHR_mesh_quantization</li>
 			<li>KHR_mesh_quantization</li>
 			<li>KHR_lights_punctual<sup>1</sup></li>
 			<li>KHR_lights_punctual<sup>1</sup></li>
+			<li>KHR_texture_basisu <i>(experimental)</i></li>
 			<li>KHR_texture_transform<sup>2</sup></li>
 			<li>KHR_texture_transform<sup>2</sup></li>
 			<li>MSFT_texture_dds</li>
 			<li>MSFT_texture_dds</li>
 		</ul>
 		</ul>
@@ -44,7 +46,7 @@
 		<p><i>
 		<p><i>
 			<sup>2</sup>UV transforms are supported, with several key limitations. Transforms applied to
 			<sup>2</sup>UV transforms are supported, with several key limitations. Transforms applied to
 			a texture using the first UV slot (all textures except aoMap and lightMap) must share the same
 			a texture using the first UV slot (all textures except aoMap and lightMap) must share the same
-			transform, or no transfor at all. The aoMap and lightMap textures cannot be transformed. No
+			transform, or no transform at all. The aoMap and lightMap textures cannot be transformed. No
 			more than one transform may be used per material. Each use of a texture with a unique
 			more than one transform may be used per material. Each use of a texture with a unique
 			transform will result in an additional GPU texture upload. See
 			transform will result in an additional GPU texture upload. See
 			#[link:https://github.com/mrdoob/three.js/pull/13831 13831] and
 			#[link:https://github.com/mrdoob/three.js/pull/13831 13831] and

+ 1 - 1
docs/examples/en/loaders/PDBLoader.html

@@ -25,7 +25,7 @@
 		// load a PDB resource
 		// load a PDB resource
 		loader.load(
 		loader.load(
 			// resource URL
 			// resource URL
-			'models/molecules/caffeine.pdb',
+			'models/pdb/caffeine.pdb',
 			// called when the resource is loaded
 			// called when the resource is loaded
 			function ( pdb ) {
 			function ( pdb ) {
 
 

+ 1 - 1
docs/examples/en/math/convexhull/ConvexHull.html

@@ -213,7 +213,7 @@
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/ConvexHull.js]
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/math/ConvexHull.js]
 		</p>
 		</p>
 	</body>
 	</body>
 </html>
 </html>

+ 5 - 0
docs/examples/en/renderers/SVGRenderer.html

@@ -59,6 +59,11 @@
 			Tells the renderer to clear its drawing surface.
 			Tells the renderer to clear its drawing surface.
 		</p>
 		</p>
 
 
+		<h3>[method:Object getSize]()</h3>
+		<p>
+			Returns an object containing the width and height of the renderer.
+		</p>
+
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
 		<p>
 		<p>
 			Renders a [page:Scene scene] using a [page:Camera camera].
 			Renders a [page:Scene scene] using a [page:Camera camera].

+ 1 - 1
docs/examples/en/utils/SceneUtils.html

@@ -15,7 +15,7 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>[method:Group createMultiMaterialObject]( [param:InstancedMesh instancedMesh] )</h3>
+		<h3>[method:Group createMeshesFromInstancedMesh]( [param:InstancedMesh instancedMesh] )</h3>
 		<p>
 		<p>
 		instancedMesh -- The instanced mesh.
 		instancedMesh -- The instanced mesh.
 		</p>
 		</p>

+ 23 - 6
docs/examples/zh/controls/OrbitControls.html

@@ -60,6 +60,22 @@
 			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
 			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
 		</p>
 		</p>
 
 
+		<h2>Events</h2>
+
+		<h3>change</h3>
+		<p>
+			Fires when the camera has been transformed by the controls.
+		</p>
+
+		<h3>start</h3>
+		<p>
+			Fires when an interaction was initiated.
+		</p>
+
+		<h3>end</h3>
+		<p>
+			Fires when an interaction has finished.
+		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
@@ -90,7 +106,7 @@
 
 
 		<h3>[property:Boolean enabled]</h3>
 		<h3>[property:Boolean enabled]</h3>
 		<p>
 		<p>
-			控制器是否被启用。
+			When set to *false*, the controls will not respond to user input. Default is *true*.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean enableDamping]</h3>
 		<h3>[property:Boolean enableDamping]</h3>
@@ -142,8 +158,7 @@ controls.keys = {
 
 
 		<h3>[property:Float maxAzimuthAngle]</h3>
 		<h3>[property:Float maxAzimuthAngle]</h3>
 		<p>
 		<p>
-			你能够水平旋转的角度的上限,范围是-Math.PI到Math.PI(或Infinity无限制),
-			其默认值为Infinity。
+			How far you can orbit horizontally, upper limit. If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ). Default is Infinity.
 		</p>
 		</p>
 
 
 		<h3>[property:Float maxDistance]</h3>
 		<h3>[property:Float maxDistance]</h3>
@@ -163,8 +178,7 @@ controls.keys = {
 
 
 		<h3>[property:Float minAzimuthAngle]</h3>
 		<h3>[property:Float minAzimuthAngle]</h3>
 		<p>
 		<p>
-			你能够水平旋转的角度的下限,范围是-Math.PI到Math.PI(或-Infinity无限制),
-			其默认值为-Infinity。
+			How far you can orbit horizontally, lower limit. If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ). Default is Infinity.
 		</p>
 		</p>
 
 
 		<h3>[property:Float minDistance]</h3>
 		<h3>[property:Float minDistance]</h3>
@@ -218,7 +232,10 @@ controls.mouseButtons = {
 		<h3>[property:Boolean screenSpacePanning]</h3>
 		<h3>[property:Boolean screenSpacePanning]</h3>
 		<p>
 		<p>
 			定义当平移的时候摄像机的位置将如何移动。如果为true,摄像机将在屏幕空间内平移。
 			定义当平移的时候摄像机的位置将如何移动。如果为true,摄像机将在屏幕空间内平移。
-			否则,摄像机将在与摄像机向上方向垂直的平面中平移。其默认值为false。
+			否则,摄像机将在与摄像机向上方向垂直的平面中平移。
+			Defines how the camera's position is translated when panning. If true, the camera pans in screen space.
+			Otherwise, the camera pans in the plane orthogonal to the camera's up direction.
+			Default is true for OrbitControls; false for MapControls.
 		</p>
 		</p>
 
 
 		<h3>[property:Vector3 target0]</h3>
 		<h3>[property:Vector3 target0]</h3>

+ 10 - 0
docs/examples/zh/controls/PointerLockControls.html

@@ -87,6 +87,16 @@
 			Whether or not the controls are locked.
 			Whether or not the controls are locked.
 		</p>
 		</p>
 
 
+		<h3>[property:Float maxPolarAngle]</h3>
+		<p>
+			Camera pitch, upper limit. Range is 0 to Math.PI radians. Default is Math.PI.
+		</p>
+
+		<h3>[property:Float minPolarAngle]</h3>
+		<p>
+			Camera pitch, lower limit. Range is 0 to Math.PI radians. Default is 0.
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<p>See the base [page:EventDispatcher] class for common methods.</p>
 		<p>See the base [page:EventDispatcher] class for common methods.</p>

+ 46 - 0
docs/examples/zh/lights/LightProbeGenerator.html

@@ -0,0 +1,46 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<p class="desc">
+			Utility class for creating instances of [page:LightProbe].
+		</p>
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_lightprobe WebGL / light probe ]<br />
+			[example:webgl_lightprobe_cubecamera WebGL / light probe / cube camera ]
+		</p>
+
+		<h2>Static Methods</h2>
+
+		<h3>[method:LightProbe fromCubeTexture] ( [param:CubeTexture cubeTexture] )</h3>
+		<p>
+			Creates a light probe from the given (radiance) environment map. The method expects that the environment map is represented as a cube texture.
+		</p>
+
+		<h3>[method:LightProbe fromCubeRenderTarget] ( [param:WebGLRenderer renderer], [param:WebGLCubeRenderTarget cubeRenderTarget] )</h3>
+		<p>
+			Creates a light probe from the given (radiance) environment map. The method expects that the environment map is represented as a cube render target.
+		</p>
+		<p>
+			The [page:Texture.format format] of the cube render target must be set to *RGBA*.
+		</p>
+
+		<h2>Source</h2>
+
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/lights/LightProbeGenerator.js examples/jsm/lights/LightProbeGenerator.js]
+		</p>
+	</body>
+</html>

+ 2 - 0
docs/examples/zh/loaders/GLTFLoader.html

@@ -28,10 +28,12 @@
 
 
 		<ul>
 		<ul>
 			<li>KHR_draco_mesh_compression</li>
 			<li>KHR_draco_mesh_compression</li>
+			<li>KHR_materials_clearcoat</li>
 			<li>KHR_materials_pbrSpecularGlossiness</li>
 			<li>KHR_materials_pbrSpecularGlossiness</li>
 			<li>KHR_materials_unlit</li>
 			<li>KHR_materials_unlit</li>
 			<li>KHR_mesh_quantization</li>
 			<li>KHR_mesh_quantization</li>
 			<li>KHR_lights_punctual<sup>1</sup></li>
 			<li>KHR_lights_punctual<sup>1</sup></li>
+			<li>KHR_texture_basisu <i>(experimental)</i></li>
 			<li>KHR_texture_transform<sup>2</sup></li>
 			<li>KHR_texture_transform<sup>2</sup></li>
 			<li>MSFT_texture_dds</li>
 			<li>MSFT_texture_dds</li>
 		</ul>
 		</ul>

+ 1 - 1
docs/examples/zh/loaders/PDBLoader.html

@@ -25,7 +25,7 @@
 		// load a PDB resource
 		// load a PDB resource
 		loader.load(
 		loader.load(
 			// resource URL
 			// resource URL
-			'models/molecules/caffeine.pdb',
+			'models/pdb/caffeine.pdb',
 			// called when the resource is loaded
 			// called when the resource is loaded
 			function ( pdb ) {
 			function ( pdb ) {
 
 

+ 1 - 1
docs/examples/zh/math/convexhull/ConvexHull.html

@@ -213,7 +213,7 @@
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/ConvexHull.js]
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/math/ConvexHull.js examples/jsm/math/ConvexHull.js]
 		</p>
 		</p>
 	</body>
 	</body>
 </html>
 </html>

Some files were not shown because too many files changed in this diff