Mr.doob 5 years ago
parent
commit
84c934e589
100 changed files with 1111 additions and 863 deletions
  1. 43 22
      build/three.js
  2. 541 569
      build/three.min.js
  3. 43 22
      build/three.module.js
  4. 1 1
      docs/api/en/animation/KeyframeTrack.html
  5. 1 1
      docs/api/en/audio/PositionalAudio.html
  6. 3 3
      docs/api/en/cameras/StereoCamera.html
  7. 0 14
      docs/api/en/constants/Materials.html
  8. 1 1
      docs/api/en/constants/Renderer.html
  9. 40 1
      docs/api/en/constants/Textures.html
  10. 3 3
      docs/api/en/core/Face3.html
  11. 2 8
      docs/api/en/core/InstancedBufferGeometry.html
  12. 2 1
      docs/api/en/core/Object3D.html
  13. 14 6
      docs/api/en/core/Raycaster.html
  14. 3 4
      docs/api/en/core/Uniform.html
  15. 9 3
      docs/api/en/core/bufferAttributeTypes/BufferAttributeTypes.html
  16. 2 2
      docs/api/en/deprecated/DeprecatedList.html
  17. 13 0
      docs/api/en/extras/core/CurvePath.html
  18. 1 1
      docs/api/en/extras/core/Interpolations.html
  19. 9 9
      docs/api/en/extras/core/Path.html
  20. 1 1
      docs/api/en/extras/core/Shape.html
  21. 3 2
      docs/api/en/extras/core/ShapePath.html
  22. 1 1
      docs/api/en/extras/curves/ArcCurve.html
  23. 3 1
      docs/api/en/geometries/BoxBufferGeometry.html
  24. 3 1
      docs/api/en/geometries/CircleBufferGeometry.html
  25. 3 1
      docs/api/en/geometries/ConeBufferGeometry.html
  26. 3 1
      docs/api/en/geometries/CylinderBufferGeometry.html
  27. 3 1
      docs/api/en/geometries/DodecahedronBufferGeometry.html
  28. 3 1
      docs/api/en/geometries/ExtrudeBufferGeometry.html
  29. 3 1
      docs/api/en/geometries/IcosahedronBufferGeometry.html
  30. 3 1
      docs/api/en/geometries/LatheBufferGeometry.html
  31. 3 1
      docs/api/en/geometries/OctahedronBufferGeometry.html
  32. 3 1
      docs/api/en/geometries/ParametricBufferGeometry.html
  33. 3 1
      docs/api/en/geometries/PlaneBufferGeometry.html
  34. 3 1
      docs/api/en/geometries/PolyhedronBufferGeometry.html
  35. 3 1
      docs/api/en/geometries/RingBufferGeometry.html
  36. 3 1
      docs/api/en/geometries/ShapeBufferGeometry.html
  37. 3 1
      docs/api/en/geometries/SphereBufferGeometry.html
  38. 3 1
      docs/api/en/geometries/TetrahedronBufferGeometry.html
  39. 3 1
      docs/api/en/geometries/TextBufferGeometry.html
  40. 1 1
      docs/api/en/geometries/TextGeometry.html
  41. 3 1
      docs/api/en/geometries/TorusBufferGeometry.html
  42. 3 1
      docs/api/en/geometries/TorusKnotBufferGeometry.html
  43. 3 1
      docs/api/en/geometries/TubeBufferGeometry.html
  44. 4 4
      docs/api/en/helpers/BoxHelper.html
  45. 2 2
      docs/api/en/lights/DirectionalLight.html
  46. 1 1
      docs/api/en/lights/HemisphereLight.html
  47. 3 3
      docs/api/en/lights/PointLight.html
  48. 1 1
      docs/api/en/lights/RectAreaLight.html
  49. 2 2
      docs/api/en/lights/SpotLight.html
  50. 6 4
      docs/api/en/lights/shadows/LightShadow.html
  51. 6 6
      docs/api/en/lights/shadows/PointLightShadow.html
  52. 3 3
      docs/api/en/lights/shadows/SpotLightShadow.html
  53. 2 2
      docs/api/en/loaders/CompressedTextureLoader.html
  54. 1 1
      docs/api/en/loaders/DataTextureLoader.html
  55. 1 1
      docs/api/en/loaders/managers/LoadingManager.html
  56. 2 11
      docs/api/en/materials/Material.html
  57. 2 0
      docs/api/en/materials/MeshMatcapMaterial.html
  58. 2 0
      docs/api/en/materials/MeshNormalMaterial.html
  59. 2 0
      docs/api/en/materials/MeshPhongMaterial.html
  60. 24 3
      docs/api/en/materials/MeshPhysicalMaterial.html
  61. 9 0
      docs/api/en/materials/MeshStandardMaterial.html
  62. 2 0
      docs/api/en/materials/MeshToonMaterial.html
  63. 6 4
      docs/api/en/materials/ShaderMaterial.html
  64. 5 5
      docs/api/en/materials/ShadowMaterial.html
  65. 1 0
      docs/api/en/materials/SpriteMaterial.html
  66. 17 0
      docs/api/en/math/Matrix3.html
  67. 18 0
      docs/api/en/math/Matrix4.html
  68. 2 5
      docs/api/en/math/Quaternion.html
  69. 2 2
      docs/api/en/math/Sphere.html
  70. 7 0
      docs/api/en/objects/LOD.html
  71. 8 7
      docs/api/en/objects/Line.html
  72. 1 1
      docs/api/en/objects/Sprite.html
  73. 1 1
      docs/api/en/renderers/WebGLRenderTarget.html
  74. 3 0
      docs/api/en/renderers/WebGLRenderer.html
  75. 17 4
      docs/api/en/renderers/shaders/UniformsUtils.html
  76. 10 7
      docs/api/en/textures/CubeTexture.html
  77. 7 0
      docs/api/en/textures/DataTexture.html
  78. 1 1
      docs/api/en/textures/Texture.html
  79. 15 15
      docs/api/en/textures/VideoTexture.html
  80. 1 1
      docs/api/zh/animation/KeyframeTrack.html
  81. 1 1
      docs/api/zh/audio/PositionalAudio.html
  82. 0 1
      docs/api/zh/cameras/OrthographicCamera.html
  83. 3 3
      docs/api/zh/cameras/StereoCamera.html
  84. 0 14
      docs/api/zh/constants/Materials.html
  85. 1 1
      docs/api/zh/constants/Renderer.html
  86. 42 3
      docs/api/zh/constants/Textures.html
  87. 3 3
      docs/api/zh/core/Face3.html
  88. 2 8
      docs/api/zh/core/InstancedBufferGeometry.html
  89. 3 2
      docs/api/zh/core/Object3D.html
  90. 14 8
      docs/api/zh/core/Raycaster.html
  91. 3 5
      docs/api/zh/core/Uniform.html
  92. 9 3
      docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html
  93. 3 3
      docs/api/zh/deprecated/DeprecatedList.html
  94. 13 0
      docs/api/zh/extras/core/CurvePath.html
  95. 1 1
      docs/api/zh/extras/core/Interpolations.html
  96. 9 9
      docs/api/zh/extras/core/Path.html
  97. 1 1
      docs/api/zh/extras/core/Shape.html
  98. 3 2
      docs/api/zh/extras/core/ShapePath.html
  99. 3 1
      docs/api/zh/geometries/BoxBufferGeometry.html
  100. 3 1
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build/three.js


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build/three.min.js


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build/three.module.js


+ 1 - 1
docs/api/en/animation/KeyframeTrack.html

@@ -58,7 +58,7 @@
 
 
 		<p>
 		<p>
 			Some examples of how to manually create [page:AnimationClip AnimationClips] with different sorts
 			Some examples of how to manually create [page:AnimationClip AnimationClips] with different sorts
-			of KeyframeTracks can be found in the [link:https://threejs.org/examples/js/animation/AnimationClipCreator.js AnimationClipCreator]
+			of KeyframeTracks can be found in the [link:https://threejs.org/examples/jsm/animation/AnimationClipCreator.js AnimationClipCreator]
 			file.
 			file.
 		</p>
 		</p>
 
 

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

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

+ 3 - 3
docs/api/en/cameras/StereoCamera.html

@@ -25,9 +25,9 @@
 
 
 		<p>
 		<p>
 		This class is used internally in the files<br /><br />
 		This class is used internally in the files<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/AnaglyphEffect.js examples/jsm/effects/AnaglyphEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/ParallaxBarrierEffect.js examples/jsm/effects/ParallaxBarrierEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/StereoEffect.js examples/jsm/effects/StereoEffect.js]<br /><br />
 		used in the above examples.
 		used in the above examples.
 		</p>
 		</p>
 
 

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

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

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

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

+ 40 - 1
docs/api/en/constants/Textures.html

@@ -262,11 +262,50 @@
 		<h2>ETC Compressed Texture Format</h2>
 		<h2>ETC Compressed Texture Format</h2>
 		<code>
 		<code>
 		THREE.RGB_ETC1_Format
 		THREE.RGB_ETC1_Format
+		THREE.RGB_ETC2_Format
+		THREE.RGBA_ETC2_EAC_Format
 		</code>
 		</code>
 		<p>
 		<p>
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
 		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
 		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
-		extension. <br /><br />
+		(ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
+		(ETC2) extensions. <br /><br />
+		</p>
+
+		<h2>ASTC Compressed Texture Format</h2>
+		<code>
+		THREE.RGBA_ASTC_4x4_Format
+		THREE.RGBA_ASTC_5x4_Format
+		THREE.RGBA_ASTC_5x5_Format
+		THREE.RGBA_ASTC_6x5_Format
+		THREE.RGBA_ASTC_6x6_Format
+		THREE.RGBA_ASTC_8x5_Format
+		THREE.RGBA_ASTC_8x6_Format
+		THREE.RGBA_ASTC_8x8_Format
+		THREE.RGBA_ASTC_10x5_Format
+		THREE.RGBA_ASTC_10x6_Format
+		THREE.RGBA_ASTC_10x8_Format
+		THREE.RGBA_ASTC_10x10_Format
+		THREE.RGBA_ASTC_12x10_Format
+		THREE.RGBA_ASTC_12x12_Format
+		THREE.SRGB8_ALPHA8_ASTC_4x4_Format
+		THREE.SRGB8_ALPHA8_ASTC_5x4_Format
+		THREE.SRGB8_ALPHA8_ASTC_5x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_6x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_6x6_Format
+		THREE.SRGB8_ALPHA8_ASTC_8x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_8x6_Format
+		THREE.SRGB8_ALPHA8_ASTC_8x8_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x6_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x8_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x10_Format
+		THREE.SRGB8_ALPHA8_ASTC_12x10_Format
+		THREE.SRGB8_ALPHA8_ASTC_12x12_Format
+		</code>
+		<p>
+		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
+		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
 		</p>
 		</p>
 
 
 		<h2>Internal Formats</h2>
 		<h2>Internal Formats</h2>

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

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

+ 2 - 8
docs/api/en/core/InstancedBufferGeometry.html

@@ -22,7 +22,7 @@
 		</p>
 		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
-		See [page:BufferGeometry] for inherited properties.
+		<p>See [page:BufferGeometry] for inherited properties.</p>
 
 
 		<h3>[property:Number maxInstancedCount]</h3>
 		<h3>[property:Number maxInstancedCount]</h3>
 		<p>
 		<p>
@@ -30,13 +30,7 @@
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
-		<p>See [page:BufferAttribute] for inherited methods.</p>
-
-		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
-		<p>
-
-		</p>
-
+		<p>See [page:BufferGeometry] for inherited methods.</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 2 - 1
docs/api/en/core/Object3D.html

@@ -61,7 +61,8 @@
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 		The layer membership of the object. The object is only visible if it has at least one
 		The layer membership of the object. The object is only visible if it has at least one
-		layer in common with the [page:Camera] in use.
+		layer in common with the [page:Camera] in use. This property can also be used to filter out
+		unwanted objects in ray-intersection tests when using [page:Raycaster].
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 matrix]</h3>
 		<h3>[property:Matrix4 matrix]</h3>

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

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

+ 3 - 4
docs/api/en/core/Uniform.html

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

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

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

+ 2 - 2
docs/api/en/deprecated/DeprecatedList.html

@@ -473,7 +473,7 @@
 
 
 		<h3>[page:LensFlare]</h3>
 		<h3>[page:LensFlare]</h3>
 		<p>
 		<p>
-			LensFlare has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js /examples/js/objects/Lensflare.js].
+			LensFlare has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Lensflare.js /examples/jsm/objects/Lensflare.js].
 		</p>
 		</p>
 
 
 
 
@@ -509,7 +509,7 @@
 		<h3>[page:Projector]</h3>
 		<h3>[page:Projector]</h3>
 		<p>
 		<p>
 			Projector has been moved to
 			Projector has been moved to
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js 	/examples/js/renderers/Projector.js].<br /><br />
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/renderers/Projector.js 	/examples/jsm/renderers/Projector.js].<br /><br />
 
 
 			Projector.projectVector() is now [page:Vector.project]().<br /><br />
 			Projector.projectVector() is now [page:Vector.project]().<br /><br />
 
 

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

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

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

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

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

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

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

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

+ 3 - 2
docs/api/en/extras/core/ShapePath.html

@@ -17,8 +17,9 @@
 		</p>
 		</p>
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
-
-		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
+		<p>
+			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

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

@@ -12,7 +12,7 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">Alias for [page:EllipseCurve]</p>
+		<p class="desc">Alias for [page:EllipseCurve].</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the [page:EllipseCurve] class for common properties.</p>
 		<p>See the [page:EllipseCurve] class for common properties.</p>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

+ 4 - 4
docs/api/en/helpers/BoxHelper.html

@@ -28,10 +28,10 @@
 		</p>
 		</p>
 
 
 		<code>
 		<code>
-			var sphere = new THREE.SphereGeometry();
-			var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
-			var box = new THREE.BoxHelper( object, 0xffff00 );
-			scene.add( box );
+		var sphere = new THREE.SphereBufferGeometry();
+		var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
+		var box = new THREE.BoxHelper( object, 0xffff00 );
+		scene.add( box );
 		</code>
 		</code>
 
 
 
 

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

@@ -67,7 +67,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		See the base [page:Light Light] class for common properties.
+		<p>See the base [page:Light Light] class for common properties.</p>
 
 
 		<h3>[property:Boolean castShadow]</h3>
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
 		<p>
@@ -117,7 +117,7 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		See the base [page:Light Light] class for common methods.
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 
 		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
 		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
 		<p>
 		<p>

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

@@ -77,7 +77,7 @@ scene.add( light );
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		See the base [page:Light Light] class for common methods.
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 
 		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
 		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
 		<p>
 		<p>

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

@@ -16,7 +16,7 @@
 			A light that gets emitted from a single point in all directions. A common use case for this
 			A light that gets emitted from a single point in all directions. A common use case for this
 			is to replicate the light emitted from a bare lightbulb.<br /><br />
 			is to replicate the light emitted from a bare lightbulb.<br /><br />
 
 
-			 This light can cast shadows - see [page:LightShadow] page for details.
+			 This light can cast shadows - see [page:PointLightShadow] page for details.
 		</p>
 		</p>
 
 
 
 
@@ -92,9 +92,9 @@ scene.add( light );
 			and changing this will also change the intensity.
 			and changing this will also change the intensity.
 		</p>
 		</p>
 
 
-		<h3>[property:LightShadow shadow]</h3>
+		<h3>[property:PointLightShadow shadow]</h3>
 		<p>
 		<p>
-			A [page:LightShadow] used to calculate shadows for this light.<br /><br />
+			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 
 
 			 The lightShadow's [page:LightShadow.camera camera]
 			 The lightShadow's [page:LightShadow.camera camera]
 			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
 			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,

+ 1 - 1
docs/api/en/lights/RectAreaLight.html

@@ -20,7 +20,7 @@
 			<ul>
 			<ul>
 				<li>There is no shadow support.</li>
 				<li>There is no shadow support.</li>
 				<li>Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.</li>
 				<li>Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.</li>
-				<li>You have to include [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene and call *init()*.</li>
+				<li>You have to include [link:https://threejs.org/examples/jsm/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene and call *init()*.</li>
 			</ul>
 			</ul>
 		</p>
 		</p>
 
 

+ 2 - 2
docs/api/en/lights/SpotLight.html

@@ -64,7 +64,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		See the base [page:Light Light] class for common properties.
+		<p>See the base [page:Light Light] class for common properties.</p>
 
 
 		<h3>[property:Float angle]</h3>
 		<h3>[property:Float angle]</h3>
 		<p>
 		<p>
@@ -162,7 +162,7 @@ light.target = targetObject;
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		See the base [page:Light Light] class for common methods.
+		<p>See the base [page:Light Light] class for common methods.</p>
 
 
 		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
 		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
 		<p>
 		<p>

+ 6 - 4
docs/api/en/lights/shadows/LightShadow.html

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

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

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

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

@@ -59,10 +59,10 @@ scene.add( helper );
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
-		The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.
+		<p>The constructor creates a [param:PerspectiveCamera PerspectiveCamera] to manage the shadow's view of the world.</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
-		See the base [page:LightShadow LightShadow] class for common properties.
+		<p>See the base [page:LightShadow LightShadow] class for common properties.</p>
 
 
 
 
 	 <h3>[property:Camera camera]</h3>
 	 <h3>[property:Camera camera]</h3>
@@ -80,7 +80,7 @@ scene.add( helper );
 	 </p>
 	 </p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
-		See the base [page:LightShadow LightShadow] class for common methods.
+		<p>See the base [page:LightShadow LightShadow] class for common methods.</p>
 
 
 		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
 		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
 		<p>
 		<p>

+ 2 - 2
docs/api/en/loaders/CompressedTextureLoader.html

@@ -20,8 +20,8 @@
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
 		<p>
 		<p>
-			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/DDSLoader.js DDSLoader]
-			and [link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PVRLoader.js PVRLoader]
+			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/DDSLoader.js DDSLoader]
+			and [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/PVRLoader.js PVRLoader]
 			for examples of derived classes.
 			for examples of derived classes.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/en/loaders/DataTextureLoader.html

@@ -21,7 +21,7 @@
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
 		<p>
 		<p>
-			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/RGBELoader.js RGBELoader]
+			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/loaders/RGBELoader.js RGBELoader]
 			for an example of a derived class.
 			for an example of a derived class.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/en/loaders/managers/LoadingManager.html

@@ -25,7 +25,7 @@
 		<p>
 		<p>
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
-			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
+			[example:webgl_materials_physical_reflectivity WebGL / materials / physical / reflectivity]<br />
 			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
 			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
 		</p>
 		</p>
 
 

+ 2 - 11
docs/api/en/materials/Material.html

@@ -293,18 +293,9 @@
 		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
 		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
 		</p>
 		</p>
 
 
-		<h3>[property:Integer vertexColors]</h3>
+		<h3>[property:Boolean vertexColors]</h3>
 		<p>
 		<p>
-		Defines whether vertex coloring is used.
-		Default is [page:Materials THREE.NoColors].
-		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
-		</p>
-
-		<h3>[property:Boolean vertexTangents]</h3>
-		<p>
-		Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
-		are used. When disabled, tangents are derived automatically. Using precomputed tangents will give
-		more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
+		Defines whether vertex coloring is used. Default is *false*.
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean visible]</h3>
 		<h3>[property:Boolean visible]</h3>

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

@@ -115,6 +115,8 @@
 		<p>
 		<p>
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
+			In case the material has a normal map authored using the left handed convention, the y component of normalScale
+			should be negated to compensate for the different handedness.
 		</p>
 		</p>
 
 
 		<h3>[property:Integer normalMapType]</h3>
 		<h3>[property:Integer normalMapType]</h3>

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

@@ -92,6 +92,8 @@
 		<p>
 		<p>
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
+			In case the material has a normal map authored using the left handed convention, the y component of normalScale
+			should be negated to compensate for the different handedness.
 		</p>
 		</p>
 
 
 		<h3>[property:Integer normalMapType]</h3>
 		<h3>[property:Integer normalMapType]</h3>

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

@@ -166,6 +166,8 @@
 		<p>
 		<p>
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
+			In case the material has a normal map authored using the left handed convention, the y component of normalScale
+			should be negated to compensate for the different handedness.
 		</p>
 		</p>
 
 
 		<h3>[property:Integer normalMapType]</h3>
 		<h3>[property:Integer normalMapType]</h3>

+ 24 - 3
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -39,7 +39,9 @@
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 		<p>
 		<p>
 			[example:webgl_materials_variations_physical materials / variations / physical]<br />
 			[example:webgl_materials_variations_physical materials / variations / physical]<br />
-			[example:webgl_materials_reflectivity materials / reflectivity]
+			[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
+			[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
+			[example:webgl_materials_physical_transparency materials / physical / transparency]
 		</p>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -59,11 +61,19 @@
 
 
 		<h3>[property:Float clearcoat]</h3>
 		<h3>[property:Float clearcoat]</h3>
 		<p>
 		<p>
-		Clearcoat level, from *0.0* to *1.0*. Default is *0.0*.
+		Represents the thickness of the clear coat layer, from *0.0* to *1.0*. You can use clear coat related properties to enable multilayer
+		materials that have a thin translucent layer over the base layer. Typical examples for this model are car paints or acrylic.
+		Default is *0.0*.
 		</p>
 		</p>
 
 
+		<h3>[property:Float clearcoatNormalMap]</h3>
+		<p>Can be used to enable independent normals for the clear coat layer. Default is *null*.</p>
+
+		<h3>[property:Vector2 clearcoatNormalScale]</h3>
+		<p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from *(0,0)* to *(1,1)*. Default is *(1,1)*.</p>
+
 		<h3>[property:Float clearcoatRoughness]</h3>
 		<h3>[property:Float clearcoatRoughness]</h3>
-		<p>How rough the clearcoat appears, from *0.0* to *1.0*. Default is *0.0*.</p>
+		<p>Roughness of the clear coat layer, from *0.0* to *1.0*. Default is *0.0*.</p>
 
 
 		<h3>[property:Object defines]</h3>
 		<h3>[property:Object defines]</h3>
 		<p>An object of the form:
 		<p>An object of the form:
@@ -86,6 +96,17 @@
 		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>
+		<p>
+		Degree of 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.
+		
+		The transparency property can be used to model these materials.<br />
+		
+		When transparency is non-zero, [page:Material.opacity opacity] should be set to *1*.
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</p>
 		<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</p>
 
 

+ 9 - 0
docs/api/en/materials/MeshStandardMaterial.html

@@ -214,6 +214,8 @@
 		<p>
 		<p>
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
+			In case the material has a normal map authored using the left handed convention, the y component of normalScale
+			should be negated to compensate for the different handedness.
 		</p>
 		</p>
 
 
 		<h3>[property:Integer normalMapType]</h3>
 		<h3>[property:Integer normalMapType]</h3>
@@ -248,6 +250,13 @@
 		<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:Boolean vertexTangents]</h3>
+		<p>
+		Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
+		are used. When disabled, tangents are derived automatically. Using precomputed tangents will give
+		more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
+		</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>
 
 

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

@@ -147,6 +147,8 @@
 		<p>
 		<p>
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
+			In case the material has a normal map authored using the left handed convention, the y component of normalScale
+			should be negated to compensate for the different handedness.
 		</p>
 		</p>
 
 
 		<h3>[property:Integer normalMapType]</h3>
 		<h3>[property:Integer normalMapType]</h3>

+ 6 - 4
docs/api/en/materials/ShaderMaterial.html

@@ -409,12 +409,14 @@ this.extensions = {
 		so updating the value of the uniform will immediately update the value available to the GLSL code.
 		so updating the value of the uniform will immediately update the value available to the GLSL code.
 		</p>
 		</p>
 
 
+		<h3>[property:Boolean uniformsNeedUpdate]</h3>
+		<p>
+		Can be used to force a uniform update while changing uniforms in [page:Object3D.onBeforeRender](). Default is *false*.
+		</p>
 
 
-		<h3>[property:Number vertexColors]</h3>
+		<h3>[property:Boolean vertexColors]</h3>
 		<p>
 		<p>
-		Define how the vertices are colored, by defining how the *colors* attribute gets populated.
-		Possible values are [page:Materials THREE.NoColors], [page:Materials THREE.FaceColors] and
-		[page:Materials THREE.VertexColors]. Default is THREE.NoColors.
+		Defines whether vertex coloring is used. Default is *false*.
 		</p>
 		</p>
 
 
 		<h3>[property:String vertexShader]</h3>
 		<h3>[property:String vertexShader]</h3>

+ 5 - 5
docs/api/en/materials/ShadowMaterial.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:Material] &rarr; [page:ShaderMaterial] &rarr;
+		[page:Material] &rarr;
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
@@ -23,7 +23,7 @@
 		</p>
 		</p>
 
 
 		<code>
 		<code>
-var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
+var planeGeometry = new THREE.PlaneBufferGeometry( 2000, 2000 );
 planeGeometry.rotateX( - Math.PI / 2 );
 planeGeometry.rotateX( - Math.PI / 2 );
 
 
 var planeMaterial = new THREE.ShadowMaterial();
 var planeMaterial = new THREE.ShadowMaterial();
@@ -40,18 +40,18 @@ scene.add( plane );
 		<h3>[name]( [param:Object parameters] )</h3>
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
 		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-			Any property of the material (including any property inherited from [page:Material] and [page:ShaderMaterial]) can be passed in here.<br /><br />
+			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 		</p>
 		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
-		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
+		<p>See the base [page:Material] classes for common properties.</p>
 
 
 		<h3>[property:Boolean transparent]</h3>
 		<h3>[property:Boolean transparent]</h3>
 		<p>Defines whether this material is transparent. Default is *true*.</p>
 		<p>Defines whether this material is transparent. Default is *true*.</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
-		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
+		<p>See the base [page:Material] classes for common methods.</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 1 - 0
docs/api/en/materials/SpriteMaterial.html

@@ -34,6 +34,7 @@ scene.add( sprite );
 
 
 		</code>
 		</code>
 
 
+		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
 		<p>

+ 17 - 0
docs/api/en/math/Matrix3.html

@@ -80,6 +80,23 @@ m.elements = [ 11, 21, 31,
 		<h3>[method:Boolean equals]( [param:Matrix3 m] )</h3>
 		<h3>[method:Boolean equals]( [param:Matrix3 m] )</h3>
 		<p>Return true if this matrix and [page:Matrix3 m] are equal.</p>
 		<p>Return true if this matrix and [page:Matrix3 m] are equal.</p>
 
 
+		<h3>[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
+		<p>
+		Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
+		matrix into the three axis vectors provided. If this matrix is:
+		<code>
+a, b, c,
+d, e, f,
+g, h, i
+		</code>
+		then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] will be set to:
+		<code>
+xAxis = (a, d, g)
+yAxis = (b, e, h)
+zAxis = (c, f, i)
+		</code>
+		</p>
+
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
 		<p>
 		[page:Array array] - the array to read the elements from.<br />
 		[page:Array array] - the array to read the elements from.<br />

+ 18 - 0
docs/api/en/math/Matrix4.html

@@ -77,6 +77,24 @@ m.elements = [ 11, 21, 31, 41,
 		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
 		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
 		</p>
 		</p>
 
 
+		<h2>Extracting position, rotation and scale</h2>
+		<p>
+			There are several options available for extracting position, rotation and scale from a Matrix4.
+			<ul>
+				<li>
+					[page:Vector3.setFromMatrixPosition]: can be used to extract the translation component.
+				</li>
+				<li>
+					[page:Vector3.setFromMatrixScale]: can be used to extract the scale component.
+				</li>
+				<li>
+					[page:Quaternion.setFromRotationMatrix], [page:Euler.setFromRotationMatrix] or [page:.extractRotation extractRotation] can be used to extract the rotation component.
+				</li>
+				<li>
+					[page:.decompose decompose] can be used to extract position, rotation and scale all at once.
+				</li>
+			</ul>
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 2 - 5
docs/api/en/math/Quaternion.html

@@ -11,11 +11,8 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].
-			This is used for [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]
-			without encountering the dreaded
-			[link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock] issue, amongst other
-			advantages.
+			Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].<br/>
+			Quaternions are used in three.js to represent [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotations].
 		</p>
 		</p>
 
 
 
 

+ 2 - 2
docs/api/en/math/Sphere.html

@@ -46,8 +46,8 @@
 		[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
 		[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
 
 
-		Clamps a point within the sphere. If the point is is outside the sphere, it will clamp it to the
-		closets point on the edge of the sphere. Points already inside the sphere will not be affected.
+		Clamps a point within the sphere. If the point is outside the sphere, it will clamp it to the
+		closest point on the edge of the sphere. Points already inside the sphere will not be affected.
 		</p>
 		</p>
 
 
 		<h3>[method:Sphere clone]()</h3>
 		<h3>[method:Sphere clone]()</h3>

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

@@ -87,6 +87,13 @@ scene.add( lod );
 		</p>
 		</p>
 
 
 
 
+		<h3>[method:integer getCurrentLevel]()</h3>
+		<p>
+		Get the currently active LOD level. As index of the levels array.
+		</p>
+
+		
+
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<p>
 		<p>
 		Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].
 		Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].

+ 8 - 7
docs/api/en/objects/Line.html

@@ -25,16 +25,17 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<code>var material = new THREE.LineBasicMaterial({
+		<code>
+		var material = new THREE.LineBasicMaterial({
 			color: 0x0000ff
 			color: 0x0000ff
 		});
 		});
 
 
-		var geometry = new THREE.Geometry();
-		geometry.vertices.push(
-			new THREE.Vector3( -10, 0, 0 ),
-			new THREE.Vector3( 0, 10, 0 ),
-			new THREE.Vector3( 10, 0, 0 )
-		);
+		var points = [];
+		points.push( new THREE.Vector3( - 10, 0, 0 ) );
+		points.push( new THREE.Vector3( 0, 10, 0 ) );
+		points.push( new THREE.Vector3( 10, 0, 0 ) );
+
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
 		var line = new THREE.Line( geometry, material );
 		var line = new THREE.Line( geometry, material );
 		scene.add( line );
 		scene.add( line );

+ 1 - 1
docs/api/en/objects/Sprite.html

@@ -23,7 +23,7 @@
 
 
 		<code>
 		<code>
 var spriteMap = new THREE.TextureLoader().load( "sprite.png" );
 var spriteMap = new THREE.TextureLoader().load( "sprite.png" );
-var spriteMaterial = new THREE.SpriteMaterial( { map: spriteMap, color: 0xffffff } );
+var spriteMaterial = new THREE.SpriteMaterial( { map: spriteMap } );
 var sprite = new THREE.Sprite( spriteMaterial );
 var sprite = new THREE.Sprite( spriteMaterial );
 scene.add( sprite );
 scene.add( sprite );
 		</code>
 		</code>

+ 1 - 1
docs/api/en/renderers/WebGLRenderTarget.html

@@ -38,7 +38,7 @@
 		[page:Constant minFilter] - default is [page:Textures LinearFilter]. <br />
 		[page:Constant minFilter] - default is [page:Textures LinearFilter]. <br />
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
-		[page:Number anisotropy] - default is *1*. See [page:Texture.anistropy]<br />
+		[page:Number anisotropy] - default is *1*. See [page:Texture.anisotropy]<br />
 		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
 		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
 		[page:Boolean depthBuffer] - default is *true*. Set this to false if you don't need it. <br />
 		[page:Boolean depthBuffer] - default is *true*. Set this to false if you don't need it. <br />
 		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />
 		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />

+ 3 - 0
docs/api/en/renderers/WebGLRenderer.html

@@ -445,6 +445,9 @@
 		<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
 		<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
 		<p>Sets the clear color and opacity.</p>
 		<p>Sets the clear color and opacity.</p>
 
 
+		<h3>[method:null setFramebuffer]( [param:WebGLFramebuffer value] )</h3>
+		<p>Sets the given WebGLFramebuffer. This method can only be used if no render target is set via [page:WebGLRenderer.setRenderTarget .setRenderTarget]().</p>
+
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
 		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
 
 

+ 17 - 4
docs/api/en/renderers/shaders/UniformsUtils.html

@@ -10,15 +10,28 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">Uniform Utilities. Support merging and cloning of uniform variables</p>
-
-		<h2>Properties</h2>
+		<p class="desc">
+			Provides utility functions for managing uniforms.
+		</p>
 
 
+		<h2>Methods</h2>
 
 
+		<h3>[method:Object clone]( [param:Object src] )</h3>
+		<p>
+		src -- An object representing uniform definitions.<br /><br />
 
 
-		<h2>Methods</h2>
+		Clones the given uniform definitions by performing a deep-copy. That means if
+		the [page:Uniform.value value] of a uniform refers to an object like a [page:Vector3]
+		or [page:Texture], the cloned uniform will refer to a new object reference.
+		</p>
 
 
+		<h3>[method:Object merge]( [param:Array uniforms] )</h3>
+		<p>
+		uniforms -- An array of objects containing uniform definitions.<br /><br />
 
 
+		Merges the given uniform definitions into a single object. Since the method
+		internally uses [page:.clone](), it performs a deep-copy when producing the
+		merged uniform definitions.
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 10 - 7
docs/api/en/textures/CubeTexture.html

@@ -9,7 +9,7 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:Texture] &rarr;
 		[page:Texture] &rarr;
-		
+
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">Creates a cube texture made up of six images.</p>
 		<p class="desc">Creates a cube texture made up of six images.</p>
@@ -19,7 +19,7 @@
 		<code>
 		<code>
 		var loader = new THREE.CubeTextureLoader();
 		var loader = new THREE.CubeTextureLoader();
 		loader.setPath( 'textures/cube/pisa/' );
 		loader.setPath( 'textures/cube/pisa/' );
-		
+
 		var textureCube = loader.load( [
 		var textureCube = loader.load( [
 			'px.png', 'nx.png',
 			'px.png', 'nx.png',
 			'py.png', 'ny.png',
 			'py.png', 'ny.png',
@@ -33,7 +33,7 @@
 
 
 
 
 		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
 		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
-		
+
 		<p>
 		<p>
 		CubeTexture is almost equivalent in functionality and usage to [page:Texture]. The only differences are that the
 		CubeTexture is almost equivalent in functionality and usage to [page:Texture]. The only differences are that the
 		images are an array of 6 images as opposed to a single image, and the mapping options are
 		images are an array of 6 images as opposed to a single image, and the mapping options are
@@ -43,13 +43,16 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>See [page:Texture]</h3>
+		<p>
+		See the base [page:Texture Texture] class for common properties.
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
-		
 
 
-		<h3>See [page:Texture]</h3>
-		
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

+ 7 - 0
docs/api/en/textures/DataTexture.html

@@ -61,6 +61,10 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
+		<p>
+		See the base [page:Texture Texture] class for common properties.
+		</p>
+
 		<h3>[property:Image image]</h3>
 		<h3>[property:Image image]</h3>
 		<p>
 		<p>
 		Overridden with a record type holding data, width and height.
 		Overridden with a record type holding data, width and height.
@@ -68,6 +72,9 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 1 - 1
docs/api/en/textures/Texture.html

@@ -191,7 +191,7 @@
 
 
 		<h3>[property:boolean premultiplyAlpha]</h3>
 		<h3>[property:boolean premultiplyAlpha]</h3>
 		<p>
 		<p>
-		If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Defaut is *false*.<br /><br />
+		If set to *true*, the alpha channel, if present, is multiplied into the color channels when the texture is uploaded to the GPU. Default is *false*.<br /><br />
 
 
 		Note that this property has no effect for [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap].
 		Note that this property has no effect for [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap].
 		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].
 		You need to configure on bitmap creation instead. See [page:ImageBitmapLoader].

+ 15 - 15
docs/api/en/textures/VideoTexture.html

@@ -18,7 +18,7 @@
 		This is almost the same as the base [page:Texture Texture] class, except that it continuosly sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.
 		This is almost the same as the base [page:Texture Texture] class, except that it continuosly sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.
 		</p>
 		</p>
 
 
-    <h2>Example</h2>
+		<h2>Example</h2>
 
 
 		<p>[example:webgl_materials_video materials / video ]</p>
 		<p>[example:webgl_materials_video materials / video ]</p>
 
 
@@ -30,7 +30,7 @@ var texture = new THREE.VideoTexture( video );
 texture.minFilter = THREE.LinearFilter;
 texture.minFilter = THREE.LinearFilter;
 texture.magFilter = THREE.LinearFilter;
 texture.magFilter = THREE.LinearFilter;
 texture.format = THREE.RGBFormat;
 texture.format = THREE.RGBFormat;
-    </code>
+		</code>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -38,7 +38,7 @@ texture.format = THREE.RGBFormat;
 		<p>
 		<p>
 		[page:Video video] -- The video element to use as the texture. <br />
 		[page:Video video] -- The video element to use as the texture. <br />
 
 
-		[page:Constant mapping] --  How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
+		[page:Constant mapping] --	How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
 		See [page:Textures mapping constants] for other choices.<br />
 		See [page:Textures mapping constants] for other choices.<br />
 
 
 		[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
 		[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
@@ -51,13 +51,13 @@ texture.format = THREE.RGBFormat;
 		The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
 		The default is [page:Textures THREE.LinearFilter]. See [page:Textures magnification filter constants] for other choices.<br />
 
 
 		[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
 		[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
-		 The default is [page:Textures THREE.LinearMipmapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
+		The default is [page:Textures THREE.LinearMipmapLinearFilter]. See [page:Textures minification filter constants] for other choices.<br />
 
 
-    [page:Constant format] -- The format used in the texture.
-     See [page:Textures format constants] for other choices.<br />
+		[page:Constant format] -- The format used in the texture.
+		See [page:Textures format constants] for other choices.<br />
 
 
-    [page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
-     See [page:Textures type constants] for other choices.<br />
+		[page:Constant type] -- Default is [page:Textures THREE.UnsignedByteType].
+		See [page:Textures type constants] for other choices.<br />
 
 
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
@@ -68,8 +68,8 @@ texture.format = THREE.RGBFormat;
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<p>
 		<p>
-    See the base [page:Texture Texture] class for common properties.
-    </p>
+		See the base [page:Texture Texture] class for common properties.
+		</p>
 
 
 		<h3>[property:boolean needsUpdate]</h3>
 		<h3>[property:boolean needsUpdate]</h3>
 		<p>
 		<p>
@@ -78,14 +78,14 @@ texture.format = THREE.RGBFormat;
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-    <p>
-    See the base [page:Texture Texture] class for common methods.
-    </p>
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
 
 
-    <h3>[method:null update]()</h3>
+		<h3>[method:null update]()</h3>
 		<p>
 		<p>
 		This is called automatically and sets [property:boolean needsUpdate] to *true* every time
 		This is called automatically and sets [property:boolean needsUpdate] to *true* every time
-    a new frame is available.
+		a new frame is available.
 		</p>
 		</p>
 
 
 
 

+ 1 - 1
docs/api/zh/animation/KeyframeTrack.html

@@ -49,7 +49,7 @@
 		</ul>
 		</ul>
 
 
 		<p>
 		<p>
-			可以在[link:https://threejs.org/examples/js/animation/AnimationClipCreator.js AnimationClipCreator]文件中找到用不同类型的关键帧轨道创建动画剪辑([page:AnimationClip AnimationClips])的示例。
+			可以在[link:https://threejs.org/examples/jsm/animation/AnimationClipCreator.js AnimationClipCreator]文件中找到用不同类型的关键帧轨道创建动画剪辑([page:AnimationClip AnimationClips])的示例。
 		</p>
 		</p>
 
 
 		<p>
 		<p>

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

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

+ 0 - 1
docs/api/zh/cameras/OrthographicCamera.html

@@ -34,7 +34,6 @@
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</p>
-		<p>[example:webgl_terrain_dynamic terrain / dynamic ]</p>
 
 
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );</code>
 scene.add( camera );</code>

+ 3 - 3
docs/api/zh/cameras/StereoCamera.html

@@ -25,9 +25,9 @@
 
 
 		<p>
 		<p>
 			这些类在以上示例中的文件内部使用:<br /><br />
 			这些类在以上示例中的文件内部使用:<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/AnaglyphEffect.js examples/jsm/effects/AnaglyphEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/ParallaxBarrierEffect.js examples/jsm/effects/ParallaxBarrierEffect.js]<br /><br />
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/StereoEffect.js examples/jsm/effects/StereoEffect.js]<br /><br />
 		</p>
 		</p>
 
 
 
 

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

@@ -27,20 +27,6 @@
 			默认值是[page:Constant FrontSide](只渲染正面)。
 			默认值是[page:Constant FrontSide](只渲染正面)。
 		</p>
 		</p>
 
 
-
-		<h2>颜色</h2>
-		<code>
-		THREE.NoColors
-		THREE.FaceColors
-		THREE.VertexColors
-		</code>
-		<p>
-		[page:Constant NoColors] 是默认值,且会将材质的颜色应用到所有面。<br />
-		[page:Constant FaceColors] 根据每个[page:Face3 Face3]的[page:Color Color]值来对面进行着色。<br />
-		[page:Constant VertexColors] 根据每个 [page:Face3 Face3]的vertexColors(顶点颜色)值来对面进行着色。 这是一个包含有三个[page:Color Color]的数组,数组中每一项都对应着面中的每一个顶点。<br />
-		请查看示例:[example:webgl_geometry_colors geometry / colors]。
-		</p>
-
 		<h2>混合模式</h2>
 		<h2>混合模式</h2>
 		<code>
 		<code>
 		THREE.NoBlending
 		THREE.NoBlending

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

@@ -46,7 +46,7 @@
 
 
 		[page:constant BasicShadowMap] 能够给出没有经过过滤的阴影映射 —— 速度最快,但质量最差。<br />
 		[page:constant BasicShadowMap] 能够给出没有经过过滤的阴影映射 —— 速度最快,但质量最差。<br />
 		[page:constant PCFShadowMap] 为默认值,使用Percentage-Closer Filtering (PCF)算法来过滤阴影映射。<br />
 		[page:constant PCFShadowMap] 为默认值,使用Percentage-Closer Filtering (PCF)算法来过滤阴影映射。<br />
-		[page:constant PCFSoftShadowMap] 使用Percentage-Closer Soft Shadows (PCSS)算法来过滤阴影映射。<br />
+		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.<br />
 		[page:constant VSMShadowMap] 使用Variance Shadow Map (VSM)算法来过滤阴影映射。当使用VSMShadowMap时,所有阴影接收者也将会投射阴影。
 		[page:constant VSMShadowMap] 使用Variance Shadow Map (VSM)算法来过滤阴影映射。当使用VSMShadowMap时,所有阴影接收者也将会投射阴影。
 		</p>
 		</p>
 
 

+ 42 - 3
docs/api/zh/constants/Textures.html

@@ -221,11 +221,50 @@
 	<h2>ETC 压缩纹理格式</h2>
 	<h2>ETC 压缩纹理格式</h2>
 	<code>
 	<code>
 		THREE.RGB_ETC1_Format
 		THREE.RGB_ETC1_Format
+		THREE.RGB_ETC2_Format
+		THREE.RGBA_ETC2_EAC_Format
 		</code>
 		</code>
+		<p>
+		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
+		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
+		(ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
+		(ETC2) extensions. <br /><br />
+		</p>
+
+	<h2>ASTC Compressed Texture Format</h2>
+	<code>
+		THREE.RGBA_ASTC_4x4_Format
+		THREE.RGBA_ASTC_5x4_Format
+		THREE.RGBA_ASTC_5x5_Format
+		THREE.RGBA_ASTC_6x5_Format
+		THREE.RGBA_ASTC_6x6_Format
+		THREE.RGBA_ASTC_8x5_Format
+		THREE.RGBA_ASTC_8x6_Format
+		THREE.RGBA_ASTC_8x8_Format
+		THREE.RGBA_ASTC_10x5_Format
+		THREE.RGBA_ASTC_10x6_Format
+		THREE.RGBA_ASTC_10x8_Format
+		THREE.RGBA_ASTC_10x10_Format
+		THREE.RGBA_ASTC_12x10_Format
+		THREE.RGBA_ASTC_12x12_Format
+		THREE.SRGB8_ALPHA8_ASTC_4x4_Format
+		THREE.SRGB8_ALPHA8_ASTC_5x4_Format
+		THREE.SRGB8_ALPHA8_ASTC_5x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_6x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_6x6_Format
+		THREE.SRGB8_ALPHA8_ASTC_8x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_8x6_Format
+		THREE.SRGB8_ALPHA8_ASTC_8x8_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x5_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x6_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x8_Format
+		THREE.SRGB8_ALPHA8_ASTC_10x10_Format
+		THREE.SRGB8_ALPHA8_ASTC_12x10_Format
+		THREE.SRGB8_ALPHA8_ASTC_12x12_Format
+	</code>
 	<p>
 	<p>
-		要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
-		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
-		扩展的支持。<br /><br />
+	For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
+	these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
 	</p>
 	</p>
 
 
 	<h2>编码</h2>
 	<h2>编码</h2>

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

@@ -33,7 +33,7 @@ geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 
 
 // 利用顶点 0, 1, 2 创建一个面
 // 利用顶点 0, 1, 2 创建一个面
-var normal = new THREE.Vector3( 0, 1, 0 ); //optional
+var normal = new THREE.Vector3( 0, 0, 1 ); //optional
 var color = new THREE.Color( 0xffaa00 ); //optional
 var color = new THREE.Color( 0xffaa00 ); //optional
 var materialIndex = 0; //optional
 var materialIndex = 0; //optional
 var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
 var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
@@ -94,7 +94,7 @@ scene.add( new THREE.Mesh( geometry, material ) );
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>
 		<p>
 			面的颜色值 - 在被用于指定材质的 [page:Material.vertexColors vertexColors] 属性时,该值必须被设置为
 			面的颜色值 - 在被用于指定材质的 [page:Material.vertexColors vertexColors] 属性时,该值必须被设置为
-			[page:Materials THREE.FaceColors]
+			*true*
 		</p>
 		</p>
 
 
 		<h3>[property:Array vertexNormals]</h3>
 		<h3>[property:Array vertexNormals]</h3>
@@ -105,7 +105,7 @@ scene.add( new THREE.Mesh( geometry, material ) );
 		<h3>[property:Array vertexColors]</h3>
 		<h3>[property:Array vertexColors]</h3>
 		<p>
 		<p>
 			包含 3 个顶点颜色值的队列 - 在被用于指定材质的 [page:Material.vertexColors vertexColors] 属性时,该值必须被设置为
 			包含 3 个顶点颜色值的队列 - 在被用于指定材质的 [page:Material.vertexColors vertexColors] 属性时,该值必须被设置为
-			[page:Materials THREE.VertexColors]
+			*true*
 		</p>
 		</p>
 
 
 		<h3>[property:Integer materialIndex]</h3>
 		<h3>[property:Integer materialIndex]</h3>

+ 2 - 8
docs/api/zh/core/InstancedBufferGeometry.html

@@ -22,7 +22,7 @@
 		</p>
 		</p>
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
-		继承属性详见 [page:BufferGeometry]。
+		<p>继承属性详见 [page:BufferGeometry]。</p>
 
 
 		<h3>[property:Number maxInstancedCount]</h3>
 		<h3>[property:Number maxInstancedCount]</h3>
 		<p>
 		<p>
@@ -30,13 +30,7 @@
 		</p>
 		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		<p>继承方法详见 [page:BufferAttribute]。</p>
-
-		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
-		<p>
-
-		</p>
-
+		<p>继承方法详见 [page:BufferGeometry]。</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 

+ 3 - 2
docs/api/zh/core/Object3D.html

@@ -59,7 +59,8 @@
 	<h3>[property:Layers layers]</h3>
 	<h3>[property:Layers layers]</h3>
 	<p>
 	<p>
 		物体的层级关系。
 		物体的层级关系。
-		物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。
+		物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。This property can also be used to filter out
+		unwanted objects in ray-intersection tests when using [page:Raycaster].
 	</p>
 	</p>
 
 
 	<h3>[property:Matrix4 matrix]</h3>
 	<h3>[property:Matrix4 matrix]</h3>
@@ -199,7 +200,7 @@
 	<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
 	<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
 	<p>对当前物体应用由四元数所表示的变换。</p>
 	<p>对当前物体应用由四元数所表示的变换。</p>
 
 
-	
+
 	<h3>[method:this attach]( [param:Object3D object] )</h3>
 	<h3>[method:this attach]( [param:Object3D object] )</h3>
 	<p>将*object*作为子级来添加到该对象中,同时保持该object的世界变换。</p>
 	<p>将*object*作为子级来添加到该对象中,同时保持该object的世界变换。</p>
 
 

+ 14 - 8
docs/api/zh/core/Raycaster.html

@@ -91,13 +91,6 @@
 			这个值不应当为负,并且应当比near属性大。
 			这个值不应当为负,并且应当比near属性大。
 		</p>
 		</p>
 
 
-		<h3>[property:float linePrecision]</h3>
-		<p>
-
-			raycaster与[page:Line](线)物体相交时的精度因数。
-
-		</p>
-
 		<h3>[property:float near]</h3>
 		<h3>[property:float near]</h3>
 		<p>
 		<p>
 			raycaster的近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
 			raycaster的近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
@@ -112,18 +105,31 @@
 		Defaults to null.
 		Defaults to null.
 		</p>
 		</p>
 
 
+		<h3>[property:Layers layers]</h3>
+		<p>
+		Used by [name] to selectively ignore 3D objects when performing intersection tests. The following code example ensures that
+		only 3D objects on layer *1* will be honored by the instance of [name].
+
+		<code>
+		raycaster.layers.set( 1 );
+		object.layers.enable( 1 );
+		</code>
+
+		</p>
+
 		<h3>[property:Object params]</h3>
 		<h3>[property:Object params]</h3>
 		<p>
 		<p>
 			具有以下属性的对象:<code>
 			具有以下属性的对象:<code>
 {
 {
 	Mesh: {},
 	Mesh: {},
-	Line: {},
+	Line: { threshold: 1 },
 	LOD: {},
 	LOD: {},
 	Points: { threshold: 1 },
 	Points: { threshold: 1 },
 	Sprite: {}
 	Sprite: {}
 }
 }
 			</code>
 			</code>
 
 
+		Where threshold is the precision of the raycaster when intersecting objects, in world units.
 		</p>
 		</p>
 
 
 		<h3>[property:Ray ray]</h3>
 		<h3>[property:Ray ray]</h3>

+ 3 - 5
docs/api/zh/core/Uniform.html

@@ -13,7 +13,7 @@
 		<p class="desc">Uniforms 是 [link:https://www.opengl.org/documentation/glsl/ GLSL] 着色器中的全局变量。
 		<p class="desc">Uniforms 是 [link:https://www.opengl.org/documentation/glsl/ GLSL] 着色器中的全局变量。
 		</p>
 		</p>
 
 
-		<h3>示例</h3>
+		<h2>示例</h2>
 		<p>
 		<p>
 			在声明一个 [page:ShaderMaterial] 的 Uniform 变量时,该变量被值或对象声明。
 			在声明一个 [page:ShaderMaterial] 的 Uniform 变量时,该变量被值或对象声明。
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
@@ -25,7 +25,7 @@
 		}
 		}
 		</code>
 		</code>
 
 
-		<h3>Uniform 种类</h3>
+		<h2>Uniform 种类</h2>
 
 
 		<p>
 		<p>
 			每个 Uniform 必须包括一个 *value* 属性。value 的类型必须和下表中 GLSL 的基本类型相对应。同样,Uniform 的结构体和队列
 			每个 Uniform 必须包括一个 *value* 属性。value 的类型必须和下表中 GLSL 的基本类型相对应。同样,Uniform 的结构体和队列
@@ -205,9 +205,7 @@
 		<p>
 		<p>
 			返回该 Uniform 的克隆。<br />
 			返回该 Uniform 的克隆。<br />
 			如果 Uniform 的 value 属性是一个带 clone() 方法的 [page:Object],则克隆该对象时,value 的 clone() 方法也会被调用,否则克隆时只会使用赋值语句。
 			如果 Uniform 的 value 属性是一个带 clone() 方法的 [page:Object],则克隆该对象时,value 的 clone() 方法也会被调用,否则克隆时只会使用赋值语句。
-			队列中的值会在该 Uniform 和 被克隆对象间共享。<br /><br />
-
-			该方法的使用示例详见 [example:webgldeferred_animation WebGL deferred animation]。
+			队列中的值会在该 Uniform 和 被克隆对象间共享。
 		</p>
 		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>

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

@@ -45,14 +45,20 @@
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 
 
-		继承属性详见 [page:BufferAttribute]。
+		<p>
+			继承属性详见 [page:BufferAttribute]。
+		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
-		继承方法详见 [page:BufferAttribute]。
+		<p>
+			继承方法详见 [page:BufferAttribute]。
+		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
+		</p>
 	</body>
 	</body>
 </html>
 </html>

+ 3 - 3
docs/api/zh/deprecated/DeprecatedList.html

@@ -454,7 +454,7 @@
 
 
 		<h3>[page:LensFlare]</h3>
 		<h3>[page:LensFlare]</h3>
 		<p>
 		<p>
-			LensFlare 已被移动到了 [link:https://github.com/mrdoob/three.js/blob/master/examples/js/objects/Lensflare.js /examples/js/objects/Lensflare.js].
+			LensFlare 已被移动到了 [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Lensflare.js /examples/jsm/objects/Lensflare.js].
 		</p>
 		</p>
 
 
 
 
@@ -484,13 +484,13 @@
 
 
 		<h3>[page:Projector]</h3>
 		<h3>[page:Projector]</h3>
 		<p>
 		<p>
-			CanvasRenderer 已被移动到了 [link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CanvasRenderer.js /examples/js/renderers/CanvasRenderer.js].
+			CanvasRenderer has been removed.
 		</p>
 		</p>
 
 
 		<h3>[page:Projector]</h3>
 		<h3>[page:Projector]</h3>
 		<p>
 		<p>
 			Projector 已被移动到了
 			Projector 已被移动到了
-			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js 	/examples/js/renderers/Projector.js]。<br /><br />
+			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/renderers/Projector.js 	/examples/jsm/renderers/Projector.js]。<br /><br />
 
 
 			Projector.projectVector() 现在是 [page:Vector.project]()。<br /><br />
 			Projector.projectVector() 现在是 [page:Vector.project]()。<br /><br />
 
 

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

@@ -52,6 +52,19 @@
 		<h3>[method:Float getCurveLengths]()</h3>
 		<h3>[method:Float getCurveLengths]()</h3>
 		<p>将[page:.curves]数组中曲线的长度相加。</p>
 		<p>将[page:.curves]数组中曲线的长度相加。</p>
 
 
+		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
+		<p>
+			divisions -- 曲线分段数量。默认值为*12*。<br /><br />
+
+			返回一组使用getPoint( t )获得的divisions + 1个点。
+		</p>
+
+		<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>
+		<p>
+			divisions -- 曲线分段数量。默认值为*40*。<br /><br />
+
+			返回一组使用getPointAt( u )获得的divisions + 1个均分点。
+		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 

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

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

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

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

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

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

+ 3 - 2
docs/api/zh/extras/core/ShapePath.html

@@ -16,8 +16,9 @@
 		</p>
 		</p>
 
 
 		<h2>示例</h2>
 		<h2>示例</h2>
-
-		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
+		<p>
+			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
+		</p>
 
 
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 
 

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

@@ -75,6 +75,8 @@
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
+		</p>
 	</body>
 	</body>
 </html>
 </html>

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

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

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