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Replace inline links for template version (#25152)

* Fix Arabic links with unicode link text

* Change alignmnet of text in code blocks to initial even in rtl

* Replacing inline links with a template version

* Replacing links without target="_blank"
Shai Daniel Ghelberg 2 years ago
parent
commit
a81731d960
40 changed files with 93 additions and 93 deletions
  1. 4 4
      docs/api/en/core/GLBufferAttribute.html
  2. 8 8
      docs/api/it/core/GLBufferAttribute.html
  3. 4 4
      docs/api/ko/core/GLBufferAttribute.html
  4. 4 4
      docs/api/zh/core/GLBufferAttribute.html
  5. 1 1
      docs/examples/en/animations/MMDPhysics.html
  6. 1 1
      docs/examples/en/exporters/ColladaExporter.html
  7. 2 2
      docs/examples/en/exporters/EXRExporter.html
  8. 2 2
      docs/examples/en/exporters/GLTFExporter.html
  9. 1 1
      docs/examples/en/exporters/OBJExporter.html
  10. 1 1
      docs/examples/en/exporters/PLYExporter.html
  11. 2 2
      docs/examples/en/loaders/3DMLoader.html
  12. 1 1
      docs/examples/en/loaders/OBJLoader.html
  13. 1 1
      docs/examples/en/loaders/PDBLoader.html
  14. 1 1
      docs/examples/en/loaders/PRWMLoader.html
  15. 1 1
      docs/examples/en/loaders/SVGLoader.html
  16. 1 1
      docs/examples/en/loaders/TGALoader.html
  17. 1 1
      docs/examples/zh/animations/MMDPhysics.html
  18. 1 1
      docs/examples/zh/exporters/ColladaExporter.html
  19. 2 2
      docs/examples/zh/exporters/GLTFExporter.html
  20. 1 1
      docs/examples/zh/exporters/PLYExporter.html
  21. 1 1
      docs/examples/zh/loaders/OBJLoader.html
  22. 1 1
      docs/examples/zh/loaders/PDBLoader.html
  23. 1 1
      docs/examples/zh/loaders/PRWMLoader.html
  24. 1 1
      docs/examples/zh/loaders/SVGLoader.html
  25. 1 1
      docs/examples/zh/loaders/TGALoader.html
  26. 2 2
      docs/manual/ar/introduction/Useful-links.html
  27. 1 1
      docs/manual/en/introduction/Color-management.html
  28. 2 2
      docs/manual/en/introduction/Useful-links.html
  29. 5 5
      docs/manual/fr/introduction/Color-management.html
  30. 5 5
      docs/manual/fr/introduction/Useful-links.html
  31. 5 5
      docs/manual/it/introduction/Useful-links.html
  32. 2 2
      docs/manual/ja/introduction/Useful-links.html
  33. 2 2
      docs/manual/ko/introduction/Useful-links.html
  34. 7 7
      docs/manual/pt-br/introduction/Color-management.html
  35. 7 7
      docs/manual/pt-br/introduction/Useful-links.html
  36. 3 3
      docs/manual/ru/introduction/Useful-links.html
  37. 3 3
      docs/manual/zh/buildTools/Testing-with-NPM.html
  38. 1 1
      docs/manual/zh/introduction/Animation-system.html
  39. 1 1
      docs/manual/zh/introduction/How-to-update-things.html
  40. 2 2
      docs/manual/zh/introduction/Useful-links.html

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

@@ -23,9 +23,9 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:WebGLBuffer buffer], [param:GLenum type], [param:Integer itemSize], [param:Integer elementSize], [param:Integer count] )</h3>
 		<p>
-		`buffer` — Must be a <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a>.
+		`buffer` — Must be a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer].
 		<br />
-		`type` — One of <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Types</a>.
+		`type` — One of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Types].
 		<br />
 		`itemSize` — The number of values of the array that should be associated with
 		a particular vertex. For instance, if this
@@ -48,7 +48,7 @@
 
 		<h3>[property:WebGLBuffer buffer]</h3>
 		<p>
-			The current <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a> instance.
+			The current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer] instance.
 		</p>
 
 		<h3>[property:Integer count]</h3>
@@ -71,7 +71,7 @@
 
 		<h3>[property:GLenum type]</h3>
 		<p>
-			A <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Type</a>
+			A [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Type]
 			describing the underlying VBO contents.
 		</p>
 		<p>

+ 8 - 8
docs/api/it/core/GLBufferAttribute.html

@@ -10,24 +10,24 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-      Questa classe di attributi del buffer non costruisce un VBO. Invece, 
+      Questa classe di attributi del buffer non costruisce un VBO. Invece,
       utilizza qualsiasi VBO che gli viene passato nel costruttore e può essere
       successivamente alterato tramite la proprietà `buffer`.<br /><br />
       È necessario passare parametri aggiuntivi insieme a VBO. I quali sono:
       il contesto GL, il tipo di dati GL, il numero di componenti per vertice,
       il numero di byte per componente, e il numero di vertici. <br /><br />
-      Il caso d'uso più comune per questa classe è quando un qualche tipo di 
+      Il caso d'uso più comune per questa classe è quando un qualche tipo di
       calcolo GPGPU interferisce o addirittura produce i VBO in questione.
 		</p>
 
 		<h2>Costruttore</h2>
 		<h3>[name]( [param:WebGLBuffer buffer], [param:GLenum type], [param:Integer itemSize], [param:Integer elementSize], [param:Integer count] )</h3>
 		<p>
-		`buffer` — Deve essere un <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a>.
+		`buffer` — Deve essere un [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer].
 		<br />
-		`type` — Uno dei <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">Tipi di dati WebGL</a>.
+		`type` — Uno dei [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types Tipi di dati WebGL].
 		<br />
-		`itemSize` — Il numero dei valori dell'array che devono essere associati con un particolare vertice. Ad esempio, 
+		`itemSize` — Il numero dei valori dell'array che devono essere associati con un particolare vertice. Ad esempio,
     se questo attributo memorizza un vettore a 3 componenti (come una posizione, una normale, un colore), allora itemSize dovrebbe essere 3.
 		<br />
 		`elementSize` — 1, 2 o 4. La dimensione corrispondente (in byte) per il parametro "type" passato.
@@ -47,7 +47,7 @@
 
 		<h3>[property:WebGLBuffer buffer]</h3>
 		<p>
-			L'istanza corrente di <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a>.
+			L'istanza corrente di [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer].
 		</p>
 
 		<h3>[property:Integer count]</h3>
@@ -70,11 +70,11 @@
 
 		<h3>[property:GLenum type]</h3>
 		<p>
-      Un <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Type</a> 
+      Un [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Type]
       che descrive i contenuti VBO.
 		</p>
 		<p>
-      Imposta questa proprietà insieme a `elementSize`. Il modo consigliato è 
+      Imposta questa proprietà insieme a `elementSize`. Il modo consigliato è
       di usare il metodo `setType`.
 		</p>
 

+ 4 - 4
docs/api/ko/core/GLBufferAttribute.html

@@ -20,9 +20,9 @@
 		<h2>생성자</h2>
 		<h3>[name]( [param:WebGLBuffer buffer], [param:GLenum type], [param:Integer itemSize], [param:Integer elementSize], [param:Integer count] )</h3>
 		<p>
-		*buffer* — 반드시 <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a>여야 합니다.
+		*buffer* — 반드시 [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer]여야 합니다.
 		<br />
-		*type* — <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL</a> 데이터 타입 중 하나.
+		*type* — [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL] 데이터 타입 중 하나.
 		<br />
 		*itemSize* — 특정 꼭짓점가 연관되어야 하는 배열의 값의 수. 예를 들어 이 속성이 3-컴포넌트 벡터(예: 위치, 법선 또는 색상)를 저장하는 경우 (
 			itemSize는 3이어야 합니다.
@@ -44,7 +44,7 @@
 
 		<h3>[property:WebGLBuffer buffer]</h3>
 		<p>
-			현재의 <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a> 인스턴스.
+			현재의 [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer] 인스턴스.
 		</p>
 
 		<h3>[property:Integer count]</h3>
@@ -67,7 +67,7 @@
 
 		<h3>[property:GLenum type]</h3>
 		<p>
-			기저의 VBO 컨텐츠를 묘사하는 <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Type</a>
+			기저의 VBO 컨텐츠를 묘사하는 [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Type]
 			.
 		</p>
 		<p>

+ 4 - 4
docs/api/zh/core/GLBufferAttribute.html

@@ -23,9 +23,9 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:WebGLBuffer buffer], [param:GLenum type], [param:Integer itemSize], [param:Integer elementSize], [param:Integer count] )</h3>
 		<p>
-		*buffer* — Must be a <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a>.
+		*buffer* — Must be a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer].
 		<br />
-		*type* — One of <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Types</a>.
+		*type* — One of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Types].
 		<br />
 		*itemSize* — The number of values of the array that should be associated with
 		a particular vertex. For instance, if this
@@ -48,7 +48,7 @@
 
 		<h3>[property:WebGLBuffer buffer]</h3>
 		<p>
-			The current <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer" target="_blank">WebGLBuffer</a> instance.
+			The current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer] instance.
 		</p>
 
 		<h3>[property:Integer count]</h3>
@@ -71,7 +71,7 @@
 
 		<h3>[property:GLenum type]</h3>
 		<p>
-			A <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types" target="_blank">WebGL Data Type</a>
+			A [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Type]
 			describing the underlying VBO contents.
 		</p>
 		<p>

+ 1 - 1
docs/examples/en/animations/MMDPhysics.html

@@ -10,7 +10,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc"> A Physics handler for <a href="https://sites.google.com/view/evpvp/">`MMD`</a> resources. <br /><br />
-		[name] calculates Physics for model loaded by [page:MMDLoader] with <a href="https://github.com/kripken/ammo.js/">ammo.js</a> (Bullet-based JavaScript Physics engine).
+		[name] calculates Physics for model loaded by [page:MMDLoader] with [link:https://github.com/kripken/ammo.js/ ammo.js] (Bullet-based JavaScript Physics engine).
 		</p>
 
 		<h2>Code Example</h2>

+ 1 - 1
docs/examples/en/exporters/ColladaExporter.html

@@ -12,7 +12,7 @@
 		<p class="desc">
 		An exporter for `Collada`.
 		<br /><br />
-		<a href="https://www.khronos.org/collada/" target="_blank">Collada</a> is a
+		[link:https://www.khronos.org/collada/ Collada] is a
 		file format for robust representation of scenes, materials, animations, and other 3D content in an xml format.
 		This exporter only supports exporting geometry, materials, textures, and scene hierarchy.
 		</p>

+ 2 - 2
docs/examples/en/exporters/EXRExporter.html

@@ -12,8 +12,8 @@
 		<p class="desc">
 		An exporter for `EXR`.
 		<br /><br />
-		<a href="https://www.openexr.com/" target="_blank">EXR</a> ( Extended Dynamic Range) is an
-		<a href="https://github.com/AcademySoftwareFoundation/openexr" target="_blank">open format specification</a>
+		[link:https://www.openexr.com/ EXR] ( Extended Dynamic Range) is an
+		[link:https://github.com/AcademySoftwareFoundation/openexr open format specification]
 		for professional-grade image storage format of the motion picture industry. The purpose of
 		format is to accurately and efficiently represent high-dynamic-range scene-linear image data
 		and associated metadata. The library is widely used in host application software where accuracy

+ 2 - 2
docs/examples/en/exporters/GLTFExporter.html

@@ -12,8 +12,8 @@
 		<p class="desc">
 		An exporter for `glTF` 2.0.
 		<br /><br />
-		<a href="https://www.khronos.org/gltf" target="_blank">glTF</a> (GL Transmission Format) is an
-		<a href="https://github.com/KhronosGroup/glTF/tree/master/specification/2.0" target="_blank">open format specification</a>
+		[link:https://www.khronos.org/gltf glTF] (GL Transmission Format) is an
+		[link:https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 open format specification]
 		for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
 		or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
 		data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,

+ 1 - 1
docs/examples/en/exporters/OBJExporter.html

@@ -10,7 +10,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		An exporter for the <a href="https://en.wikipedia.org/wiki/Wavefront_.obj_file" target="_blank">OBJ</a> file format.
+		An exporter for the [link:https://en.wikipedia.org/wiki/Wavefront_.obj_file OBJ] file format.
 		</p>
 		<p class="desc">
 		[name] is not able to export material data into MTL files so only geometry data are supported.

+ 1 - 1
docs/examples/en/exporters/PLYExporter.html

@@ -12,7 +12,7 @@
 		<p class="desc">
 		An exporter for `PLY`.
 		<br /><br />
-		<a href="https://en.wikipedia.org/wiki/PLY_(file_format)" target="_blank">PLY</a> (Polygon or Stanford Triangle Format) is a
+		[link:https://en.wikipedia.org/wiki/PLY_(file_format) PLY] (Polygon or Stanford Triangle Format) is a
 		file format for efficient delivery and loading of simple, static 3D content in a dense format.
 		Both binary and ascii formats are supported. PLY can store vertex positions, colors, normals and
 		uv coordinates. No textures or texture references are saved.

+ 2 - 2
docs/examples/en/loaders/3DMLoader.html

@@ -14,7 +14,7 @@
 			A loader for Rhinoceros 3d files and objects. <br /><br />
 			Rhinoceros is a 3D modeler used to create, edit, analyze, document, render, animate, and translate NURBS curves, surfaces, breps, extrusions, point clouds, as well as polygon meshes and SubD objects.
 			[link:https://github.com/mcneel/rhino3dm rhino3dm.js] is compiled to WebAssembly from the open source geometry library [link:https://github.com/mcneel/opennurbs openNURBS].
-			The loader currently uses <a href="https://www.npmjs.com/package/rhino3dm/v/0.15.0-beta">rhino3dm.js 0.15.0-beta.</a>
+			The loader currently uses [link:https://www.npmjs.com/package/rhino3dm/v/0.15.0-beta rhino3dm.js 0.15.0-beta.]
 		</p>
 
 		<h2>Supported Conversions</h2>
@@ -180,7 +180,7 @@
 		</p>
 		<p>
 		Parse a File3dm ArrayBuffer and call the `onLoad` function with the resulting Object3d.
-		See <a href="https://github.com/mcneel/rhino-developer-samples/tree/7/rhino3dm/js/SampleParse3dmObjects">this example</a> for further reference.
+		See [link:https://github.com/mcneel/rhino-developer-samples/tree/7/rhino3dm/js/SampleParse3dmObjects this example] for further reference.
 		</p>
 
 		<code>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">A loader for loading a `.obj` resource.<br />
-		The <a href="https://en.wikipedia.org/wiki/Wavefront_.obj_file">OBJ file format</a> is a simple data-format
+		The [link:https://en.wikipedia.org/wiki/Wavefront_.obj_file OBJ file format] is a simple data-format
 		that represents 3D geometry in a human readable format as the position of each vertex, the UV position of
 		each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of
 		vertices, and texture vertices.

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">A loader for loading a `.pdb` resource.<br>
-		The <a href="http://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format)">Protein Data Bank</a> file format is a textual file describing the three-dimensional structures of molecules.
+		The [link:http://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format) Protein Data Bank] file format is a textual file describing the three-dimensional structures of molecules.
 		</p>
 
 		<h2>Code Example</h2>

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

@@ -16,7 +16,7 @@
 		JavaScript and WebGL with a strong focus on fast parsing (from 1ms to 0.1ms in Chrome 59
 		on a MBP Late 2013). The parsing of PRWM file is especially fast when the endianness of the file is
 		the same as the endianness of the client platform. More information
-		on this <a href="https://github.com/kchapelier/PRWM">here</a>.
+		on this [link:https://github.com/kchapelier/PRWM here].
 		</p>
 
 		<h2>Code Example</h2>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">A loader for loading a `.svg` resource.<br >
-		<a href="https://en.wikipedia.org/wiki/Scalable_Vector_Graphics">Scalable Vector Graphics</a> is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation.
+		[link:https://en.wikipedia.org/wiki/Scalable_Vector_Graphics Scalable Vector Graphics] is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation.
 		</p>
 
 		<h2>Code Example</h2>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">A loader for loading a `.tga` resource. <br />
-		<a href="https://en.wikipedia.org/wiki/Truevision_TGA">TGA</a> is a raster graphics, image file format.
+		[link:https://en.wikipedia.org/wiki/Truevision_TGA TGA] is a raster graphics, image file format.
 		</p>
 
 		<h2>Code Example</h2>

+ 1 - 1
docs/examples/zh/animations/MMDPhysics.html

@@ -10,7 +10,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc"> A Physics handler for <a href="https://sites.google.com/view/evpvp/"><em>MMD</em></a> resources. <br /><br />
-		[name] calculates Physics for model loaded by [page:MMDLoader] with <a href="https://github.com/kripken/ammo.js/">ammo.js</a> (Bullet-based JavaScript Physics engine).
+		[name] calculates Physics for model loaded by [page:MMDLoader] with [link:https://github.com/kripken/ammo.js/ ammo.js] (Bullet-based JavaScript Physics engine).
 		</p>
 
 		<h2>代码示例</h2>

+ 1 - 1
docs/examples/zh/exporters/ColladaExporter.html

@@ -12,7 +12,7 @@
 		<p class="desc">
 		An exporter for *Collada*.
 		<br /><br />
-		<a href="https://www.khronos.org/collada/" target="_blank">Collada</a> is a
+		[link:https://www.khronos.org/collada/ Collada] is a
 		file format for robust representation of scenes, materials, animations, and other 3D content in an xml format.
 		This exporter only supports exporting geometry, materials, textures, and scene hierarchy.
 		</p>

+ 2 - 2
docs/examples/zh/exporters/GLTFExporter.html

@@ -12,8 +12,8 @@
 		<p class="desc">
 		An exporter for *glTF* 2.0.
 		<br /><br />
-		<a href="https://www.khronos.org/gltf" target="_blank">glTF</a> (GL Transmission Format) is an
-		<a href="https://github.com/KhronosGroup/glTF/tree/master/specification/2.0" target="_blank">open format specification</a>
+		[link:https://www.khronos.org/gltf glTF] (GL Transmission Format) is an
+		[link:https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 open format specification]
 		for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf)
 		or binary (.glb) format. External files store textures (.jpg, .png) and additional binary
 		data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials,

+ 1 - 1
docs/examples/zh/exporters/PLYExporter.html

@@ -12,7 +12,7 @@
 		<p class="desc">
 		An exporter for *PLY*.
 		<br /><br />
-		<a href="https://en.wikipedia.org/wiki/PLY_(file_format)" target="_blank">PLY</a> (Polygon or Stanford Triangle Format) is a
+		[link:https://en.wikipedia.org/wiki/PLY_(file_format) PLY] (Polygon or Stanford Triangle Format) is a
 		file format for efficient delivery and loading of simple, static 3D content in a dense format.
 		Both binary and ascii formats are supported. PLY can store vertex positions, colors, normals and
 		uv coordinates. No textures or texture references are saved.

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

@@ -12,7 +12,7 @@
 		<h1>OBJ加载器([name])</h1>
 
 		<p class="desc">用于加载 <em>.obj</em> 资源的加载器。<br />
-		<a href="https://en.wikipedia.org/wiki/Wavefront_.obj_file">OBJ 文件格式</a>是一种简单的数据格式,
+		[link:https://en.wikipedia.org/wiki/Wavefront_.obj_file OBJ 文件格式]是一种简单的数据格式,
 		这种格式以人类可读的形式来表示3D几何体,即每个顶点的位置、每个纹理坐标顶点的UV位置、顶点法线、
 		将使每个多边形定义为顶点列表的面以及纹理顶点。
 		</p>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">A loader for loading a <em>.pdb</em> resource.<br>
-		The <a href="http://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format)">Protein Data Bank</a> file format is a textual file describing the three-dimensional structures of molecules.
+		The [link:http://en.wikipedia.org/wiki/Protein_Data_Bank_(file_format) Protein Data Bank] file format is a textual file describing the three-dimensional structures of molecules.
 		</p>
 
 		<h2>代码示例</h2>

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

@@ -16,7 +16,7 @@
 		JavaScript and WebGL with a strong focus on fast parsing (from 1ms to 0.1ms in Chrome 59
 		on a MBP Late 2013). The parsing of PRWM file is especially fast when the endianness of the file is
 		the same as the endianness of the client platform. More information
-		on this <a href="https://github.com/kchapelier/PRWM">here</a>.
+		on this [link:https://github.com/kchapelier/PRWM here].
 		</p>
 
 		<h2>代码示例</h2>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">A loader for loading a <em>.svg</em> resource.<br >
-		<a href="https://en.wikipedia.org/wiki/Scalable_Vector_Graphics">Scalable Vector Graphics</a> is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation.
+		[link:https://en.wikipedia.org/wiki/Scalable_Vector_Graphics Scalable Vector Graphics] is an XML-based vector image format for two-dimensional graphics with support for interactivity and animation.
 		</p>
 
 		<h2>代码示例</h2>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 
 		<p class="desc">A loader for loading a <em>.tga</em> resource. <br />
-		<a href="https://en.wikipedia.org/wiki/Truevision_TGA">TGA</a> is a raster graphics, image file format.
+		[link:https://en.wikipedia.org/wiki/Truevision_TGA TGA] is a raster graphics, image file format.
 		</p>
 
 		<h2>代码示例</h2>

+ 2 - 2
docs/manual/ar/introduction/Useful-links.html

@@ -127,7 +127,7 @@
 
 	 <ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - مجموعة من الأمثلة باستخدام three.js r45.
@@ -139,7 +139,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] 	بواسطة [link:http://github.com/yomotsu Akihiro Oyamada] (slideshow).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  	بواسطة [link:https://github.com/jareiko jareiko] (video).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  	بواسطة [link:https://github.com/jareiko jareiko] (video).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - محرر مشاهد ،  تم دعم إصداراته حتى حوالي three.js r50.

+ 1 - 1
docs/manual/en/introduction/Color-management.html

@@ -84,7 +84,7 @@
 			of achromatic values (like white or grey) depend on human perception, which in turn depends
 			heavily on the context of the observer. A color space specifies its "white point" to balance
 			these needs. The white point defined by the sRGB color space is
-			<a href="https://en.wikipedia.org/wiki/Illuminant_D65" target="_blank">D65</a>.
+			[link:https://en.wikipedia.org/wiki/Illuminant_D65 D65].
 		</li>
 		<li>
 			<b>Transfer functions:</b> After choosing the color gamut and a color model, we still need to

+ 2 - 2
docs/manual/en/introduction/Useful-links.html

@@ -140,7 +140,7 @@
 
 	<ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - a collection of examples using three.js r45.
@@ -152,7 +152,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] by [link:http://github.com/yomotsu Akihiro Oyamada] (slideshow).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  by [link:https://github.com/jareiko jareiko] (video).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  by [link:https://github.com/jareiko jareiko] (video).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - scene editor, maintained up until around three.js r50.

+ 5 - 5
docs/manual/fr/introduction/Color-management.html

@@ -84,7 +84,7 @@
 			des valeurs chromatiques (comme le blanc ou le gris) dépend de la perception humaine, qui dépend elle-même
 			fortement du contexte d'observation. Un espace colorimétrique spécifie son "point blanc" pour équilibrer
 			ces besoins. Le point blanc définit par l'espace colorimétrique sRGB est
-			<a href="https://en.wikipedia.org/wiki/Illuminant_D65" target="_blank">D65</a>.
+			[link:https://en.wikipedia.org/wiki/Illuminant_D65 D65].
 		</li>
 		<li>
 			<b>Fonctions de transfert:</b> Après avoir choisir la gamme de couleur et le modèle de couleur, il nous reste à toujours définir
@@ -155,7 +155,7 @@
 
 	<p>
 		Les couleurs fournies à three.js — par les sélecteurs de couleurs, les textures, les modèles 3D, et d'autres sources —
-		ont toutes un espace colorimétrique associé. Celles qui ne sont pas déjà dans l'espace colorimétrique sRGB-Linéaire 
+		ont toutes un espace colorimétrique associé. Celles qui ne sont pas déjà dans l'espace colorimétrique sRGB-Linéaire
 		doivent-être converties, et les textures doivent recevoir les bonnes consignes de <i>texture.encoding</i>.
 		Certaines conversions (pour l'héxadecimal et les couleurs CSS en sRGB) peuvent être automatisées si
 		l'héritage de la gestion des couleurs est désactivé avant l'initialisation des couleurs:
@@ -201,7 +201,7 @@ THREE.ColorManagement.legacyMode = false;
 	<h3>Espaces colorimétriques fonctionnels</h3>
 
 	<p>
-		Le rendu, l'interpolation, et plusieurs autres opérations doivent être performées dans un espace colorimétrique 
+		Le rendu, l'interpolation, et plusieurs autres opérations doivent être performées dans un espace colorimétrique
 		au domaine ouvert, dans lequel les composantes RGB sont proportionnelles
 		à l'illumination physique. Dans three.js, l'espace colorimétrique est le sRGB-Linéaire.
 	</p>
@@ -225,7 +225,7 @@ renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
 		</li>
 		<li>
 			<b>Image:</b> Les couleurs envoyées à une image doivent utiliser l'espace colorimétrique approprié au
-			format et à l'utilisation. Les images entièrement rendues sur des textures au format PNG ou JPEG 
+			format et à l'utilisation. Les images entièrement rendues sur des textures au format PNG ou JPEG
 			utilisent généralement l'espace colorimétrique sRGB. Les images contenant de l'émission, des light maps, ou d'autres données
 			qui ne sont pas restreintes à l'intervalle [0,1] utiliseront généralement l'espace colorimétrique sRGB à domaine ouvert,
 			et un format d'image compatible comme OpenEXR.
@@ -298,7 +298,7 @@ renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
 	</p>
 
 	<p>
-		Un problème plus subtil peut se produire quand <i>à la fois</i> l'espace colorimétrique d'entrée et 
+		Un problème plus subtil peut se produire quand <i>à la fois</i> l'espace colorimétrique d'entrée et
 		l'espace colorimétrique de sortie sont incorrects — les niveaux de luminosité globaux peuvent être corrects, mais les couleurs peuvent changer
 		d'une manière inattendue sous différentes lumières, ou des ombres peuvent sembler plus abruptes et moins lisses
 		que prévu. Ces deux erreurs assemblées ne forment pas une réussite, et il est important que

+ 5 - 5
docs/manual/fr/introduction/Useful-links.html

@@ -11,10 +11,10 @@
 
 		<p class="desc">
 			Sur cette page vous trouverez un ensemble de liens qui pourraient vous êtres utiles dans votre apprentissage de three.js.<br />
-			Si vous souhaitez ajouter quelque chose ici, ou si vous pensez que quelque chose n'est plus 
+			Si vous souhaitez ajouter quelque chose ici, ou si vous pensez que quelque chose n'est plus
 			pertinant ou fonctionnel, n'hésitez pas à cliquer sur le bouton 'edit' en bas à droite de la page pour faire quelques modifications!<br /><br />
 
-			Notez également que three.js connaît un développement rapide, beaucoup de ces liens contiennent des informations qui sont 
+			Notez également que three.js connaît un développement rapide, beaucoup de ces liens contiennent des informations qui sont
 			dépassées - si quelque chose ne fonctionne pas comme vous l'attendiez, ou comme un de ces liens l'annonce,
 			jetez un oeil à la console du navigateur à la recherche d'erreurs ou de warnings. Regardez également la documentation appropriée.
 		</p>
@@ -134,13 +134,13 @@
 
 	<h2>Anciens Liens</h2>
 	<p>
-		Ces liens sont conservés pour des raisons d'historisation - vous pouvez les trouver encore utile, mais gardez à l'esprit qu'ils 
+		Ces liens sont conservés pour des raisons d'historisation - vous pouvez les trouver encore utile, mais gardez à l'esprit qu'ils
 		peuvent contenir des informations qui font référence à de très anciennes versions de three.js.
 	</p>
 
 	<ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - une liste d'exemple utilisant three.js r45.
@@ -152,7 +152,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] par [link:http://github.com/yomotsu Akihiro Oyamada] (slideshow).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  par [link:https://github.com/jareiko jareiko] (video).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  par [link:https://github.com/jareiko jareiko] (video).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - éditeur de scène, maintenu jusqu'à three.js r50 environ.

+ 5 - 5
docs/manual/it/introduction/Useful-links.html

@@ -14,7 +14,7 @@
       Se trovi qualcosa che ti piacerebbe aggiungere a questa lista o se pensi che uno dei link qui sotto non sia rilevante o non funzioni,
       sentiti libero di modificare la pagina cliccando sul bottone 'edit' in basso a destra.<br /><br />
 
-      Considera anche che, essendo three.js in rapida crescita, molti di questi link conterranno informazioni non aggiornate - 
+      Considera anche che, essendo three.js in rapida crescita, molti di questi link conterranno informazioni non aggiornate -
       se qualcosa non funziona come ti aspetti o come uno di questi link dice che dovrebbe, controlla la console
       del browser per verificare la presenza di warning o errori. Controlla anche le pagine dei documenti pertinenti.
 		</p>
@@ -93,7 +93,7 @@
 			</li>
 			<li>
 				[link:https://raw.githack.com/mrdoob/three.js/dev/examples/ Esempi three.js ufficiali del branch di dev]  -
-        Come sopra, tranne che questi usano il branch di dev di three.js, e vengono utilizzati per verificare 
+        Come sopra, tranne che questi usano il branch di dev di three.js, e vengono utilizzati per verificare
         che tutto funzioni mentre viene sviluppato three.js.
 			</li>
 		</ul>
@@ -133,13 +133,13 @@
 
 	<h2>Vecchi Link</h2>
 	<p>
-    Questi link sono conservati per scopi storici - potresti trovarli utili, ma tieni presente che 
+    Questi link sono conservati per scopi storici - potresti trovarli utili, ma tieni presente che
     potrebbero contenere informazioni relative a versioni molto vecchie di three.js.
 	</p>
 
 	<ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - una collezione di esempi che utilizza la versione r45 di three.js.
@@ -151,7 +151,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] di [link:http://github.com/yomotsu Akihiro Oyamada] (slideshow).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a> di [link:https://github.com/jareiko jareiko] (video).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally] di [link:https://github.com/jareiko jareiko] (video).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - editor di scene, mantenuto fino alla versione r50 di three.js.

+ 2 - 2
docs/manual/ja/introduction/Useful-links.html

@@ -135,7 +135,7 @@
 
 	 <ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - a collection of examples using three.js r45.
@@ -147,7 +147,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] by [link:http://github.com/yomotsu Akihiro Oyamada] (slideshow).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  by [link:https://github.com/jareiko jareiko] (video).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  by [link:https://github.com/jareiko jareiko] (video).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - scene editor, maintained up until around three.js r50.

+ 2 - 2
docs/manual/ko/introduction/Useful-links.html

@@ -136,7 +136,7 @@
 
 	 <ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - a collection of examples using three.js r45.
@@ -148,7 +148,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] by [link:http://github.com/yomotsu Akihiro Oyamada] (slideshow).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  by [link:https://github.com/jareiko jareiko] (video).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  by [link:https://github.com/jareiko jareiko] (video).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - scene editor, maintained up until around three.js r50.

+ 7 - 7
docs/manual/pt-br/introduction/Color-management.html

@@ -65,7 +65,7 @@
 	<figure class="float">
 		<img src="resources/srgb_gamut.png" alt="">
 		<figcaption>
-			Cores sRGB e ponto branco (D65) exibidos no diagrama de referência cromaticidade CIE 1931. 
+			Cores sRGB e ponto branco (D65) exibidos no diagrama de referência cromaticidade CIE 1931.
 			A região colorida representa uma projeção 2D da gama sRGB, que é um volume 3D.
 			Fonte: <a href="https://en.wikipedia.org/wiki/SRGB" target="_blank" rel="noopener">Wikipedia</a>
 		</figcaption>
@@ -79,12 +79,12 @@
 				capacidades dos dispositivos de exibição disponíveis. As cores são expressas como uma proporção das cores primárias.
 		</li>
 		<li>
-			<b>Ponto branco:</b> a maioria dos espaços de cores é projetada de forma que uma soma igualmente ponderada das 
+			<b>Ponto branco:</b> a maioria dos espaços de cores é projetada de forma que uma soma igualmente ponderada das
 			primárias <i>R = G = B</i> parecerão sem cor, ou "acromáticas". A aparência
 			de valores acromáticos (como branco ou cinza) dependem da percepção humana, que por sua vez depende
 			fortemente no contexto do observador. Um espaço de cor especifica seu "ponto branco" para equilibrar
 			essas necessidades. O ponto branco definido pelo espaço de cores sRGB é
-			<a href="https://en.wikipedia.org/wiki/Illuminant_D65" target="_blank">D65</a>.
+			[link:https://en.wikipedia.org/wiki/Illuminant_D65 D65].
 		</li>
 		<li>
 			<b>Transfer functions:</b> depois de escolher a gama de cores e um modelo de cores, ainda precisamos
@@ -98,7 +98,7 @@
 		</li>
 	</ul>
 
-	Esses três parâmetros — cores primárias, ponto branco e transfer functions — definem um espaço de cores, 
+	Esses três parâmetros — cores primárias, ponto branco e transfer functions — definem um espaço de cores,
 	cada um escolhido para objetivos particulares. Tendo definido os parâmetros, alguns termos adicionais
 	são úteis:
 
@@ -107,7 +107,7 @@
 			<b>Modelo de cores:</b> Sintaxe para identificar numericamente as cores dentro da gama de cores escolhida —
 			um sistema de coordenadas para cores. No three.js estamos preocupados principalmente com o modelo de cor RGB,
 			tendo três coordenadas <i>r, g, b ∈ [0,1]</i> ("domínio fechado") ou
-			<i>r, g, b ∈ [0,∞]</i> ("domínio aberto"), cada um representando uma fração de uma cor primária. 
+			<i>r, g, b ∈ [0,∞]</i> ("domínio aberto"), cada um representando uma fração de uma cor primária.
 			Outros modelos de cores (HSL, Lab, LCH) são comumente usados ​​para controle artístico.
 		</li>
 		<li>
@@ -202,7 +202,7 @@ THREE.ColorManagement.legacyMode = false;
 
 	<p>
 		Renderização, interpolação e muitas outras operações devem ser executadas em um domínio aberto
-		do espaço de cores de trabalho linear, no qual os componentes RGB são proporcionais a iluminação 
+		do espaço de cores de trabalho linear, no qual os componentes RGB são proporcionais a iluminação
 		física. No three.js, o espaço de cores de trabalho é Linear-sRGB.
 	</p>
 
@@ -234,7 +234,7 @@ renderer.outputEncoding = THREE.sRGBEncoding; // optional with post-processing
 
 	<blockquote>
 		<p>
-			⚠️ <i><b>AVISO:</b> 
+			⚠️ <i><b>AVISO:</b>
 			Os render targets podem usar sRGB ou Linear-sRGB. sRGB faz
 			melhor uso de precisão limitada. No domínio fechado, 8 bits geralmente são suficientes para sRGB
 			enquanto que ≥12 bits (meio flutuante) podem ser necessários para Linear-sRGB. Se mais tarde

+ 7 - 7
docs/manual/pt-br/introduction/Useful-links.html

@@ -21,7 +21,7 @@
 
 		<h2>Fóruns de ajuda</h2>
 		<p>
-			Three.js utiliza oficialmente o [link:https://discourse.threejs.org/ forum] e o [link:http://stackoverflow.com/tags/three.js/info Stack Overflow] para 
+			Three.js utiliza oficialmente o [link:https://discourse.threejs.org/ forum] e o [link:http://stackoverflow.com/tags/three.js/info Stack Overflow] para
 			pedidos de ajuda.
 
 			Se você precisar de ajuda com algo, esse é o caminho. NÃO abra uma issue no Github para pedidos de ajuda.
@@ -45,7 +45,7 @@
 		<h3>Artigos e cursos mais extensos / avançados</h3>
 		<ul>
 			<li>
-				[link:https://threejs-journey.com/ Three Journey] Curso do [link:https://bruno-simon.com/ Bruno Simon] - 
+				[link:https://threejs-journey.com/ Three Journey] Curso do [link:https://bruno-simon.com/ Bruno Simon] -
 				Ensina os iniciantes a usar o Three.js passo a passo
 			</li>
 			<li>
@@ -92,7 +92,7 @@
 				[link:https://github.com/edwinwebb/three-seed/ three-seed] - Projeto inicial three.js com ES6 e Webpack
 			</li>
 			<li>
-				[link:http://stemkoski.github.io/Three.js/index.html Professor Stemkoskis Examples] - Uma coleção de exemplos 
+				[link:http://stemkoski.github.io/Three.js/index.html Professor Stemkoskis Examples] - Uma coleção de exemplos
 				amigáveis para iniciantes desenvolvidos com three.js.
 			</li>
 			<li>
@@ -124,7 +124,7 @@
 		<li>
 			[link:https://marketplace.visualstudio.com/items?itemName=slevesque.shader vscode shader] - Marcador de sintaxe para linguagem de shader.
 			<br />
-			[link:https://marketplace.visualstudio.com/items?itemName=bierner.comment-tagged-templates vscode comment-tagged-templates] - 
+			[link:https://marketplace.visualstudio.com/items?itemName=bierner.comment-tagged-templates vscode comment-tagged-templates] -
 			Marcador de sintaxe para modelo de strings com tags usando comentários para linguagem de shader, como: glsl.js.
 		</li>
 		<li>
@@ -147,7 +147,7 @@
 
 	<ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - uma coleção de exemplos usando three.js r45
@@ -159,7 +159,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] de [link:http://github.com/yomotsu Akihiro Oyamada] (slides).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  de [link:https://github.com/jareiko jareiko] (vídeo).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  de [link:https://github.com/jareiko jareiko] (vídeo).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - editor de cena, mantido até cerca do three.js r50.
@@ -176,7 +176,7 @@
 			de [link:https://github.com/BKcore BKcore]
 		</li>
 		<li>
-			[link:http://www.natural-science.or.jp/article/20120220155529.php Building A Physics Simulation Environment] - 
+			[link:http://www.natural-science.or.jp/article/20120220155529.php Building A Physics Simulation Environment] -
 			tutorial three.js em japonês
 		</li>
 	 </ul>

+ 3 - 3
docs/manual/ru/introduction/Useful-links.html

@@ -30,7 +30,7 @@
 		<h3>Начало работы с three.js</h3>
 		<ul>
 			<li>
-				<a href="https://threejs.org/manual/#ru/fundamentals" target="_blank">Основы Three.js фундаментальные знания</a>
+				[link:https://threejs.org/manual/#ru/fundamentals Основы Three.js фундаментальные знания]
 			</li>
 			<li>
 				[link:https://codepen.io/rachsmith/post/beginning-with-3d-webgl-pt-1-the-scene Beginning with 3D WebGL] (Начиная с 3D WebGL) вместе с [link:https://codepen.io/rachsmith/ Rachel Smith].
@@ -140,7 +140,7 @@
 
 	<ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - коллекция примеров, использующих three.js r45.
@@ -152,7 +152,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] by [link:http://github.com/yomotsu Akihiro Oyamada] (слайд-шоу).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  by [link:https://github.com/jareiko jareiko] (видео).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  by [link:https://github.com/jareiko jareiko] (видео).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - редактор сцен, поддерживаемый примерно до three.js r50.

+ 3 - 3
docs/manual/zh/buildTools/Testing-with-NPM.html

@@ -130,7 +130,7 @@ $ npm install three --save-dev
  $ npm install [email protected] --save
 							</code>
 							(例子中用的是0.84.0)。 --save 指令将此加入项目的dependency而不是dev dependency。
-							更多信息请参阅<a href="https://docs.npmjs.com/cli/v8/configuring-npm/package-json">这份文档</a>
+							更多信息请参阅[link:https://docs.npmjs.com/cli/v8/configuring-npm/package-json 这份文档]
 						</li>
 					</ul>
 				</li>
@@ -180,12 +180,12 @@ The THREE object should be able to construct a Vector3 with default of x=0: 0ms
 			<ol>
 				<li>
 					为你的代码写一段测试程序来检验期望结果,并把它放在 test/ 目录下。
-					<a href="https://github.com/air/encounter/blob/master/test/Physics-test.js">这里</a>有一个实际项目的例子。
+					[link:https://github.com/air/encounter/blob/master/test/Physics-test.js 这里]有一个实际项目的例子。
 				</li>
 
 				<li>
 					将你的代码以nodejs承认的方式导出,即可以通过require的方式引用。
-					参考<a href="https://github.com/air/encounter/blob/master/js/Physics.js">这份代码</a>
+					参考[link:https://github.com/air/encounter/blob/master/js/Physics.js 这份代码]
 				</li>
 
 				<li>

+ 1 - 1
docs/manual/zh/introduction/Animation-system.html

@@ -19,7 +19,7 @@
 			相同或不同物体的动画也可以同步发生。
 			<br /><br />
 			为了在一个同构系统中实现所有这一切,
-			three.js的动画系统<a href="https://github.com/mrdoob/three.js/issues/6881">在2015年彻底改变</a>(注意过时的信息!),
+			three.js的动画系统[link:https://github.com/mrdoob/three.js/issues/6881 在2015年彻底改变](注意过时的信息!),
 			它现在有一个与Unity/虚幻4引擎类似的架构。此页面简要阐述了这个系统中的主要组件以及它们如何协同工作。
 		</p>
 

+ 1 - 1
docs/manual/zh/introduction/How-to-update-things.html

@@ -107,7 +107,7 @@ line.geometry.attributes.position.needsUpdate = true; // 需要加在第一次
 			</code>
 
 			<p>
-				<a href="https://jsfiddle.net/t4m85pLr/1/">这个fiddle</a>展示了一个你可以参考的运动的line。
+				[link:https://jsfiddle.net/t4m85pLr/1/ 这个fiddle]展示了一个你可以参考的运动的line。
 			</p>
 
 			<h3>例子</h3>

+ 2 - 2
docs/manual/zh/introduction/Useful-links.html

@@ -138,7 +138,7 @@
 
 	 <ul>
 		<li>
-			<a href="https://www.youtube.com/watch?v=Dir4KO9RdhM" target="_blank">AlterQualia at WebGL Camp 3</a>
+			[link:https://www.youtube.com/watch?v=Dir4KO9RdhM AlterQualia at WebGL Camp 3]
 		</li>
 		<li>
 			[link:http://yomotsu.github.io/threejs-examples/ Yomotsus Examples] - a collection of examples using three.js r45.
@@ -150,7 +150,7 @@
 			[link:http://www.slideshare.net/yomotsu/webgl-and-threejs WebGL and Three.js] by [link:http://github.com/yomotsu Akihiro Oyamada] (slideshow).
 		</li>
 		<li>
-			<a href="https://www.youtube.com/watch?v=VdQnOaolrPA" target="_blank">Trigger Rally</a>  by [link:https://github.com/jareiko jareiko] (video).
+			[link:https://www.youtube.com/watch?v=VdQnOaolrPA Trigger Rally]  by [link:https://github.com/jareiko jareiko] (video).
 		</li>
 		<li>
 			[link:http://blackjk3.github.io/threefab/ ThreeFab] - scene editor, maintained up until around three.js r50.