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Merge pull request #2 from mrdoob/dev

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Arturo Paracuellos 10 anni fa
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c403be8f74
100 ha cambiato i file con 3523 aggiunte e 1839 eliminazioni
  1. 1 1
      .gitignore
  2. 1 1
      CONTRIBUTING.md
  3. 1 1
      LICENSE
  4. 8 9
      README.md
  5. 26 0
      bower.json
  6. 360 224
      build/three.js
  7. 333 302
      build/three.min.js
  8. 7 0
      docs/api/CONTRIBUTING.md
  9. 20 4
      docs/api/Original.html
  10. 5 8
      docs/api/cameras/Camera.html
  11. 7 7
      docs/api/cameras/OrthographicCamera.html
  12. 7 8
      docs/api/cameras/PerspectiveCamera.html
  13. 42 0
      docs/api/constants/CustomBlendingEquations.html
  14. 30 0
      docs/api/constants/GLState.html
  15. 47 0
      docs/api/constants/Materials.html
  16. 23 0
      docs/api/constants/ShadowingTypes.html
  17. 85 0
      docs/api/constants/Textures.html
  18. 105 0
      docs/api/core/BufferAttribute.html
  19. 137 56
      docs/api/core/BufferGeometry.html
  20. 9 9
      docs/api/core/Clock.html
  21. 4 4
      docs/api/core/EventDispatcher.html
  22. 10 15
      docs/api/core/Face3.html
  23. 56 97
      docs/api/core/Geometry.html
  24. 71 70
      docs/api/core/Object3D.html
  25. 0 70
      docs/api/core/Projector.html
  26. 15 9
      docs/api/core/Raycaster.html
  27. 142 0
      docs/api/examples/Lut.html
  28. 42 36
      docs/api/extras/FontUtils.html
  29. 4 30
      docs/api/extras/GeometryUtils.html
  30. 18 18
      docs/api/extras/ImageUtils.html
  31. 16 15
      docs/api/extras/SceneUtils.html
  32. 44 61
      docs/api/extras/animation/Animation.html
  33. 30 26
      docs/api/extras/animation/AnimationHandler.html
  34. 13 13
      docs/api/extras/animation/AnimationMorphTarget.html
  35. 16 16
      docs/api/extras/animation/KeyFrameAnimation.html
  36. 74 71
      docs/api/extras/cameras/CombinedCamera.html
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      docs/api/extras/cameras/CubeCamera.html
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      docs/api/extras/core/Curve.html
  39. 17 15
      docs/api/extras/core/CurvePath.html
  40. 2 32
      docs/api/extras/core/Gyroscope.html
  41. 23 19
      docs/api/extras/core/Path.html
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      docs/api/extras/core/Shape.html
  43. 20 0
      docs/api/extras/curves/ArcCurve.html
  44. 54 0
      docs/api/extras/curves/ClosedSplineCurve3.html
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      docs/api/extras/curves/CubicBezierCurve.html
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      docs/api/extras/curves/CubicBezierCurve3.html
  47. 69 0
      docs/api/extras/curves/EllipseCurve.html
  48. 11 29
      docs/api/extras/curves/LineCurve.html
  49. 11 33
      docs/api/extras/curves/LineCurve3.html
  50. 66 0
      docs/api/extras/curves/QuadraticBezierCurve.html
  51. 66 0
      docs/api/extras/curves/QuadraticBezierCurve3.html
  52. 56 0
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  53. 57 0
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  54. 48 0
      docs/api/extras/geometries/BoxGeometry.html
  55. 17 0
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  56. 1 22
      docs/api/extras/geometries/CubeGeometry.html
  57. 10 1
      docs/api/extras/geometries/CylinderGeometry.html
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      docs/api/extras/geometries/DodecahedronGeometry.html
  59. 58 14
      docs/api/extras/geometries/ExtrudeGeometry.html
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      docs/api/extras/geometries/IcosahedronGeometry.html
  61. 20 6
      docs/api/extras/geometries/LatheGeometry.html
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      docs/api/extras/geometries/OctahedronGeometry.html
  63. 5 8
      docs/api/extras/geometries/ParametricGeometry.html
  64. 10 1
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  65. 34 7
      docs/api/extras/geometries/PolyhedronGeometry.html
  66. 7 0
      docs/api/extras/geometries/RingGeometry.html
  67. 32 27
      docs/api/extras/geometries/ShapeGeometry.html
  68. 7 0
      docs/api/extras/geometries/SphereGeometry.html
  69. 8 0
      docs/api/extras/geometries/TetrahedronGeometry.html
  70. 2 2
      docs/api/extras/geometries/TextGeometry.html
  71. 10 1
      docs/api/extras/geometries/TorusGeometry.html
  72. 9 0
      docs/api/extras/geometries/TorusKnotGeometry.html
  73. 48 41
      docs/api/extras/geometries/TubeGeometry.html
  74. 39 20
      docs/api/extras/helpers/ArrowHelper.html
  75. 13 4
      docs/api/extras/helpers/AxisHelper.html
  76. 71 0
      docs/api/extras/helpers/BoundingBoxHelper.html
  77. 15 10
      docs/api/extras/helpers/CameraHelper.html
  78. 5 3
      docs/api/extras/helpers/DirectionalLightHelper.html
  79. 14 15
      docs/api/extras/helpers/EdgesHelper.html
  80. 22 7
      docs/api/extras/helpers/FaceNormalsHelper.html
  81. 27 5
      docs/api/extras/helpers/GridHelper.html
  82. 6 6
      docs/api/extras/helpers/HemisphereLightHelper.html
  83. 19 7
      docs/api/extras/helpers/PointLightHelper.html
  84. 6 4
      docs/api/extras/helpers/SpotLightHelper.html
  85. 48 0
      docs/api/extras/helpers/VertexNormalsHelper.html
  86. 48 0
      docs/api/extras/helpers/VertexTangentsHelper.html
  87. 48 0
      docs/api/extras/helpers/WireframeHelper.html
  88. 7 5
      docs/api/extras/objects/ImmediateRenderObject.html
  89. 17 15
      docs/api/extras/objects/MorphBlendMesh.html
  90. 0 72
      docs/api/extras/renderers/plugins/DepthPassPlugin.html
  91. 0 52
      docs/api/extras/renderers/plugins/LensFlarePlugin.html
  92. 2 2
      docs/api/lights/AmbientLight.html
  93. 22 19
      docs/api/lights/AreaLight.html
  94. 34 31
      docs/api/lights/DirectionalLight.html
  95. 5 6
      docs/api/lights/HemisphereLight.html
  96. 1 1
      docs/api/lights/Light.html
  97. 62 61
      docs/api/lights/PointLight.html
  98. 26 26
      docs/api/lights/SpotLight.html
  99. 84 0
      docs/api/loaders/BabylonLoader.html
  100. 82 0
      docs/api/loaders/BufferGeometryLoader.html

+ 1 - 1
.gitignore

@@ -1,4 +1,4 @@
 .DS_Store
 *.swp
 .project
-utils/npm/node_modules/*
+node_modules

+ 1 - 1
CONTRIBUTING.md

@@ -1,4 +1,4 @@
-# The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
+### The issues section is for bug reports and feature requests only. If you need help, please use [stackoverflow](http://stackoverflow.com/questions/tagged/three.js).
 
 
 Before reporting a bug

+ 1 - 1
LICENSE

@@ -1,6 +1,6 @@
 The MIT License
 
-Copyright (c) 2010-2013 three.js authors
+Copyright © 2010-2014 three.js authors
 
 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal

+ 8 - 9
README.md

@@ -5,7 +5,7 @@ three.js
 
 The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.
 
-[Examples](http://threejs.org/) — [Documentation](http://threejs.org/docs/) — [Migrating](https://github.com/mrdoob/three.js/wiki/Migration) — [Help](http://stackoverflow.com/questions/tagged/three.js)
+[Examples](http://threejs.org/examples/) — [Documentation](http://threejs.org/docs/) — [Migrating](https://github.com/mrdoob/three.js/wiki/Migration) — [Help](http://stackoverflow.com/questions/tagged/three.js)
 
 
 ### Usage ###
@@ -17,12 +17,12 @@ Alternatively see [how to build the library yourself](https://github.com/mrdoob/
 <script src="js/three.min.js"></script>
 ```
 
-This code creates a scene, then creates a camera, adds the camera and cube to the scene, creates a &lt;canvas&gt; renderer and adds its viewport in the document.body element.
+This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a &lt;canvas&gt; renderer for the scene and camera, and it adds that viewport to the document.body element. Finally it animates the cube within the scene for the camera.
 
 ```html
 <script>
 
-	var camera, scene, renderer;
+	var scene, camera, renderer;
 	var geometry, material, mesh;
 
 	init();
@@ -30,18 +30,18 @@ This code creates a scene, then creates a camera, adds the camera and cube to th
 
 	function init() {
 
+		scene = new THREE.Scene();
+		
 		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
 		camera.position.z = 1000;
 
-		scene = new THREE.Scene();
-
-		geometry = new THREE.CubeGeometry( 200, 200, 200 );
+		geometry = new THREE.BoxGeometry( 200, 200, 200 );
 		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
 
 		mesh = new THREE.Mesh( geometry, material );
 		scene.add( mesh );
 
-		renderer = new THREE.CanvasRenderer();
+		renderer = new THREE.WebGLRenderer();
 		renderer.setSize( window.innerWidth, window.innerHeight );
 
 		document.body.appendChild( renderer.domElement );
@@ -50,7 +50,6 @@ This code creates a scene, then creates a camera, adds the camera and cube to th
 
 	function animate() {
 
-		// note: three.js includes requestAnimationFrame shim
 		requestAnimationFrame( animate );
 
 		mesh.rotation.x += 0.01;
@@ -62,7 +61,7 @@ This code creates a scene, then creates a camera, adds the camera and cube to th
 
 </script>
 ```
-If everything went well you should see [this](http://jsfiddle.net/ksRyQ/).
+If everything went well you should see [this](http://jsfiddle.net/f17Lz5ux/).
 
 ### Change log ###
 

+ 26 - 0
bower.json

@@ -0,0 +1,26 @@
+{
+	"name": "three.js",
+	"version": "0.0.69",
+	"homepage": "http://threejs.org/",
+	"description": "JavaScript 3D library",
+	"main": "build/three.js",
+	"keywords": [
+		"three",
+		"threejs",
+		"three.js",
+		"3D",
+		"webgl"
+	],
+	"license": "MIT",
+	"ignore": [
+		"**/.*",
+		"*.md",
+		"docs",
+		"editor",
+		"examples",
+		"src",
+		"test",
+		"utils",
+		"LICENSE"
+	]
+}

File diff suppressed because it is too large
+ 360 - 224
build/three.js


File diff suppressed because it is too large
+ 333 - 302
build/three.min.js


+ 7 - 0
docs/api/CONTRIBUTING.md

@@ -0,0 +1,7 @@
+Contributing to the documentation
+=================================
+
+- To link to the page for `ClassName`, use `[page:ClassName link title]` (or just `[page:ClassName]`). Use `[page:ClassName.memberName]` to link to a class member (a property or method) called `memberName` on the page for `ClassName`. You can write `[page:.memberName]` to link to a property or method called `memberName` on the same page.
+- Use `[example:exampleName title]` (ot just `[example:exampleName]`) to link to the example `threejs.org/examples/#exampleName`.
+- Document a property by writing `<h3>[property:TypeName propertyName]</h3>`.
+- Document a method using `<h3>[method:ReturnType methodName]</h3>`.

+ 20 - 4
docs/api/renderers/WebGLShaders.html → docs/api/Original.html

@@ -7,24 +7,40 @@
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	<body>
+		[page:Geometry] &rarr;
+		
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
 
+		<h2>Example</h2>
+
+		<code>todo</code>
 
 		<h2>Constructor</h2>
 
-		<h3>[name]()</h3>
+
+		<h3>todo</h3>
+		<div></div>
 
 
 		<h2>Properties</h2>
 
+		<h3>todo</h3>
+		<div>
+		todo
+		</div> 
 
 
 		<h2>Methods</h2>
-
-
-
+		
+
+		<h3>todo</h3>
+		<div>todo</div>
+		<div>
+		todo
+		</div>
+		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 5 - 8
docs/api/cameras/Camera.html

@@ -19,26 +19,23 @@
 
 		<h3>[name]()</h3>
 		<div>
-			This constructor sets following properties to the correct type: matrixWorldInverse, projectionMatrix and projectionMatrixInverse.
+			This constructor sets the following properties to the correct type: matrixWorldInverse and projectionMatrix.
 			
 		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Matrix4 matrixWorldInverse]</h3>
+		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
 
-		<h3>.[page:Matrix4 projectionMatrix]</h3>
-		<div>This is the matrix which contains the projection.</div>		
-
-		<h3>.[page:Matrix4 projectionMatrixInverse]</h3>
-		<div>This is the inverse of projectionMatrix.</div>
+		<h3>[property:Matrix4 projectionMatrix]</h3>
+		<div>This is the matrix which contains the projection.</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.lookAt( [page:Vector3 vector] )</h3>
+		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
 		<div>
 		vector — point to look at<br />
 		<br />

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

@@ -36,28 +36,28 @@ scene.add( camera );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float left]</h3>
+		<h3>[property:Float left]</h3>
 		<div>Camera frustum left plane.</div>
 
-		<h3>.[page:Float right]</h3>
+		<h3>[property:Float right]</h3>
 		<div>Camera frustum right plane.</div>
 
-		<h3>.[page:Float top]</h3>
+		<h3>[property:Float top]</h3>
 		<div>Camera frustum top plane.</div>
 
-		<h3>.[page:Float bottom]</h3>
+		<h3>[property:Float bottom]</h3>
 		<div>Camera frustum bottom plane.</div>
 
-		<h3>.[page:Float near]</h3>
+		<h3>[property:Float near]</h3>
 		<div>Camera frustum near plane.</div>
 
-		<h3>.[page:Float far]</h3>
+		<h3>[property:Float far]</h3>
 		<div>Camera frustum far plane.</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.updateProjectionMatrix()</h3>
+		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
 		Updates the camera projection matrix. Must be called after change of parameters.
 		</div>

+ 7 - 8
docs/api/cameras/PerspectiveCamera.html

@@ -22,7 +22,6 @@ scene.add( camera );</code>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
 		<div>
 		fov — Camera frustum vertical field of view.<br />
@@ -34,22 +33,22 @@ scene.add( camera );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float fov]</h3>
+		<h3>[property:Float fov]</h3>
 		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
 
-		<h3>.[page:Float aspect]</h3>
+		<h3>[property:Float aspect]</h3>
 		<div>Camera frustum aspect ratio, window width divided by window height.</div>
 
-		<h3>.[page:Float near]</h3>
+		<h3>[property:Float near]</h3>
 		<div>Camera frustum near plane.</div>
 
-		<h3>.[page:Float far]</h3>
+		<h3>[property:Float far]</h3>
 		<div>Camera frustum far plane.</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.setLens( [page:Float focalLength], [page:Float frameSize] )</h3>
+		<h3>[method:null setLens]( [page:Float focalLength], [page:Float frameSize] )</h3>
 		<div>
 		focalLength — focal length<br />
 		frameSize — frame size
@@ -60,7 +59,7 @@ scene.add( camera );</code>
 		Formula based on [link:http://www.bobatkins.com/photography/technical/field_of_view.html]
 		</div>
 
-		<h3>.setViewOffset( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
 		<div>
 		fullWidth — full width of multiview setup<br />
 		fullHeight — full height of multiview setup<br />
@@ -107,7 +106,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		Note there is no reason monitors have to be the same size or in a grid.
 		</div>
 
-		<h3>.updateProjectionMatrix()</h3>
+		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
 		Updates the camera projection matrix. Must be called after change of parameters.
 		</div>

+ 42 - 0
docs/api/constants/CustomBlendingEquations.html

@@ -0,0 +1,42 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>Custom Blending Equation Constants</h1>
+
+		<h2>Equations</h2>
+		<div>
+		THREE.AddEquation<br />
+		THREE.SubtractEquation<br />
+		THREE.ReverseSubtractEquation
+		</div>
+
+		<h2>Destination Factors</h2>
+		<div>
+		THREE.ZeroFactor<br />
+		THREE.OneFactor<br />
+		THREE.SrcColorFactor<br />
+		THREE.OneMinusSrcColorFactor<br />
+		THREE.SrcAlphaFactor<br />
+		THREE.OneMinusSrcAlphaFactor<br />
+		THREE.DstAlphaFactor<br />
+		THREE.OneMinusDstAlphaFactor
+		</div>
+
+		<h2>Source Factors</h2>
+		<div>
+		THREE.DstColorFactor<br />
+		THREE.OneMinusDstColorFactor<br />
+		THREE.SrcAlphaSaturateFactor
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
+	</body>
+</html>

+ 30 - 0
docs/api/constants/GLState.html

@@ -0,0 +1,30 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>GL State Conflicts</h1>
+
+		<h2>Cull Face</h2>
+		<div>
+		THREE.CullFaceNone<br />
+		THREE.CullFaceBack<br />
+		THREE.CullFaceFront<br />
+		THREE.CullFaceFrontBack
+		</div>
+
+		<h2>Front Face Direction</h2>
+		<div>
+		THREE.FrontFaceDirectionCW<br />
+		THREE.FrontFaceDirectionCCW<br />
+		</div>
+	
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
+	</body>
+</html>

+ 47 - 0
docs/api/constants/Materials.html

@@ -0,0 +1,47 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>Material Constants</h1>
+
+		<h2>Side</h2>
+		<div>
+		THREE.FrontSide<br />
+		THREE.BackSide<br />
+		THREE.DoubleSide
+		</div>
+
+		<h2>Shading</h2>
+		<div>
+		THREE.NoShading<br />
+		THREE.FlatShading<br />
+		THREE.SmoothShading
+		</div>
+
+		<h2>Colors</h2>
+		<div>
+		THREE.NoColors<br />
+		THREE.FaceColors<br />
+		THREE.VertexColors
+		</div>
+
+		<h2>Blending Mode</h2>
+		<div>
+		THREE.NoBlending<br />
+		THREE.NormalBlending<br />
+		THREE.AdditiveBlending<br />
+		THREE.SubtractiveBlending<br />
+		THREE.MultiplyBlending<br />
+		THREE.CustomBlending
+		</div>
+	
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
+	</body>
+</html>

+ 23 - 0
docs/api/constants/ShadowingTypes.html

@@ -0,0 +1,23 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>Shadowing Type Contants</h1>
+
+		<h2>Shadow Map</h2>
+		<div>
+		THREE.BasicShadowMap<br />
+		THREE.PCFShadowMap<br />
+		THREE.PCFSoftShadowMap
+		</div>
+	
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
+	</body>
+</html>

+ 85 - 0
docs/api/constants/Textures.html

@@ -0,0 +1,85 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>Texture Constants</h1>
+
+		<h2>Operations</h2>
+		<div>
+		THREE.MultiplyOperation<br />
+		THREE.MixOperation<br />
+		THREE.AddOperation
+		</div>
+
+		<h2>Mapping Modes</h2>
+		<div>
+		THREE.UVMapping<br />
+		THREE.CubeReflectionMapping<br />
+		THREE.CubeRefractionMapping<br />
+		THREE.SphericalReflectionMapping<br />
+		THREE.SphericalRefractionMapping
+		</div>
+
+		<h2>Wrapping Modes</h2>
+		<div>
+		THREE.RepeatWrapping<br />
+		THREE.ClampToEdgeWrapping<br />
+		THREE.MirroredRepeatWrapping
+		</div>
+
+		<h2>Filters</h2>
+		<div>
+		THREE.NearestFilter<br />
+		THREE.NearestMipMapNearestFilter<br />
+		THREE.NearestMipMapLinearFilter<br />
+		THREE.LinearFilter<br />
+		THREE.LinearMipMapNearestFilter<br />
+		THREE.LinearMipMapLinearFilter
+		</div>
+
+		<h2>Data Types</h2>
+		<div>
+		THREE.UnsignedByteType<br />
+		THREE.ByteType<br />
+		THREE.ShortType<br />
+		THREE.UnsignedShortType<br />
+		THREE.IntType<br />
+		THREE.UnsignedIntType<br />
+		THREE.FloatType
+		</div>
+
+		<h2>Pixel Types</h2>
+		<div>
+		THREE.UnsignedShort4444Type<br />
+		THREE.UnsignedShort5551Type<br />
+		THREE.UnsignedShort565Type
+		</div>
+
+		<h2>Pixel Formats</h2>
+		<div>
+		THREE.AlphaFormat<br />
+		THREE.RGBFormat<br />
+		THREE.RGBAFormat<br />
+		THREE.LuminanceFormat<br />
+		THREE.LuminanceAlphaFormat
+		</div>
+
+		<h2>Compressed Texture Formats</h2>
+		<div>
+		THREE.RGB_S3TC_DXT1_Format<br />
+		THREE.RGBA_S3TC_DXT1_Format<br />
+		THREE.RGBA_S3TC_DXT3_Format<br />
+		THREE.RGBA_S3TC_DXT5_Format
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/Three.js src/Three.js]
+	</body>
+</html>

+ 105 - 0
docs/api/core/BufferAttribute.html

@@ -0,0 +1,105 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		This class stores data for an attribute associated with a [page:BufferGeometry]. See that page for details and a usage example. This class is used to store builtin attributes such as vertex position, normals, color, etc., but can also be used in your code to store custom attributes in a [page:BufferGeometry].
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]([page:Array array], [page:Integer itemSize])</h3>
+		<div>
+		Instantiates this attibute with data from the associated buffer. The array can either be a regular Array or a Typed Array. 
+		itemSize gives the number of values of the array that should be associated with a particular vertex.
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array array]</h3>
+		<div>
+		Stores the data associated with this attribute; can be an Array or a Typed Array. This element should have <code>itemSize * numVertices</code> elements, where numVertices is the number of vertices in the associated [page:BufferGeometry geometry]. 
+		</div>
+
+		<h3>[property:Integer itemSize]</h3>
+		<div>
+		Records how many items of the array are associated with a particular vertex. For instance, if this
+		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
+		</div>
+
+		<h3>[property:Integer length]</h3>
+		<div>
+		Gives the total number of elements in the array.
+		</div>
+
+		<h3>[property:Boolean needsUpdate]</h3>
+		<div>
+		Flag to indicate that this attribute has changed and should be re-send to the GPU. Set this to true when you modify the value of the array.
+		</div>
+
+
+
+		<h2>Methods</h2>
+		
+		<h3>[method:null copyAt] ( [page:Integer index1], attribute, [page:Integer index2] ) </h3>
+		<div>
+		Copies itemSize values in the array from the vertex at index2 to the vertex at index1.
+		</div>
+
+		<h3>[method:null set] ( [page:Array value] ) </h3>
+		<div>
+		Sets the associated array with values from the passed array.
+		</div>
+
+		<h3>[method:null setX]( index, x ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x
+		</div>
+
+		<h3>[method:null setY]( index, y ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize + 1</code> to y
+		</div>
+
+		<h3>[method:null setZ]( index, z ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize + 2</code> to z
+		</div>
+
+		<h3>[method:null setXY]( index, x, y ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x and 
+		sets the value of the array at <code>index * itemSize + 1</code> to y
+		</div>
+
+		<h3>[method:null setXYZ]( index, x, y, z ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x,
+		the value of the array at <code>index * itemSize + 1</code> to y, and
+		the value of the array at <code>index * itemSize + 2</code> to z.
+		</div>
+
+		<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
+		<div>
+		Sets the value of the array at <code>index * itemSize</code> to x,
+		the value of the array at <code>index * itemSize + 1</code> to y, 
+		the value of the array at <code>index * itemSize + 2</code> to z, and
+		the value of the array at <code>index * itemSize + 3</code> to w.
+		</div>
+
+		<h3>[method:BufferAttribute clone]() </h3>
+		<div>
+		Copies this attribute.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 137 - 56
docs/api/core/BufferGeometry.html

@@ -10,10 +10,94 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		This is a superefficent class for geometries because it saves all data in buffers. <br />
-		It reduces memory costs and cpu cycles. But it is not as easy to work with because of all the necessary buffer calculations.<br />
-		It is mainly interesting when working with static objects.
+		<p>
+		This class is an efficient alternative to [page:Geometry], because it stores all data, including
+		vertex positions, face indices, normals, colors, UVs, and custom attributes within buffers; this
+		reduces the cost of passing all this data to the GPU. 
+		This also makes BufferGeometry harder to work with than [page:Geometry]; rather than accessing 
+		position data as [page:Vector3] objects, color data as [page:Color] objects, and so on, you have to 
+		access the raw data from the appropriate [page:BufferAttribute attribute] buffer. This makes 
+		BufferGeometry best-suited for static objects where you don't need to manipulate the geometry much
+		after instantiating it.
+		</p>
+
+		<h3>Example</h3>
+		<code>
+		var geometry = new THREE.BufferGeometry();
+		// create a simple square shape. We duplicate the top left and bottom right
+		// vertices because each vertex needs to appear once per triangle. 
+		var vertexPositions = [ 
+			[-1.0, -1.0,  1.0],
+			[ 1.0, -1.0,  1.0],
+			[ 1.0,  1.0,  1.0],
+
+			[ 1.0,  1.0,  1.0],
+			[-1.0,  1.0,  1.0],
+			[-1.0, -1.0,  1.0]
+		];
+		var vertices = new Float32Array( vertexPositions.length * 3 ); // three components per vertex
+
+		// components of the position vector for each vertex are stored
+		// contiguously in the buffer.
+		for ( var i = 0; i < vertexPositions.length; i++ )
+		{
+			vertices[ i*3 + 0 ] = vertexPositions[i][0];
+			vertices[ i*3 + 1 ] = vertexPositions[i][1];
+			vertices[ i*3 + 2 ] = vertexPositions[i][2];
+		}
+
+		// itemSize = 3 because there are 3 values (components) per vertex
+		geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
+		var mesh = new THREE.Mesh( geometry, material );
+		</code>
+		<p>More examples: [example:webgl_buffergeometry Complex mesh with non-indexed faces], [example:webgl_buffergeometry_uint Complex mesh with indexed faces], [example:webgl_buffergeometry_lines Lines], [example:webgl_buffergeometry_lines_indexed Indexed Lines], [example:webgl_buffergeometry_particles Particles], and [example:webgl_buffergeometry_rawshader Raw Shaders].</p>
+
+		
+		<h3>Accessing attributes</h3>
+		<p>
+		WebGL stores data associated with individual vertices of a geometry in <emph>attributes</emph>. 
+		Examples include the position of the vertex, the normal vector for the vertex, the vertex color,
+		and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping
+		up this information into typed array buffers and sending this data to the shader. With 
+		BufferGeometry, all of this data is stored in buffers associated with an individual attributes.
+		This means that to get the position data associated with a vertex (for instance), you must call
+		[page:.getAttribute] to access the 'position' [page:BufferAttribute attribute], then access the individual 
+		x, y, and z coordinates of the position.  
+		</p>
+		<p>
+		The following attributes are set by various members of this class:
+		</p>
+		<h4>[page:BufferAttribute position] (itemSize: 3)</h4>
+		<div>
+		Stores the x, y, and z coordinates of each vertex in this geometry. Set by [page:.fromGeometry]().
+		</div>
+
+		<h4>[page:BufferAttribute normal] (itemSize: 3)</h4>
+		<div>
+		Stores the x, y, and z components of the face or vertex normal vector of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<h4>[page:BufferAttribute color] (itemSize: 3)</h4>
+		<div>
+		Stores the red, green, and blue channels of vertex color of each vertex in this geometry.
+		Set by [page:.fromGeometry]().
+		</div>
+
+		<h4>[page:BufferAttribute tangent] (itemSize: 3)</h4>
+		<div>
+		Stores the x, y, and z components of the tangent vector of each vertex in this geometry. Set by [page:.computeTangents]().
+		</div>
+
+		<h4>[page:BufferAttribute index] (itemSize: 3)</h4>
+		Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles," and works much the same as it does in [page:Geometry]: each triangle is associated with the index of three vertices. This attribute therefore stores the index of each vertex for each triangular face.
+
+		If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous positions represent a single triangle.
 		</div>
+		<p>
+		In addition to the the built-in attributes, you can set your own custom attributes using the addAttribute method. With [page:Geometry], these attributes are set and stored on the [page:Material]. In BufferGeometry, the attributes are stored with the geometry itself. Note that you still need to set the attributes information on the material as well, but the value of each attribute is stored in the BufferGeometry. 
+		</p>
 
 
 		<h2>Constructor</h2>
@@ -21,132 +105,129 @@
 
 		<h3>[name]()</h3>
 		<div>
-			This creates a new [name]. It also sets several properties to an default value.
+		This creates a new [name]. It also sets several properties to a default value.
 		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
-		Unique number of this buffergeometry instance
+		Unique number for this buffergeometry instance.
 		</div>
 		
-		<h3>.[page:Hashmap attributes]</h3>
+		<h3>[property:Hashmap attributes]</h3>
 		<div>
-		This hashmap has as id the name of the attribute to be set and as value the buffer to set it to.
+		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
+		Rather than accessing this property directly, use addAttribute and getAttribute to access attributes of this geometry.
 		</div>
 		
-		<h3>.[page:Boolean dynamic]</h3>
+		<!--
+ 		<h3>[property:Boolean dynamic]</h3>
 		<div>
-		When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and saves memory.
-		</div>
+		When set, it holds certain buffers in memory to have faster updates for this object. When unset, it deletes those buffers and   saves memory.
+		</div> -->
 		
-		<h3>.[page:Array offsets]</h3>
+		<h3>[property:Array drawCalls] (previously [property:Array offsets])</h3>
 		<div>
-		This Array should contain every offset at which the buffers should be rendered. This is important for indexed buffers.
+		For geometries that use indexed triangles, this Array can be used to split the object into multiple WebGL draw calls. Each draw call will draw some subset of the vertices in this geometry using the configured [page:Material shader]. This may be necessary if, for instance, you have more than 65535 vertices in your object. 
+		Each element is an object of the form:
+		<code>{ start: Integer, count: Integer, index: Integer }</code>
+		where start specifies the index of the first vertex in this draw call, count specifies how many vertices are included, and index specifies an optional offset.
+
+		Use addDrawCall to add draw calls, rather than modifying this array directly.
 		</div>
 
-		<h3>.[page:Object boundingBox]</h3>
+		<h3>[property:Box3 boundingBox]</h3>
 		<div>
 		Bounding box.
 		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
 		</div>
 
-		<h3>.[page:Object boundingSphere]</h3>
+		<h3>[property:Sphere boundingSphere]</h3>
 		<div>
 		Bounding sphere.
 		<code>{ radius: float }</code>
 		</div>
 		
-		<h3>.[page:Array morphTargets]</h3>
+		<h3>[property:Array morphTargets]</h3>
 		<div>
 		Array of morph targets. Each morph target is a Javascript object:
 		<code>{ name: "targetName", vertices: [ new THREE.Vertex(), ... ] }</code>
 		Morph vertices match number and order of primary vertices.
 		</div>
 
-		<h3>.[page:boolean hasTangents]</h3>
+		<h3>[property:boolean hasTangents]</h3>
 		<div>
-		todo
+		True if BufferGeometry has tangents. Set in [page:.computeTangents].
 		</div> 
 
 		<h2>Methods</h2>
 
-		<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		
+		<h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attribute] )</h3>
+		<div>
+		Adds an attribute to this geometry. Use this rather than the attributes property, 
+		because an internal array of attributes is maintained to speed up iterating over
+		attributes.
+		</div>
+
+		<h3>[method:null addDrawCall]( [page:Integer start], [page:Integer count], [page:Integer indexOffset] )</h3>
+		<div>
+		Adds a draw call to this geometry; see the drawcalls property for details.
+		</div>
+
+
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
 		<div>
 		Bakes matrix transform directly into vertex coordinates.
 		</div>
 
-		<h3>.computeVertexNormals()</h3>
+		<h3>[method:null computeVertexNormals]()</h3>
 		<div>
 		Computes vertex normals by averaging face normals.<br />
 		</div>
 
-		<h3>.computeTangents()</h3>
+		<h3>[method:null computeTangents]()</h3>
 		<div>
 		Computes vertex tangents.<br />
 		Based on [link:http://www.terathon.com/code/tangent.html]<br />
 		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
 		</div>
 
-		<h3>.computeBoundingBox()</h3>
+		<h3>[method:null computeBoundingBox]()</h3>
 		<div>
 		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.<br />
 		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</div>
 
-		<h3>.computeBoundingSphere()</h3>
+		<h3>[method:null computeBoundingSphere]()</h3>
 		<div>
 		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
 		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</div>
 		
-		<h3>.dispose()</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
 		Disposes the object from memory. <br />
 		You need to call this when you want the bufferGeometry removed while the application is running.
 		</div>
 
-
-		<h3>.hasEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.addEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.removeEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
+		<h3>[method:null fromGeometry]( [page:Geometry] )</h3>
 		<div>
-		todo
+		Populates this BufferGeometry with data from a [page:Geometry] object.
 		</div>
 
-		<h3>.normalizeNormals() [page:todo]</h3>
+		<h3>[method:BufferAttribute getAttribute]( [page:String name] )</h3>
 		<div>
-		todo
+		Returns the [page:BufferAttribute attribute] with the specified name.
 		</div>
 
-		<h3>.dispatchEvent([page:todo event]) [page:todo]</h3>
-		<div>
-		event -- todo
-		</div>
+		<h3>[method:null normalizeNormals]()</h3>
 		<div>
-		todo
+		Every normal vector in a geometry will have a magnitude of 1.
+		This will correct lighting on the geometry surfaces.
 		</div>
 
 		<h2>Source</h2>

+ 9 - 9
docs/api/core/Clock.html

@@ -22,31 +22,31 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Boolean autoStart]</h3>
+		<h3>[property:Boolean autoStart]</h3>
 		<div>
 		If set, starts the clock automatically when the first update is called.
 		</div>
 
-		<h3>.[page:Float startTime]</h3>
+		<h3>[property:Float startTime]</h3>
 		<div>
 		When the clock is running, It holds the start time of the clock. <br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
 
 
-		<h3>.[page:Float oldTime]</h3>
+		<h3>[property:Float oldTime]</h3>
 		<div>
 		When the clock is running, It holds the previous time from a update.<br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
 
-		<h3>.[page:Float elapsedTime]</h3>
+		<h3>[property:Float elapsedTime]</h3>
 		<div>
 		When the clock is running, It holds the time elapsed between the start of the clock to the previous update.<br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
 
-		<h3>.[page:Boolean running]</h3>
+		<h3>[property:Boolean running]</h3>
 		<div>
 		This property keeps track whether the clock is running or not.
  		</div>
@@ -54,22 +54,22 @@
 
 		<h2>Methods</h2>
 
-		<h3>.start()</h3>
+		<h3>[method:null start]()</h3>
 		<div>
 		Starts clock.
 		</div>
 
-		<h3>.stop()</h3>
+		<h3>[method:null stop]()</h3>
 		<div>
 		Stops clock.
 		</div>
 
-		<h3>.getElapsedTime() [page:Float]</h3>
+		<h3>[method:Float getElapsedTime]()</h3>
 		<div>
 		Get the seconds passed since the clock started.
 		</div>
 
-		<h3>.getDelta() [page:Float]</h3>
+		<h3>[method:Float getDelta]()</h3>
 		<div>
 		Get the seconds passed since the last call to this method.
 		</div>

+ 4 - 4
docs/api/core/EventDispatcher.html

@@ -23,7 +23,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>.addEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null addEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -32,7 +32,7 @@
 		Adds a listener to an event type.
 		</div>
 
-		<h3>.hasEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:Boolean hasEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -41,7 +41,7 @@
 		Checks if listener is added to an event type.
 		</div>
 
-		<h3>.removeEventListener( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null removeEventListener]( [page:String type], [page:Function listener] )</h3>
 		<div>
 		type - The type of the listener that gets removed.<br />
 		listener - The listener function that gets removed.
@@ -50,7 +50,7 @@
 		Removes a listener from an event type.
 		</div>
 
-		<h3>.dispatchEvent( [page:String type] )</h3>
+		<h3>[method:null dispatchEvent]( [page:String type] )</h3>
 		<div>
 		type - The type of event that gets fired.
 		</div>

+ 10 - 15
docs/api/core/Face3.html

@@ -35,60 +35,55 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer a]</h3>
+		<h3>[property:Integer a]</h3>
 		<div>
 		Vertex A index.
 		</div>
 
-		<h3>.[page:Integer b]</h3>
+		<h3>[property:Integer b]</h3>
 		<div>
 		Vertex B index.
 		</div>
 
-		<h3>.[page:Integer c]</h3>
+		<h3>[property:Integer c]</h3>
 		<div>
 		Vertex C index.
 		</div>
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 		<div>
 		Face normal.
 		</div>
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		Face color.
 		</div>
 
-		<h3>.[page:Array vertexNormals]</h3>
+		<h3>[property:Array vertexNormals]</h3>
 		<div>
 		Array of 3 vertex normals.
 		</div>
 
-		<h3>.[page:Array vertexColors]</h3>
+		<h3>[property:Array vertexColors]</h3>
 		<div>
 		Array of 3 vertex colors.
 		</div>
 
-		<h3>.[page:Array vertexTangents]</h3>
+		<h3>[property:Array vertexTangents]</h3>
 		<div>
 		Array of 3 vertex tangents.
 		</div>
 
 
-		<h3>.[page:Integer materialIndex]</h3>
+		<h3>[property:Integer materialIndex]</h3>
 		<div>
 		Material index (points to [page:MeshFaceMaterial MeshFaceMaterial.materials]).
 		</div>
 
-		<h3>.[page:Vector3 centroid]</h3>
-		<div>
-		Face centroid.
-		</div>
-
 		<h2>Methods</h2>
 
-		<h3>.clone()</h3>
+		<h3>[method:Face3 clone]()</h3>
 		<div>
 		Creates a new clone of the Face3 object.
 		</div>

+ 56 - 97
docs/api/core/Geometry.html

@@ -19,9 +19,11 @@
 
 		<code>var geometry = new THREE.Geometry();
 
-		geometry.vertices.push( new THREE.Vector3( -10,  10, 0 ) );
-		geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
-		geometry.vertices.push( new THREE.Vector3(  10, -10, 0 ) );
+		geometry.vertices.push(
+			new THREE.Vector3( -10,  10, 0 ),
+			new THREE.Vector3( -10, -10, 0 ),
+			new THREE.Vector3(  10, -10, 0 )
+		);
 
 		geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
 
@@ -33,259 +35,216 @@
 
 		<h3>[name]()</h3>
 		<div>
-		todo
+		The constructor takes no arguments.
 		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
-		Unique number of this geometry instance
+		Unique number for this geometry instance.
 		</div>
-		
-		<h3>.[page:String name]</h3>
+
+		<h3>[property:String name]</h3>
 		<div>
 		Name for this geometry. Default is an empty string.
 		</div>
 
-		<h3>.[page:Array vertices]</h3>
+		<h3>[property:Array vertices]</h3>
 		<div>
 		Array of [page:Vector3 vertices].<br />
-		The array of vertices hold every position of points of the model.<br />
+		The array of vertices holds every position of points in the model.<br />
 		To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array colors]</h3>
+		<h3>[property:Array colors]</h3>
 		<div>
 		Array of vertex [page:Color colors], matching number and order of vertices.<br />
-		Used in [page:ParticleSystem] and [page:Line].<br />
+		Used in [page:PointCloud] and [page:Line].<br />
 		[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
 		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array faces]</h3>
+		<h3>[property:Array faces]</h3>
 		<div>
 		Array of [page:Face3 triangles].<br />
 		The array of faces describe how each vertex in the model is connected with each other.<br />
 		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array faceVertexUvs]</h3>
+		<h3>[property:Array faceVertexUvs]</h3>
 		<div>
 		Array of face [page:UV] layers.<br />
-		Each UV layer is an array of [page:UV] matching order and number of vertices in faces.<br />
+		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
 		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
 		</div>
 
-		<h3>.[page:Array morphTargets]</h3>
+		<h3>[property:Array morphTargets]</h3>
 		<div>
 		Array of morph targets. Each morph target is a Javascript object:
 		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
 		Morph vertices match number and order of primary vertices.
 		</div>
 
-		<h3>.[page:Array morphColors]</h3>
+		<h3>[property:Array morphColors]</h3>
 		<div>
 		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
 		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
-		Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
+		Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
 		</div>
 
-		<h3>.[page:Array morphNormals]</h3>
+		<h3>[property:Array morphNormals]</h3>
 		<div>
 		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
 		</div>
 
-		<h3>.[page:Array skinWeights]</h3>
+		<h3>[property:Array skinWeights]</h3>
 		<div>
 		Array of skinning weights, matching number and order of vertices.
 		</div>
 
-		<h3>.[page:Array skinIndices]</h3>
+		<h3>[property:Array skinIndices]</h3>
 		<div>
 		Array of skinning indices, matching number and order of vertices.
 		</div>
 
-		<h3>.[page:Object boundingBox]</h3>
+		<h3>[property:Object boundingBox]</h3>
 		<div>
 		Bounding box.
 		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
 		</div>
 
-		<h3>.[page:Object boundingSphere]</h3>
+		<h3>[property:Object boundingSphere]</h3>
 		<div>
 		Bounding sphere.
 		<code>{ radius: float }</code>
 		</div>
 
-		<h3>.[page:Boolean hasTangents]</h3>
+		<h3>[property:Boolean hasTangents]</h3>
 		<div>
 		True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
 		</div>
 
-		<h3>.[page:Boolean dynamic]</h3>
+		<h3>[property:Boolean dynamic]</h3>
 		<div>
 		Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
 		Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
 		Defaults to true.
 		</div>
 		
-		<h3>.[page:Boolean verticesNeedUpdate]</h3>
+		<h3>[property:Boolean verticesNeedUpdate]</h3>
 		<div>
 		Set to *true* if the vertices array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean elementsNeedUpdate]</h3>
+		<h3>[property:Boolean elementsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the faces array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean uvsNeedUpdate]</h3>
+		<h3>[property:Boolean uvsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the uvs array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean normalsNeedUpdate]</h3>
+		<h3>[property:Boolean normalsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the normals array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean tangentsNeedUpdate]</h3>
+		<h3>[property:Boolean tangentsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the tangents in the faces has been updated.
 		</div>
 		
-		<h3>.[page:Boolean colorsNeedUpdate]</h3>
+		<h3>[property:Boolean colorsNeedUpdate]</h3>
 		<div>
 		Set to *true* if the colors array has been updated.
 		</div>
 		
-		<h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
+		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
 		<div>
 		Set to *true* if the linedistances array has been updated.
 		</div>
-		
-		<h3>.[page:Boolean buffersNeedUpdate]</h3>
-		<div>
-		Set to *true* if an array has changed in length.
-		</div>
 
-		<h3>.[page:array morphNormals]</h3>
+		<h3>[property:array lineDistances]</h3>
 		<div>
-		todo
-		</div> 
-
-		<h3>.[page:array lineDistances]</h3>
-		<div>
-		todo
+		An array containing distances between vertices for Line geometries.
+		This is required for LinePieces/LineDashedMaterial to render correctly.
+		Line distances can also be generated with computeLineDistances.
 		</div> 
 
 		<h2>Methods</h2>
+		
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
 		<div>
 		Bakes matrix transform directly into vertex coordinates.
 		</div>
 
-		<h3>.computeCentroids()</h3>
-		<div>
-		Computes centroids for all faces.
-		</div>
-
-		<h3>.computeFaceNormals()</h3>
+		<h3>[method:null computeFaceNormals]()</h3>
 		<div>
 		Computes face normals.
 		</div>
 
-		<h3>.computeVertexNormals()</h3>
+		<h3>[method:null computeVertexNormals]()</h3>
 		<div>
 		Computes vertex normals by averaging face normals.<br />
 		Face normals must be existing / computed beforehand.
 		</div>
 
-		<h3>.computeMorphNormals()</h3>
+		<h3>[method:null computeMorphNormals]()</h3>
 		<div>
 		Computes morph normals.
 		</div>
 
-		<h3>.computeTangents()</h3>
+		<h3>[method:null computeTangents]()</h3>
 		<div>
 		Computes vertex tangents.<br />
 		Based on [link:http://www.terathon.com/code/tangent.html]<br />
 		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
 		</div>
 
-		<h3>.computeBoundingBox()</h3>
+		<h3>[method:null computeBoundingBox]()</h3>
 		<div>
 		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
 		</div>
 
-		<h3>.computeBoundingSphere()</h3>
+		<h3>[method:null computeBoundingSphere]()</h3>
 		<div>
 		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
 		</div>
 		
 		<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
 
-		<h3>.mergeVertices()</h3>
+		<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
+		<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
+
+		<h3>[method:null mergeVertices]()</h3>
 		<div>
 		Checks for duplicate vertices using hashmap.<br />
 		Duplicated vertices are removed and faces' vertices are updated.
 		</div>
 		
-		<h3>.clone()</h3>
+		<h3>[method:Geometry clone]()</h3>
 		<div>
 		Creates a new clone of the Geometry.
 		</div>
 		
-		<h3>.dispose()</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
 		Removes The object from memory. <br />
-		Don't forget to call this method when you remove an geometry because it can cuase meomory leaks. 
+		Don't forget to call this method when you remove a geometry because it can cause memory leaks. 
 		</div>
 
-
-		<h3>.dispatchEvent([page:todo event]) [page:todo]</h3>
-		<div>
-		event -- todo
-		</div>
+		<h3>[method:null computeLineDistances]()</h3>
 		<div>
-		todo
+		Compute distances between vertices for Line geometries.
 		</div>
 
-		<h3>.hasEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.removeEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.computeLineDistances() [page:todo]</h3>
-		<div>
-		todo
-		</div>
-
-		<h3>.addEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
-		<div>
-		type -- todo <br />
-		listener -- todo
-		</div>
-		<div>
-		todo
-		</div>
 
 		<h2>Source</h2>
 

+ 71 - 70
docs/api/core/Object3D.html

@@ -17,133 +17,142 @@
 
 		<h3>[name]()</h3>
 		<div>
-		todo
+		The constructor takes no arguments.
 		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
-		Unique number of this object instance.
+		Unique number for this object instance.
 		</div>
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String uuid]</h3>
+		<div>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned, so this shouldn't be edited.
+		</div>
+
+		<h3>[property:String name]</h3>
 		<div>
 		Optional name of the object (doesn't need to be unique).
 		</div>
 
-		<h3>.[page:Object3D parent]</h3>
+		<h3>[property:Object3D parent]</h3>
 		<div>
 		Object's parent in the scene graph.
 		</div>
 
-		<h3>.[page:Object3D children]</h3>
+		<h3>[property:Object3D children]</h3>
 		<div>
 		Array with object's children.
 		</div>
 
-		<h3>.[page:Vector3 position]</h3>
+		<h3>[property:Vector3 position]</h3>
 		<div>
 		Object's local position.
 		</div>
 
-		<h3>.[page:Vector3 rotation]</h3>
+		<h3>[property:Euler rotation]</h3>
 		<div>
-		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles">Euler angles</a>), in radians.
+		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
 		</div>
 
-		<h3>.[page:String eulerOrder]</h3>
+		<h3>[property:String eulerOrder]</h3>
 		<div>
 		Order of axis for Euler angles.
 		</div>
 
-		<h3>.[page:Vector3 scale]</h3>
+		<h3>[property:Vector3 scale]</h3>
 		<div>
 		Object's local scale.
 		</div>
 
-		<h3>.[page:Vector3 up]</h3>
+		<h3>[property:Vector3 up]</h3>
 		<div>
 		Up direction.
 		</div>
 
-		<h3>.[page:Matrix4 matrix]</h3>
+		<h3>[property:Matrix4 matrix]</h3>
 		<div>
 		Local transform.
 		</div>
 
-		<h3>.[page:Quaternion quaternion]</h3>
+		<h3>[property:Quaternion quaternion]</h3>
 		<div>
 		Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
 		</div>
 
-		<h3>.[page:Boolean useQuaternion]</h3>
+		<h3>[property:Boolean useQuaternion]</h3>
 		<div>
 		Use quaternion instead of Euler angles for specifying local rotation.
 		</div>
 
-		<h3>.[page:Float renderDepth]</h3>
+		<h3>[property:Float renderDepth]</h3>
 		<div>
 		Override depth-sorting order if non *null*.
 		</div>
 
-		<h3>.[page:Boolean visible]</h3>
+		<h3>[property:Boolean visible]</h3>
 		<div>
 		Object gets rendered if *true*.
 		</div>
 
-		<h3>.[page:Boolean castShadow]</h3>
+		<h3>[property:Boolean castShadow]</h3>
 		<div>
 		Gets rendered into shadow map.
 		</div>
 
-		<h3>.[page:Boolean receiveShadow]</h3>
+		<h3>[property:Boolean receiveShadow]</h3>
 		<div>
 		Material gets baked in shadow receiving.
 		</div>
 
-		<h3>.[page:Boolean frustumCulled]</h3>
+		<h3>[property:Boolean frustumCulled]</h3>
 		<div>
 		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
 		</div>
 
-		<h3>.[page:Boolean matrixAutoUpdate]</h3>
+		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<div>
 		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
 		</div>
 
-		<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
+		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<div>
 		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
 		</div>
 
-		<h3>.[page:Boolean rotationAutoUpdate]</h3>
+		<h3>[property:Boolean rotationAutoUpdate]</h3>
 		<div>
 		When this is set, then the rotationMatrix gets calculated every frame.
 		</div>
 
-		<h3>.[page:object userData]</h3>
+		<h3>[property:object userData]</h3>
 		<div>
-		todo
-		</div> 
+		An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
+		</div>
 
-		<h3>.[page:Matrix4 matrixWorld]</h3>
+		<h3>[property:Matrix4 matrixWorld]</h3>
 		<div>
-		todo
-		</div> 
+		The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
+		</div>
+
 
 		<h2>Methods</h2>
-		
-		<h3>.applyMatrix( [page:Matrix4 matrix])</h3>
+
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix])</h3>
 		<div>
 		matrix - matrix
 		</div>
 		<div>
 		This updates the position, rotation and scale with the matrix.
 		</div>
-		
-		<h3>.translateX( [page:Float distance] )</h3>
+
+		<h3>[method:null translateX]( [page:Float distance] )</h3>
 		<div>
 		distance - Distance.<br />
 		</div>
@@ -151,7 +160,7 @@
 		Translates object along x axis by distance.
 		</div>
 
-		<h3>.translateY( [page:Float distance] )</h3>
+		<h3>[method:null translateY]( [page:Float distance] )</h3>
 		<div>
 		distance - Distance.<br />
 		</div>
@@ -159,15 +168,15 @@
 		Translates object along y axis by distance.
 		</div>
 
-		<h3>.translateZ( [page:Float distance] )</h3>
+		<h3>[method:null translateZ]( [page:Float distance] )</h3>
 		<div>
 		distance - Distance.<br />
 		</div>
 		<div>
 		Translates object along z axis by distance.
 		</div>
-		
-		<h3>.localToWorld( [page:Vector3 vector] )</h3>
+
+		<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
 		<div>
 		vector - A local vector.<br />
 		</div>
@@ -175,7 +184,7 @@
 		Updates the vector from local space to world space.
 		</div>
 
-		<h3>.worldToLocal( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector.<br />
 		</div>
@@ -183,7 +192,7 @@
 		Updates the vector from world space to local space.
 		</div>
 
-		<h3>.lookAt( [page:Vector3 vector] )</h3>
+		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector to look at.<br />
 		</div>
@@ -191,7 +200,7 @@
 		Rotates object to face point in space.
 		</div>
 
-		<h3>.add( [page:Object3D object] )</h3>
+		<h3>[method:null add]( [page:Object3D object] )</h3>
 		<div>
 		object - An object.<br />
 		</div>
@@ -199,7 +208,7 @@
 		Adds *object* as child of this object.
 		</div>
 
-		<h3>.remove( [page:Object3D object] )</h3>
+		<h3>[method:null remove]( [page:Object3D object] )</h3>
 		<div>
 		object - An object.<br />
 		</div>
@@ -207,72 +216,64 @@
 		Removes *object* as child of this object.
 		</div>
 
-		<h3>.traverse( [page:Function callback] )</h3>
+		<h3>[method:null traverse]( [page:Function callback] )</h3>
 		<div>
 		callback - An Function with as first argument an object3D object.<br />
 		</div>
 		<div>
-		Executes the callback on this object and all descendants. 
-		</div>
-
-		<h3>.getDescendants( [page:Array array] )</h3>
-		<div>
-		array - optional argument that returns the the array with descendants.<br />
-		</div>
-		<div>
-		Searches whole subgraph recursively to add all objects in the array.
+		Executes the callback on this object and all descendants.
 		</div>
 
-		<h3>.updateMatrix()</h3>
+		<h3>[method:null updateMatrix]()</h3>
 		<div>
 		Updates local transform.
 		</div>
 
-		<h3>.updateMatrixWorld( [page:Boolean force] )</h3>
+		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
 		<div>
 		Updates global transform of the object and its children.
 		</div>
 
-		<h3>.clone()</h3>
+		<h3>[method:Object3D clone]()</h3>
 		<div>
 		Creates a new clone of this object and all descendants.
 		</div>
 
 
-		<h3>.getObjectByName([page:todo name], [page:todo recursive]) [page:todo]</h3>
+		<h3>[method:Object3D getObjectByName]([page:String name], [page:Boolean recursive])</h3>
 		<div>
-		name -- todo <br />
-		recursive -- todo
+		name -- String to match to the children's Object3d.name property. <br />
+		recursive -- Boolean whether to search through the children's children. Default is false.
 		</div>
 		<div>
-		todo
+		Searches through the object's children and returns the first with a matching name, optionally recursive.
 		</div>
 
-		<h3>.translateOnAxis([page:todo axis], [page:todo distance]) [page:todo]</h3>
+		<h3>[method:Object3D getObjectById]([page:Integer id], [page:Boolean recursive])</h3>
 		<div>
-		axis -- todo <br />
-		distance -- todo
+		id -- Unique number of the object instance<br />
+		recursive -- Boolean whether to search through the children's children. Default is false.
 		</div>
 		<div>
-		todo
+		Searches through the object's children and returns the first with a matching id, optionally recursive.
 		</div>
 
-		<h3>.getObjectById([page:todo id], [page:todo recursive]) [page:todo]</h3>
+		<h3>[method:Object3D translateOnAxis]([page:Vector3 axis], [page:Float distance])</h3>
 		<div>
-		id -- todo <br />
-		recursive -- todo
+		axis -- A normalized vector in object space.<br />
+		distance -- The distance to translate.
 		</div>
 		<div>
-		todo
+		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
 		</div>
 
-		<h3>.rotateOnAxis([page:todo axis], [page:todo angle]) [page:todo]</h3>
+		<h3>[method:Object3D rotateOnAxis]([page:Vector3 axis], [page:Float angle])</h3>
 		<div>
-		axis -- todo <br />
-		angle -- todo
+		axis -- A normalized vector in object space. <br />
+		angle -- The angle in radians.
 		</div>
 		<div>
-		todo
+		Rotate an object along an axis in object space. The axis is assumed to be normalized.
 		</div>
 
 		<h2>Source</h2>

+ 0 - 70
docs/api/core/Projector.html

@@ -1,70 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">Projects points between spaces.</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		todo
-		</div>
-		
-		
-		<h2>Properties</h2>
-
-		<h2>Methods</h2>
-
-		<h3>.projectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
-		<div>
-		[page:Vector3 vector] — vector to project.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		</div>
-		<div>
-		Projects a vector with the camera. Caution, this method changes 'vector'.
-		</div>
-
-		<h3>.unprojectVector( [page:Vector3 vector], [page:Camera camera] ) [page:Vector3]</h3>
-		<div>
-		[page:Vector3 vector] — vector to unproject.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		</div>
-		<div>
-		Unprojects a vector with the camera. Caution, this method changes 'vector'. 
-		</div>
-		
-		<h3>.pickingRay( [page:Vector3 vector], [page:Camera camera] ) [page:Raycaster]</h3>
-		<div>
-		Translates a 2D point from NDC (<em>Normalized Device Coordinates</em>) to a [page:Raycaster] that can be used for picking. NDC range from [-1..1] in x (left to right) and [1.0 .. -1.0] in y (top to bottom).
-		</div>
-
-		<h3>.projectScene( [page:Scene scene], [page:Camera camera], [page:Boolean sort] ) [page:Object]</h3>
-		<div>
-		[page:Scene scene] — scene to project.<br />
-		[page:Camera camera] — camera to use in the projection.<br />
-		[page:Boolean sort] — select whether to sort elements using the <a href="http://en.wikipedia.org/wiki/Painter%27s_algorithm">Painter's algorithm</a>.
-		</div>
-		
-		<div>
-		Transforms a 3D [page:Scene scene] object into 2D render data that can be rendered in a screen with your renderer of choice, projecting and clipping things out according to the used camera.
-		</div>
-		<div>
-		If the <em>scene</em> were a real scene, this method would be the equivalent of taking a picture with the <em>camera</em> (and developing the film would be the next step, using a Renderer).
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 15 - 9
docs/api/core/Raycaster.html

@@ -32,31 +32,31 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Ray ray]</h3>
+		<h3>[property:Ray ray]</h3>
 		<div>
 		The Ray used for the raycasting.
 		</div>
 
-		<h3>.[page:float near]</h3>
+		<h3>[property:float near]</h3>
 		<div>
 		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		This value shouldn't be negative and should be smaller than the far property. 
 		</div>
 
-		<h3>.[page:float far]</h3>
+		<h3>[property:float far]</h3>
 		<div>
 		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		This value shouldn't be negative and should be larger than the near property. 
 		</div>
 
-		<h3>.[page:float precision]</h3>
+		<h3>[property:float precision]</h3>
 		<div>
 		The precision factor of the raycaster. 
 		</div>
 
 		<h2>Methods</h2>
 
-		<h3>.set( [page:Vector3 origin], [page:Vector3 direction] )</h3>
+		<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
 		<div>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
 		[page:Vector3 direction] — The direction vector that  gives direction to the ray.
@@ -65,22 +65,28 @@
 		Updates the ray with a new origin and direction.
 		</div>
 
-		<h3>.intersectObject( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recursive] )</h3>
 		<div>
 		[page:Object3D object] — The object to check for intersection with the ray.<br />
 		[page:Boolean recursive] — If set, it also checks all descendants. Otherwise it only checks intersecton with the object.
 		</div>
 		<div>
-		checks all intersection between the ray and the object with or without the descendants.
+		checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first.
+        <code>
+            [ { distance, point, face, faceIndex, object }, ... ]
+        </code>
 		</div>
 
-		<h3>.intersectObjects( [page:Array objects], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObjects]( [page:Array objects], [page:Boolean recursive] )</h3>
 		<div>
 		[page:Array objects] — The objects to check for intersection with the ray.<br />
 		[page:Boolean recursive] — If set, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects.
 		</div>
 		<div>
-		checks all intersection between the ray and the objects with or without the descendants.
+		checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first.
+        <code>
+            [ { distance, point, face, faceIndex, object }, ... ]
+        </code>
 		</div>
 
 

+ 142 - 0
docs/api/examples/Lut.html

@@ -0,0 +1,142 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		Represents a lookup table for colormaps. It is used to determine the color values from a range of data values.
+		</div>
+
+
+		<h2>Example</h2>
+		<code>var lut = new THREE.Lut( "rainbow", 512 );</code>
+		<code>var data = [0, 10.1, 4.2, 3.4, 63, 28];</code>
+		<code>lut.setMax(63);</code>
+		<code>color = lut.getColor(10);</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( colormap, numberOfColors )</h3>
+                <div>
+                colormap - optional argument that sets a colormap from predefined colormaps. Available colormaps are : "rainbow", "cooltowarm", "blackbody".
+                numberOfColors - optional argument that sets the number of colors used to represent the data array.
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Float minV]</h3>
+		<div>
+		The minimum value to be represented with the lookup table. Default is 0.
+		</div>
+
+		<h3>[property:Float maxV]</h3>
+		<div>
+		The maximum value to be represented with the lookup table. Default is 1.
+		</div>
+		
+		<h3>.[legend]</h3>
+		<div>
+		The legend of the lookup table.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:null copy]( [page:Lut lut] ) [page:Lut this]</h3>
+		<div>
+		color — Lut to copy.
+		</div>
+		<div>
+		Copies given lut.
+		</div>
+		
+		<h3>.setLegendOn [parameters]</h3>
+		<div>
+		parameters - { layout: value, position: { x: value, y: value, z: value }, dimensions: { width: value, height: value } }
+		layout — Horizontal or vertical layout. Default is vertical.<br />
+		position — The position x,y,z of the legend.<br />
+		dimensions — The dimensions (width and height) of the legend.<br />
+		</div>
+		<div>
+		Sets this Lut with the legend on.
+		</div>
+		
+		<h3>.setLegendOff</h3>
+		<div>
+		</div>
+		<div>
+		Sets this Lut with the legend off.
+		</div>
+    
+    <h3>.setLegendLabels [parameters, callback]</h3>
+		<div>
+		parameters - { fontsize: value, fontface: value, title: value, um: value, ticks: value, decimal: value, notation: value }
+		fontsize — Font size to be used for labels.<br />
+		fontface — Font type to be used for labels.<br />
+		title — The title of the legend.<br />
+		um — The unit of measurements of the legend.<br />
+		ticks — The number of ticks to be displayed.<br />
+		decimal — The number of decimals to be used for legend values.<br />
+		notation — Legend notation: standard (default) or scientific.<br />
+		callback — An optional callback to be used to format the legend labels.<br />
+		</div>
+		<div>
+		Sets the labels of the legend of this Lut.
+		</div>
+
+		<h3>[method:Lut setminV]( [page:Float minV] )</h3>
+		<div>
+		minV — The minimum value to be represented with the lookup table.<br />
+		</div>
+		<div>
+		Sets this Lut with the minimum value to be represented.
+		</div>
+
+		<h3>[method:Lut setmaxV]( [page:Float maxV] )</h3>
+		<div>
+		maxV — The maximum value to be represented with the lookup table.<br />
+		</div>
+		<div>
+		Sets this Lut with the maximum value to be represented.
+		</div>
+
+		<h3>[method:Lut changeNumberOfColors]( [page:Float numberOfColors] )</h3>
+		<div>
+		numberOfColors — The number of colors to be used to represent the data array.<br />
+		</div>
+		<div>
+		Sets this Lut with the number of colors to be used.
+                </div>
+
+		<h3>[method:Lut changeColorMap]( [page:Float colorMap] )</h3>
+		<div>
+		colorMap — The name of the color map to be used to represent the data array.<br />
+		</div>
+		<div>
+		Sets this Lut with the colormap to be used.
+		</div>
+
+		<h3>[method:Lut addColorMap]( colorMapName, arrayOfColors )</h3>
+		<div>
+		Insert a new color map into the set of available color maps.
+		</div>
+
+		<h3>[method:Lut getColor]( value ) [page:Lut this]</h3>
+		<div>
+		value -- the data value to be displayed as a color.
+		</div>
+		<div>
+		Returns a Three.Color.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/math/[path].js examples/js/math/[path].js]
+	</body>
+</html>

+ 42 - 36
docs/api/extras/FontUtils.html

@@ -9,96 +9,102 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A class for text operations in three.js (See [page:TextGeometry])</div>
 
 
 		<h2>Properties</h2>
 
 
 
-		<h3>.[page:number divisions]</h3>
+		<h3>[property:number divisions]</h3>
 		<div>
-		todo
+		The amount of segments in a curve. Default is 10.
 		</div> 
 
-		<h3>.[page:string style]</h3>
+		<h3>[property:string style]</h3>
 		<div>
-		todo
+		The style of the used font. Default is "normal".
 		</div> 
 
-		<h3>.[page:string weight]</h3>
+		<h3>[property:string weight]</h3>
 		<div>
-		todo
+		The weight of the used font. Default is "normal".
 		</div> 
 
-		<h3>.[page:string face]</h3>
+		<h3>[property:string face]</h3>
 		<div>
-		todo
+		The name of the font. Default is "helvetiker".
 		</div> 
 
-		<h3>.[page:object faces]</h3>
+		<h3>[property:object faces]</h3>
 		<div>
-		todo
+		All Fonts which are already loaded in.
 		</div> 
 
-		<h3>.[page:number size]</h3>
+		<h3>[property:number size]</h3>
 		<div>
-		todo
+		The size of the used Font. Default is 150.
 		</div> 
 
 		<h2>Methods</h2>
 
 
 
-		<h3>.drawText([page:todo text]) [page:todo]</h3>
+		<h3>[method:Object drawText]([page:string text])</h3>
 		<div>
-		text -- todo
+		text -- The text to draw.
 		</div>
 		<div>
-		todo
+		Calculates the path and offset of the text in the used font. It returns an  object like { paths : fontPaths, offset : width }.
 		</div>
 
-		<h3>.Triangulate([page:todo contour], [page:todo indices]) [page:todo]</h3>
+		<h3>[method:Array Triangulate]([page:Array contour], [page:Boolean indices])</h3>
 		<div>
-		contour -- todo <br />
-		indices -- todo
+		contour -- Array of vector2 to define an contour <br />
+		indices -- A boolean indicating if you need to return indices.
 		</div>
 		<div>
-		todo
+		Triangulates a contour into an array of faces.
 		</div>
 
-		<h3>.extractGlyphPoints([page:todo c], [page:todo face], [page:todo scale], [page:todo offset], [page:todo path]) [page:todo]</h3>
+		<h3>[method:Object extractGlyphPoints]([page:string c], [page:string face], [page:number scale], [page:number offset], [page:Path path])</h3>
 		<div>
-		c -- todo <br />
-		face -- todo <br />
-		scale -- todo <br />
-		offset -- todo <br />
-		path -- todo
+		c -- The character to extract. <br />
+		face -- The face to use. <br />
+		scale -- The scale of the character. <br />
+		offset -- The offset of the character compared to begin of the path. <br />
+		path -- The path to which to add the character points.
 		</div>
 		<div>
-		todo
+		This ectracts the glyphPoints of the character of the face and returns an object containing the path and the new offset.
 		</div>
 
-		<h3>.generateShapes([page:todo text], [page:todo parameters]) [page:todo]</h3>
+		<h3>[method:Array generateShapes]([page:string text], [page:Object parameters])</h3>
 		<div>
-		text -- todo <br />
-		parameters -- todo
+		text -- The text to generate the shapes from.<br />
+		parameters -- The parameter containing <br />
+			size -- Default is 100.
+			curveSegments -- Default is 4.
+			font -- Default is "helvetiker".
+			weight -- Default is "normal".
+			style -- Default is "normal".
+
 		</div>
 		<div>
-		todo
+		Generates shapes from the text and return them as an Array of [page:Shape].
 		</div>
 
-		<h3>.loadFace([page:todo data]) [page:todo]</h3>
+		<h3>[method:Object loadFace]([page:Object data])</h3>
 		<div>
-		data -- todo
+		data -- The data of the face.
 		</div>
 		<div>
-		todo
+		This loads and saves the data of the face and return the data. When you add the font Data as javascriptfile, then this automatically get called. So there is no need to do this yourself.
 		</div>
 
-		<h3>.getFace() [page:todo]</h3>
+		<h3>[method:Object getFace]()</h3>
 		<div>
-		todo
+		Returns the used font its data based on its style and weight.
 		</div>
 
 		<h2>Source</h2>

+ 4 - 30
docs/api/extras/GeometryUtils.html

@@ -16,7 +16,7 @@
 
 		<h3> .merge( [page:Geometry geometry1] , [page:Geometry geometry2], [page:Integer materialIndexOffset] )</h3>
 		<div>
-		geometry1 — Parent geomentry element <br />
+		geometry1 — Parent geometry element <br />
 		geometry2 — Geometry that need to be added in parent <br />
 		materialIndexOffset — Offset applied to the materialIndex of all the new faces in the merged geometry. Default : 0 <br />
 		</div>
@@ -31,26 +31,8 @@
 
 		</div>
 
-		<h3> .randomPointInFace( [page:face Face] , [page:geometry Geometry]  , [page:Boolean useCachedAreas])</h3>
-		<div>
-		Face — Face id<br />
-		Geometry — Geometry that contains the Face  <br />
-		useCachedAreas — Flag to use cached areas. Default : False  <br />
-
-		 returns [page:Int Point]
-
-		</div>
-
-		<h3> .randomPointsInGeometry( [page:geometry Geometry]  , [page:Integer Points])</h3>
-		<div>
-		Geometry — Geometry  <br />
-
-		 returns [page:Int Point]
-
-		</div>
-
-
-		<h3> .triangleArea ( [page:Vector VectorA] , [page:Vector VectorB]  , [page:Vector VectorC]) </h3>
+		
+		<h3> .center ( [page:Vector VectorA] , [page:Vector VectorB]  , [page:Vector VectorC]) </h3>
 
 		<div>
 		VectorA — Vector  <br />
@@ -61,7 +43,7 @@
 
 		</div>
 
-		<h3> .center ( [page:geometry Geometry] ) </h3>
+		<h3> .center ( [page:Geometry geometry] ) </h3>
 
 		<div>
 
@@ -69,14 +51,6 @@
 
 		</div>
 
-		<h3> .triangulateQuads ( [page:geometry Geometry] ) </h3>
-
-		<div>
-
-		Geometry — Geometry to triangulate Quads <br />
-
-		</div>
-
 
 		<h2>Source</h2>
 

+ 18 - 18
docs/api/extras/ImageUtils.html

@@ -9,42 +9,42 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A Helper class to ease the loading of images of different types.</div>
 		
 
 		<h2>Properties</h2>
 
 
 
-		<h3>.[page:string crossOrigin]</h3>
+		<h3>[property:string crossOrigin]</h3>
 		<div>
-		todo
+		The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS.
 		</div> 
 
 		<h2>Methods</h2>
 
 
 
-		<h3>.generateDataTexture([page:todo width], [page:todo height], [page:todo color]) [page:todo]</h3>
+		<h3>[method:DataTexture generateDataTexture]([page:Number width], [page:Number height], [page:Number color])</h3>
 		<div>
-		width -- todo <br />
-		height -- todo <br />
-		color -- todo
+		width -- The width of the texture. <br />
+		height -- The height of the texture. <br />
+		color -- The hexadecimal value of the color.
 		</div>
 		<div>
-		todo
+		Generates a texture of a single color. It is a DataTexture with format, RGBFormat.
 		</div>
 
-		<h3>.parseDDS([page:todo buffer], [page:todo loadMipmaps]) [page:todo]</h3>
+		<h3>[method:CompressedTexture parseDDS]([page:String buffer], [page:boolean loadMipmaps])</h3>
 		<div>
-		buffer -- todo <br />
-		loadMipmaps -- todo
+		buffer -- A string containing the data of the dds. <br />
+		loadMipmaps -- A boolean to indicate if you need to load the mipmaps. Default is True.
 		</div>
 		<div>
-		todo
+		Parses a DDS Image from the string into a CompressedTexture. 
 		</div>
 
-		<h3>.loadCompressedTexture([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
+		<h3>[method:todo loadCompressedTexture]([page:todo url], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
 		<div>
 		url -- todo <br />
 		mapping -- todo <br />
@@ -55,10 +55,10 @@
 		todo
 		</div>
 
-		<h3>.loadTexture([page:String url], [page:UVMapping mapping], [page:Function onLoad], [page:Function onError]) [page:todo]</h3>
+		<h3>[method:todo loadTexture]([page:String url], [page:UVMapping mapping], [page:Function onLoad], [page:Function onError])</h3>
 		<div>
 		url -- the url of the texture<br />
-		mapping -- Can be an instance of [page:UVMapping Three.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping], [page:SphericalReflectionMapping THREE.SphericalReflectionMapping] or [page:SphericalRefractionMapping THREE.SphericalRefractionMapping]. Describes how the image is applied to the object.<br />Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
+		mapping -- Can be an instance of [page:UVMapping THREE.UVMapping], [page:CubeReflectionMapping THREE.CubeReflectionMapping], [page:SphericalReflectionMapping THREE.SphericalReflectionMapping] or [page:SphericalRefractionMapping THREE.SphericalRefractionMapping]. Describes how the image is applied to the object.<br />Use undefined instead of null as a default value. See mapping property of [page:Texture texture] for more details.
 		onLoad -- callback function<br />
 		onError -- callback function
 		</div>
@@ -66,7 +66,7 @@
 		todo
 		</div>
 
-		<h3>.getNormalMap([page:todo image], [page:todo depth]) [page:todo]</h3>
+		<h3>[method:todo getNormalMap]([page:todo image], [page:todo depth])</h3>
 		<div>
 		image -- todo <br />
 		depth -- todo
@@ -75,7 +75,7 @@
 		todo
 		</div>
 
-		<h3>.loadCompressedTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
+		<h3>[method:todo loadCompressedTextureCube]([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
 		<div>
 		array -- todo <br />
 		mapping -- todo <br />
@@ -86,7 +86,7 @@
 		todo
 		</div>
 
-		<h3>.loadTextureCube([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError]) [page:todo]</h3>
+		<h3>[method:todo loadTextureCube]([page:todo array], [page:todo mapping], [page:todo onLoad], [page:todo onError])</h3>
 		<div>
 		array -- todo <br />
 		mapping -- todo <br />

+ 16 - 15
docs/api/extras/SceneUtils.html

@@ -9,39 +9,40 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A class containing useful utility functions for scene manipulation.</div>
 
 
 		<h2>Methods</h2>
 
 
-		<h3>.createMultiMaterialObject([page:todo geometry], [page:todo materials]) [page:todo]</h3>
+		<h3>[method:Object3D createMultiMaterialObject]([page:Geometry geometry], [page:Array materials])</h3>
 		<div>
-		geometry -- todo <br />
-		materials -- todo
+		geometry -- The geometry for the Object. <br />
+		materials -- The materials for the object.
 		</div>
 		<div>
-		todo
+		Creates an new Object3D an new mesh for each material defined in materials. Beware that this is not the same as Meshfacematerial which defines multiple material for 1 mesh.<br />
+		This is mostly useful for object that need a material and a wireframe implementation.
 		</div>
 
-		<h3>.attach([page:todo child], [page:todo scene], [page:todo parent]) [page:todo]</h3>
+		<h3>[method:null attach]([page:Object3D child], [page:Object3D scene], [page:Object3D parent])</h3>
 		<div>
-		child -- todo <br />
-		scene -- todo <br />
-		parent -- todo
+		child -- The object to add to the parent  <br />
+		scene -- The scene to detach the object on. <br />
+		parent -- The parent to attach the object from.
 		</div>
 		<div>
-		todo
+		Attaches the object to the parent without the moving the object in the worldspace.
 		</div>
 
-		<h3>.detach([page:todo child], [page:todo parent], [page:todo scene]) [page:todo]</h3>
+		<h3>[method:null detach]([page:Object3D child], [page:Object3D parent], [page:Object3D scene])</h3>
 		<div>
-		child -- todo <br />
-		parent -- todo <br />
-		scene -- todo
+		child -- The object to remove from the parent  <br />
+		scene -- The scene to attach the object on. <br />
+		parent -- The parent to detach the object from.
 		</div>
 		<div>
-		todo
+		Detaches the object from the parent and adds it back to the scene without moving in worldspace.
 		</div>
 
 		<h2>Source</h2>

+ 44 - 61
docs/api/extras/animation/Animation.html

@@ -9,134 +9,117 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">This class animates an object based on an hierarchy. This hierarchy can be Object3ds or bones.</div>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo root], [page:todo name], [page:todo interpolationType])</h3>
+		<h3>[name]([page:Object3d root], [page:String name])</h3>
 		<div>
-		root -- todo <br />
-		name -- todo <br />
-		interpolationType -- todo
+		root -- The mesh to animate. <br />
+		name -- The name of the animation
 		</div>
 		<div>
-		todo
+		Creates an animation for root. The animation data is gathered from AnimationHandler based on its name.
 		</div>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:todo root]</h3>
+		<h3>[property:Object3d root]</h3>
 		<div>
-		todo
+		The root object of the animation.
 		</div> 
 
-		<h3>.[page:todo data]</h3>
+		<h3>[property:Object data]</h3>
 		<div>
-		todo
+		The data containing the animation
 		</div> 
 		
-		<h3>.[page:todo hierarchy]</h3>
+		<h3>[property:Array hierarchy]</h3>
 		<div>
-		todo
+		The objects that are influenced by the animation.
 		</div>
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
-		todo
+		The time elapsed since the last start/restart of the animation.
 		</div>
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
-		todo
+		The timez 
 		</div>
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
-		todo
+		Indicates whether the animation is playing. This shouldn't be adapted by user code.
 		</div>
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
-		todo
+		Indicates whether the animation is paused. This shouldn't be adapted by user code.
 		</div>
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
-		todo
+		Set to make the animation restart when the animation ends.
 		</div> 
 		
-		<h3>.[page:number interpolationType]</h3>
+		<h3>[property:number interpolationType]</h3>
 		<div>
-		todo
+		The type to indicate how to interpolate between 2 data points.
 		</div> 
 
-		<h3>.[page:array points]</h3>
-		<div>
-		todo
-		</div>
-		
-		<h3>.[page:Vector3 target]</h3>
-		<div>
-		todo
-		</div>
-
 		<h2>Methods</h2>
 		
-		<h3>.play() [page:todo]</h3>
+		<h3>[method:null play]([page:Number startTime])</h3>
 		<div>
-		todo
+		Starts the animation from a moment startTime in the animation.
 		</div>
 
-		<h3>.pause() [page:todo]</h3>
+		<h3>[method:null stop]()</h3>
 		<div>
-		todo
+		Stops the animation.
 		</div>
 
-		<h3>.stop() [page:todo]</h3>
+		<h3>[method:Boolean update]([page:Number deltaTimeMS])</h3>
 		<div>
-		todo
+		deltaTimeMS -- The time of the between the previous frame and this frame in miliseconds. 
 		</div>
-
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
 		<div>
-		deltaTimeMS -- todo
-		</div>
-		<div>
-		todo
+		Updates the animation in time. This shouldn't be called by user code. The animationHandler calls this method.
 		</div>
 
-		<h3>.interpolateCatmullRom([page:todo points], [page:todo scale]) [page:todo]</h3>
+		<h3>[method:array interpolateCatmullRom]([page:Array points], [page:Number scale])</h3>
 		<div>
-		points -- todo <br />
-		scale -- todo
+		points -- The 4 control point to calculate CatMullRom <br />
+		scale -- The scale between the previous key and the nex key 
 		</div>
 		<div>
-		todo
+		Interpolates the point based on the key. Is used in update.
 		</div>
 
-		<h3>.getNextKeyWith([page:todo type], [page:todo h], [page:todo key]) [page:todo]</h3>
+		<h3>[method:Object getNextKeyWith]([page:String type], [page:Object h], [page:Number key])</h3>
 		<div>
-		type -- todo <br />
-		h -- todo <br />
-		key -- todo
+		type -- The animationtype for the key. Can be "pos", "rot" and "scl".<br />
+		h -- The object of the hierarchy that catins the key <br />
+		key -- The index of the next possible key.
 		</div>
 		<div>
-		todo
+		Gets the next key. Is used in Update.
 		</div>
 
-		<h3>.getPrevKeyWith([page:todo type], [page:todo h], [page:todo key]) [page:todo]</h3>
+		<h3>[method:Object getPrevKeyWith]([page:String type], [page:Object h], [page:Number key])</h3>
 		<div>
-		type -- todo <br />
-		h -- todo <br />
-		key -- todo
+		type -- The animationtype for the key. Can be "pos", "rot" and "scl".<br />
+		h -- The object of the hierarchy that contains the key. <br />
+		key -- The index of the prev possible key.
 		</div>
 		<div>
-		todo
+		Gets the previous key. Is used in Update.
 		</div>
 
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 30 - 26
docs/api/extras/animation/AnimationHandler.html

@@ -9,7 +9,11 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+		The AnimationHandler handles the initialisation of the Animation data and 
+		the animations itself. It keeps track of every animation and if it's active or not.
+		It also update all animations which are active if its method *update* is called.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -17,77 +21,77 @@
 
 		<h3>[name]()</h3>
 		<div>
-		todo
+		The animationHandler can't be called as constructor.
 		</div>
 
 		<h2>Properties</h2>
 
 
-		<h3>.[page:number CATMULLROM]</h3>
+		<h3>[property:number CATMULLROM]</h3>
 		<div>
-		todo
+		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM.
 		</div> 
 
-		<h3>.[page:number CATMULLROM_FORWARD]</h3>
+		<h3>[property:number CATMULLROM_FORWARD]</h3>
 		<div>
-		todo
+		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM_FORWARD.
 		</div> 
 
-		<h3>.[page:number LINEAR]</h3>
+		<h3>[property:number LINEAR]</h3>
 		<div>
-		todo
+		Enum Value to indicate that the animation needs to be interpolated as LINEAR.
 		</div> 
 
 		<h2>Methods</h2>
 
 
 
-		<h3>.removeFromUpdate([page:todo animation]) [page:todo]</h3>
+		<h3>[method:null removeFromUpdate]([page:Animation animation])</h3>
 		<div>
-		animation -- todo
+		animation -- The Animation to remove from the update. 
 		</div>
 		<div>
-		todo
+		Removes the animation from the update cycle. This gets called when the animation stops. This shouldn't be called by usercode.
 		</div>
 
-		<h3>.get([page:todo name]) [page:todo]</h3>
+		<h3>[method:Object get]([page:String name])</h3>
 		<div>
-		name -- todo
+		name -- The name of the animationData
 		</div>
 		<div>
-		todo
+		Gets the animationData from its library.
 		</div>
 
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
+		<h3>[method:null update]([page:Number deltaTimeMS]) </h3>
 		<div>
-		deltaTimeMS -- todo
+		deltaTimeMS -- Time elapsed since last update in milliseconds.
 		</div>
 		<div>
-		todo
+		Updates all active animations with deltaTime.
 		</div>
 
-		<h3>.parse([page:todo root]) [page:todo]</h3>
+		<h3>[method:null parse]([page:Object root])</h3>
 		<div>
-		root -- todo
+		root -- object
 		</div>
 		<div>
-		todo
+		Parses the object to get the hierachy.
 		</div>
 
-		<h3>.add([page:todo data]) [page:todo]</h3>
+		<h3>[method:null add]([page:object data])</h3>
 		<div>
-		data -- todo
+		data -- The animationData
 		</div>
 		<div>
-		todo
+		Adds the animationData from its library.
 		</div>
 
-		<h3>.addToUpdate([page:todo animation]) [page:todo]</h3>
+		<h3>[method:null addToUpdate]([page:Animation animation]) </h3>
 		<div>
-		animation -- todo
+		animation -- The Animation to add from the update. 
 		</div>
 		<div>
-		todo
+		Adds the animation from the update cycle. This gets called when the animation starts. This shouldn't be called by user code.
 		</div>
 
 		<h2>Source</h2>

+ 13 - 13
docs/api/extras/animation/AnimationMorphTarget.html

@@ -26,47 +26,47 @@
 
 		<h2>Properties</h2>
 		
-		<h3>.[page:todo root]</h3>
+		<h3>[property:todo root]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:todo data]</h3>
+		<h3>[property:todo data]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:todo hierarchy]</h3>
+		<h3>[property:todo hierarchy]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:number influence]</h3>
+		<h3>[property:number influence]</h3>
 		<div>
 		todo
 		</div> 
@@ -74,22 +74,22 @@
 
 		<h2>Methods</h2>
 
-		<h3>.play() [page:todo]</h3>
+		<h3>[method:todo play]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.pause() [page:todo]</h3>
+		<h3>[method:todo pause]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.stop() [page:todo]</h3>
+		<h3>[method:todo stop]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
+		<h3>[method:todo update]([page:todo deltaTimeMS])</h3>
 		<div>
 		deltaTimeMS -- todo
 		</div>

+ 16 - 16
docs/api/extras/animation/KeyFrameAnimation.html

@@ -28,69 +28,69 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:todo root]</h3>
+		<h3>[property:todo root]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:todo data]</h3>
+		<h3>[property:todo data]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:todo hierarchy]</h3>
+		<h3>[property:todo hierarchy]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		todo
 		</div>
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		todo
 		</div> 
 		
-		<h3>.[page:boolean JITCompile]</h3>
+		<h3>[property:boolean JITCompile]</h3>
 		<div>
 		todo
 		</div>
 
 		<h2>Methods</h2>
 		
-		<h3>.play() [page:todo]</h3>
+		<h3>[method:todo play]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.pause() [page:todo]</h3>
+		<h3>[method:todo pause]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.stop() [page:todo]</h3>
+		<h3>[method:todo stop]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.update([page:todo deltaTimeMS]) [page:todo]</h3>
+		<h3>[method:todo update]([page:todo deltaTimeMS])</h3>
 		<div>
 		deltaTimeMS -- todo
 		</div>
@@ -98,7 +98,7 @@
 		todo
 		</div>
 
-		<h3>.interpolateCatmullRom([page:todo points], [page:todo scale]) [page:todo]</h3>
+		<h3>[method:todo interpolateCatmullRom]([page:todo points], [page:todo scale])</h3>
 		<div>
 		points -- todo <br />
 		scale -- todo
@@ -107,7 +107,7 @@
 		todo
 		</div>
 
-		<h3>.getNextKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
+		<h3>[method:todo getNextKeyWith]([page:todo sid], [page:todo h], [page:todo key])</h3>
 		<div>
 		sid -- todo <br />
 		h -- todo <br />
@@ -117,7 +117,7 @@
 		todo
 		</div>
 
-		<h3>.getPrevKeyWith([page:todo sid], [page:todo h], [page:todo key]) [page:todo]</h3>
+		<h3>[method:todo getPrevKeyWith]([page:todo sid], [page:todo h], [page:todo key])</h3>
 		<div>
 		sid -- todo <br />
 		h -- todo <br />

+ 74 - 71
docs/api/extras/cameras/CombinedCamera.html

@@ -7,26 +7,31 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Camera] &rarr;
+
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A general perpose camera, for setting FOV, Lens Focal Length,
+ 		and switching between perspective and orthographic views easily.
+ 		Use this only if you do not wish to manage
+ 		both a Orthographic and Perspective Camera</div>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo width], [page:todo height], [page:todo fov], [page:todo near], [page:todo far], [page:todo orthoNear], [page:todo orthoFar])</h3>
+		<h3>[name]([page:Number width], [page:Number height], [page:Number fov], [page:Number near], [page:Number far], [page:Number orthoNear], [page:Number orthoFar])</h3>
 		<div>
-		width -- todo <br />
-		height -- todo <br />
-		fov -- todo <br />
-		near -- todo <br />
-		far -- todo <br />
-		orthoNear -- todo <br />
-		orthoFar -- todo
+		width -- Camera frustum width.<br />
+		height -- Camera frustum height.<br />
+		fov — Camera frustum vertical field of view in perspective view.<br />
+		near — Camera frustum near plane in perspective view.<br />
+		far — Camera frustum far plane in perspective view.<br />
+		orthoNear — Camera frustum near plane in orthographic view.<br />
+		orthoFar — Camera frustum far plane in orthographic view.
 		</div>
 		<div>
-		todo
+		Creates a [name]. This initializes 2 cameras, an OrthographicCamera and a PerspectiveCamera. The default is the perspective Camera. 
 		</div>
 
 
@@ -34,147 +39,145 @@
 
 
 
-		<h3>.[page:todo fov]</h3>
+		<h3>[property:Number fov]</h3>
 		<div>
-		todo
+		Gets or sets the camera frustum vertical field of view in perspective view.
 		</div> 
 
-		<h3>.[page:number right]</h3>
+		<h3>[property:number left]</h3>
 		<div>
-		todo
+		Gets or sets the camera frustum left plane in orthographic view.
 		</div> 
 
-		<h3>.[page:number bottom]</h3>
+		<h3>[property:Number right]</h3>
 		<div>
-		todo
+		Gets or sets the camera frustum right plane in orthographic view. 
 		</div> 
 
-		<h3>.[page:PerspectiveCamera cameraP]</h3>
+		<h3>[property:number top]</h3>
 		<div>
-		todo
+		Gets or sets the camera frustum top plane in orthographic view.
 		</div> 
 
-		<h3>.[page:number top]</h3>
+		<h3>[property:Number bottom]</h3>
 		<div>
-		todo
+		Gets or sets the camera frustum bottom plane in orthographic view.
 		</div> 
 
-		<h3>.[page:number zoom]</h3>
+		<h3>[property:number zoom]</h3>
 		<div>
-		todo
+		Gets or sets the zoom factor of the camera.
 		</div> 
 
-		<h3>.[page:number far]</h3>
+		<h3>[property:number far]</h3>
 		<div>
-		todo
+		Gets camera frustum far plane.
 		</div> 
 
-		<h3>.[page:number near]</h3>
+		<h3>[property:number near]</h3>
 		<div>
-		todo
+		Gets camera frustum near plane.
 		</div> 
 
-		<h3>.[page:boolean inPerspectiveMode]</h3>
+		<h3>[property:OrthographicCamera cameraO]</h3>
 		<div>
-		todo
+		Gets or sets the internal OrthographicCamera used as camera.
 		</div> 
 
-		<h3>.[page:OrthographicCamera cameraO]</h3>
+		<h3>[property:PerspectiveCamera cameraP]</h3>
 		<div>
-		todo
+		Gets or sets the internal PerspectiveCamera used as camera.
 		</div> 
 
-		<h3>.[page:boolean inOrthographicMode]</h3>
+		<h3>[property:boolean inOrthographicMode]</h3>
 		<div>
-		todo
+		Gets whether the combinedCamera is in Orthographic Mode.
 		</div> 
 
-		<h3>.[page:number left]</h3>
+		<h3>[property:boolean inPerspectiveMode]</h3>
 		<div>
-		todo
+		Gets whether the combinedCamera is in Perspective Mode.
 		</div> 
 
 		<h2>Methods</h2>
 
-
-
-		<h3>.toBottomView() [page:todo]</h3>
+		<h3>[method:null setFov]([page:Number fov])</h3>
 		<div>
-		todo
+		fov --  Camera frustum vertical field of view in perspective view.
 		</div>
-
-		<h3>.setFov([page:todo fov]) [page:todo]</h3>
 		<div>
-		fov -- todo
+		sets the camera frustum vertical field of view in perspective view.
 		</div>
+
+		<h3>[method:null setZoom]([page:Number zoom])</h3>
 		<div>
-		todo
+		zoom -- The zoom factor.
 		</div>
-
-		<h3>.toBackView() [page:todo]</h3>
 		<div>
-		todo
+		Sets the zoomfactor.
 		</div>
 
-		<h3>.setZoom([page:todo zoom]) [page:todo]</h3>
+		<h3>[method:null setLens]([page:number focalLength], [page:Number frameHeight])</h3>
 		<div>
-		zoom -- todo
+		focalLength -- The focal length of a lens is defined as the distance from the optical center of a lens (or, the secondary principal point for a complex lens like a camera lens) to the focal point (sensor) when the lens is focused on an object at infinity. <br />
+		frameHeight -- the size of the frame in mm. (default is *35*)
 		</div>
 		<div>
-		todo
+		Sets the fov based on lens data.
 		</div>
 
-		<h3>.setLens([page:todo focalLength], [page:todo frameHeight]) [page:todo]</h3>
+		<h3>[method:null toFrontView]()</h3>
 		<div>
-		focalLength -- todo <br />
-		frameHeight -- todo
+		Sets the camera to view the front of the target.
 		</div>
+
+		<h3>[method:null toBackView]()</h3>
 		<div>
-		todo
+		Sets the camera to view the back of the target.
 		</div>
 
-		<h3>.toFrontView() [page:todo]</h3>
+		<h3>[method:null toLeftView]()</h3>
 		<div>
-		todo
+		Sets the camera to view the left of the target.
 		</div>
 
-		<h3>.toLeftView() [page:todo]</h3>
+		<h3>[method:null toRightView]()</h3>
 		<div>
-		todo
+		Sets the camera to view the right of the target.
 		</div>
 
-		<h3>.updateProjectionMatrix() [page:todo]</h3>
+		<h3>[method:null toTopView]()</h3>
 		<div>
-		todo
+		Sets the camera to view the top.
 		</div>
 
-		<h3>.toTopView() [page:todo]</h3>
+		<h3>[method:null toBottomView]()</h3>
 		<div>
-		todo
+		Sets the camera to view the bottom.
 		</div>
 
-		<h3>.toOrthographic() [page:todo]</h3>
+		<h3>[method:null setSize]([page:Number width], [page:Number height])</h3>
 		<div>
-		todo
+		width -- The width of the orthographic view.<br />
+		height -- The height of the orthographic view.
 		</div>
-
-		<h3>.setSize([page:todo width], [page:todo height]) [page:todo]</h3>
 		<div>
-		width -- todo <br />
-		height -- todo
+		Sets the size of the orthographic view.
 		</div>
+
+		<h3>[method:null toOrthographic]()</h3>
 		<div>
-		todo
+		Change the camera to orthographic view.
 		</div>
 
-		<h3>.toPerspective() [page:todo]</h3>
+		<h3>[method:null toPerspective]()</h3>
 		<div>
-		todo
+		Change the camera to Perspective view.
 		</div>
 
-		<h3>.toRightView() [page:todo]</h3>
+		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
-		todo
+		Updates the ProjectionMatrix.
 		</div>
 
 		<h2>Source</h2>

+ 4 - 2
docs/api/extras/cameras/CubeCamera.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Object3D] &rarr;
+
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
@@ -30,7 +32,7 @@
 
 
 
-		<h3>.[page:WebGLRenderTargetCube renderTarget]</h3>
+		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<div>
 		todo
 		</div> 
@@ -39,7 +41,7 @@
 
 
 
-		<h3>.updateCubeMap([page:todo renderer], [page:todo scene]) [page:todo]</h3>
+		<h3>[method:todo updateCubeMap]([page:todo renderer], [page:todo scene])</h3>
 		<div>
 		renderer -- todo <br />
 		scene -- todo

+ 15 - 12
docs/api/extras/core/Curve.html

@@ -10,47 +10,50 @@
 		<h1>[name]</h1>
 
 		<div class="desc">An extensible curve object which contains methods for interpolation.</div>
-
+		
+		<h2>Examples</h2>
+		
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]()</h3>
 		<div>
-		todo
+		This constructor creates a new [name].
 		</div>
 
 
 		<h2>Methods</h2>
 
-		<h3>.getPoint ( t )</h3>
+		<h3>[method:Vector getPoint]( t )</h3>
 		<div>Returns a vector for point t of the curve where t is between 0 and 1</div>
 
-		<h3>.getPointAt ( u )</h3>
+		<h3>[method:Vector getPointAt]( u )</h3>
 		<div>Returns a vector for point at relative position in curve according to arc length</div>
 
-		<h3>.getPoints ( divisions )</h3>
+		<h3>[method:Array getPoints]( divisions )</h3>
 		<div>Get sequence of points using getPoint( t ) </div>
 
-		<h3>.getSpacedPoints ( divisions )</h3>
+		<h3>[method:Array getSpacedPoints]( divisions )</h3>
 		<div>Get sequence of equi-spaced points using getPointAt( u )</div>
 
-		<h3>.getLength ()</h3>
+		<h3>[method:Float getLength]()</h3>
 		<div>Get total curve arc length</div>
 
-		<h3>.getLengths ( divisions )</h3>
+		<h3>[method:Array getLengths]( divisions )</h3>
 		<div>Get list of cumulative segment lengths</div>
 
-		<h3>.updateArcLengths ()</h3>
+		<h3>[method:null updateArcLengths]()</h3>
 		<div>Update the cumlative segment distance cache</div>
 
-		<h3>.getUtoTmapping ( u, distance )</h3>
+		<h3>[method:Float getUtoTmapping]( u, distance )</h3>
 		<div>Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant</div>
 
-		<h3>.getTangent ( t )</h3>
+		<h3>[method:Vector getTangent]( t )</h3>
 		<div>Returns a unit vector tangent at t. If the subclassed curve do not implement its tangent derivation, 2 points a small delta apart will be used to find its gradient which seems to give a reasonable approximation</div>
 
-		<h3>.getTangentAt ( u )</h3>
+		<h3>[method:Vector getTangentAt]( u )</h3>
 		<div>Returns tangent at equidistant point u on the curve</div>
 
 

+ 17 - 15
docs/api/extras/core/CurvePath.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Curve] &rarr;
+
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
@@ -24,17 +26,17 @@
 		<h2>Properties</h2>
 		
 
-		<h3>.[page:array curves]</h3>
+		<h3>[property:array curves]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:array bends]</h3>
+		<h3>[property:array bends]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:boolean autoClose]</h3>
+		<h3>[property:boolean autoClose]</h3>
 		<div>
 		todo
 		</div> 
@@ -42,7 +44,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>.getWrapPoints([page:todo oldPts], [page:todo path]) [page:todo]</h3>
+		<h3>[method:todo getWrapPoints]([page:todo oldPts], [page:todo path])</h3>
 		<div>
 		oldPts -- todo <br />
 		path -- todo
@@ -51,7 +53,7 @@
 		todo
 		</div>
 
-		<h3>.createPointsGeometry([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo createPointsGeometry]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -59,7 +61,7 @@
 		todo
 		</div>
 
-		<h3>.addWrapPath([page:todo bendpath]) [page:todo]</h3>
+		<h3>[method:todo addWrapPath]([page:todo bendpath])</h3>
 		<div>
 		bendpath -- todo
 		</div>
@@ -67,7 +69,7 @@
 		todo
 		</div>
 
-		<h3>.createGeometry([page:todo points]) [page:todo]</h3>
+		<h3>[method:todo createGeometry]([page:todo points])</h3>
 		<div>
 		points -- todo
 		</div>
@@ -75,7 +77,7 @@
 		todo
 		</div>
 
-		<h3>.add([page:todo curve]) [page:todo]</h3>
+		<h3>[method:todo add]([page:todo curve])</h3>
 		<div>
 		curve -- todo
 		</div>
@@ -83,7 +85,7 @@
 		todo
 		</div>
 
-		<h3>.getTransformedSpacedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
+		<h3>[method:todo getTransformedSpacedPoints]([page:todo segments], [page:todo bends])</h3>
 		<div>
 		segments -- todo <br />
 		bends -- todo
@@ -92,7 +94,7 @@
 		todo
 		</div>
 
-		<h3>.createSpacedPointsGeometry([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo createSpacedPointsGeometry]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -100,22 +102,22 @@
 		todo
 		</div>
 
-		<h3>.closePath() [page:todo]</h3>
+		<h3>[method:todo closePath]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.getBoundingBox() [page:todo]</h3>
+		<h3>[method:todo getBoundingBox]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.getCurveLengths() [page:todo]</h3>
+		<h3>[method:todo getCurveLengths]()</h3>
 		<div>
 		todo
 		</div>
 
-		<h3>.getTransformedPoints([page:todo segments], [page:todo bends]) [page:todo]</h3>
+		<h3>[method:todo getTransformedPoints]([page:todo segments], [page:todo bends])</h3>
 		<div>
 		segments -- todo <br />
 		bends -- todo
@@ -124,7 +126,7 @@
 		todo
 		</div>
 
-		<h3>.checkConnection() [page:todo]</h3>
+		<h3>[method:todo checkConnection]()</h3>
 		<div>
 		todo
 		</div>

+ 2 - 32
docs/api/extras/core/Gyroscope.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Object3D] &rarr;
+
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
@@ -24,41 +26,9 @@
 		<h2>Properties</h2>
 
 
-
-		<h3>.[page:Vector3 scaleWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 translationWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Quaternion rotationWorld]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 translationObject]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 scaleObject]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Quaternion rotationObject]</h3>
-		<div>
-		todo
-		</div> 
-
 		<h2>Methods</h2>
 
 
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 23 - 19
docs/api/extras/core/Path.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:CurvePath] &rarr;
+
 		<h1>[name]</h1>
 
 		<div class="desc">A 2d path representation, comprising of points, lines, and cubes,  similar to the html5 2d canvas api. It extends CurvePath.</div>
@@ -17,54 +19,56 @@
 
 		<h3>[name]([page:todo points])</h3>
 		<div>
-		points -- todo
+		points -- array of Vector2
 		</div>
 		<div>
-		todo
+		Creates a Path from the points. The first vector defines the offset. After that the lines get defined.
 		</div>
 
 
 		<h2>Properties</h2>
 
 
-		<h3>.[page:array actions]</h3>
+		<h3>[property:array actions]</h3>
 		<div>
-		todo
+		The possible actions that define the path.
 		</div> 
 
 		<h2>Methods</h2>
 
-		<h3>.fromPoints ( vectors ) </h3>
-		<div>todo</div>
+		<h3>[method:todo fromPoints]( vectors )</h3>
+		<div>
+		Adds to the Path from the points. The first vector defines the offset. After that the lines get defined.
+		</div>
 
-		<h3>.moveTo ( x, y ) </h3>
-		<div>todo</div>
+		<h3>[method:todo moveTo]( x, y )</h3>
+		<div>This moves the offset to x and y</div>
 
-		<h3>.lineTo ( x, y ) </h3>
-		<div>todo</div>
+		<h3>[method:todo lineTo]( x, y )</h3>
+		<div>This creates a line from the offset to X and Y and updates the offset to X and Y.</div>
 
-		<h3>.quadraticCurveTo ( aCPx, aCPy, aX, aY ) </h3>
-		<div>todo</div>
+		<h3>[method:todo quadraticCurveTo]( aCPx, aCPy, aX, aY )</h3>
+		<div>This creates a quadratic curve from the offset to aX and aY with aCPx and aCPy as control point and updates the offset to aX and aY.</div>
 
-		<h3>.bezierCurveTo ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) </h3>
-		<div>todo</div>
+		<h3>[method:todo bezierCurveTo]( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY )</h3>
+		<div>This creates a bezier curve from the offset to aX and aY with aCP1x, aCP1y and aCP1x, aCP1y  as control points and updates the offset to aX and aY.</div>
 
 		<h3>.splineThru ( pts /*Array of Vector*/ ) </h3>
 		<div>todo</div>
 
-		<h3>.arc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo arc]( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.absarc ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo absarc]( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.ellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo ellipse]( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.absellipse ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) </h3>
+		<h3>[method:todo absellipse]( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise )</h3>
 		<div>todo</div>
 
-		<h3>.toShapes () </h3>
+		<h3>[method:todo toShapes]()</h3>
 		<div>todo</div>
 
 

+ 10 - 8
docs/api/extras/core/Shape.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Path] &rarr;
+
 		<h1>[name]</h1>
 
 		<div class="desc">Defines a 2d shape plane using paths.</div>
@@ -24,7 +26,7 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:array holes]</h3>
+		<h3>[property:array holes]</h3>
 		<div>
 		todo
 		</div> 
@@ -32,7 +34,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>.makeGeometry([page:todo options]) [page:todo]</h3>
+		<h3>[method:todo makeGeometry]([page:todo options])</h3>
 		<div>
 		options -- The options passed as the second argument to [page:ShapeGeometry ShapeGeometry]
 		</div>
@@ -40,7 +42,7 @@
 		Convenience method to return ShapeGeometry
 		</div>
 
-		<h3>.extractAllPoints([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo extractAllPoints]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -48,7 +50,7 @@
 		Get points of shape and holes (keypoints based on segments parameter)
 		</div>
 
-		<h3>.extrude([page:todo options]) [page:todo]</h3>
+		<h3>[method:todo extrude]([page:todo options])</h3>
 		<div>
 		options -- The options passed as the second argument to [page:ExtrudeGeometry ExtrudeGeometry]
 		</div>
@@ -56,7 +58,7 @@
 		Convenience method to return ExtrudeGeometry
 		</div>
 
-		<h3>.extractPoints([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo extractPoints]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -64,7 +66,7 @@
 		todo
 		</div>
 
-		<h3>.extractAllSpacedPoints([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo extractAllSpacedPoints]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -72,7 +74,7 @@
 		todo
 		</div>
 
-		<h3>.getPointsHoles([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo getPointsHoles]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>
@@ -80,7 +82,7 @@
 		Get points of holes
 		</div>
 
-		<h3>.getSpacedPointsHoles([page:todo divisions]) [page:todo]</h3>
+		<h3>[method:todo getSpacedPointsHoles]([page:todo divisions])</h3>
 		<div>
 		divisions -- todo
 		</div>

+ 20 - 0
docs/api/extras/curves/ArcCurve.html

@@ -0,0 +1,20 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:EllipseCurve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">Alias for [page:EllipseCurve]</div>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 54 - 0
docs/api/extras/curves/ClosedSplineCurve3.html

@@ -0,0 +1,54 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">Create a smooth 3d spline curve from a series of points that loops back onto itself</div>
+
+		<h2>Example</h2>
+
+<code>
+//Create a closed wavey loop
+var curve = new THREE.ClosedSplineCurve3( [
+	new THREE.Vector3( -10, 0, 10 ),
+	new THREE.Vector3( -5, 5, 5 ),
+	new THREE.Vector3( 0, 0, 0 ),
+	new THREE.Vector3( 5, -5, 5 ),
+	new THREE.Vector3( 10, 0, 10 )
+] );
+
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+</code>
+
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines] (choose SampleClosedSpline)</h3>
+			
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector3] points</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array points]</h3>
+
+		<h2>Methods</h2>
+		
+		<h3>See [page:Curve] for inherited methods</h3>
+		
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 67 - 0
docs/api/extras/curves/CubicBezierCurve.html

@@ -0,0 +1,67 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a smooth 2d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>.
+		</div>
+
+		<h2>Example</h2>
+
+<code>
+var curve = new THREE.CubicBezierCurve(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( -5, 15, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name] ( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2], [page:Vector2 v3] )</h3>
+		<div>
+			[page:Vector2 v0] – The starting point<br/>
+			[page:Vector2 v1] – The first control point<br/>
+			[page:Vector2 v2] – The second control point<br/>
+			[page:Vector2 v3] – The ending point<br/>
+		</div>
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Vector2 v0]</h3>
+		
+		<h3>[property:Vector2 v1]</h3>
+		
+		<h3>[property:Vector2 v2]</h3>
+		
+		<h3>[property:Vector2 v3]</h3>
+
+
+		<h2>Methods</h2>
+		
+		<h3>See [page:Curve] for inherited methods</h3>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 67 - 0
docs/api/extras/curves/CubicBezierCurve3.html

@@ -0,0 +1,67 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a smooth 3d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>.
+		</div>
+
+		<h2>Example</h2>
+
+<code>
+var curve = new THREE.CubicBezierCurve3(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( -5, 15, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
+
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+
+</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2], [page:Vector3 v3] )</h3>
+		<div>
+			[page:Vector3 v0] – The starting point<br/>
+			[page:Vector3 v1] – The first control point<br/>
+			[page:Vector3 v2] – The second control point<br/>
+			[page:Vector3 v3] – The ending point<br/>
+		</div>
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Vector3 v0]</h3>
+		
+		<h3>[property:Vector3 v1]</h3>
+		
+		<h3>[property:Vector3 v2]</h3>
+		
+		<h3>[property:Vector3 v3]</h3>
+		
+
+		<h2>Methods</h2>
+		
+		<h3>See [page:Curve] for inherited methods</h3>		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 69 - 0
docs/api/extras/curves/EllipseCurve.html

@@ -0,0 +1,69 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">Creates a 2d curve in the shape of an ellipse.</div>
+
+		<h2>Example</h2>
+
+<code>
+var curve = new THREE.EllipseCurve(
+	0,  0,            // ax, aY
+	10, 10,           // xRadius, yRadius
+	0,  2 * Math.PI,  // aStartAngle, aEndAngle
+	false             // aClockwise
+);
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final Object3d to add to the scene
+var ellipse = new THREE.Line( geometry, material );
+</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Float aX], [page:Float aY], [page:Float xRadius], [page:Float yRadius], [page:Radians aStartAngle], [page:Radians aEndAngle], [page:Boolean aClockwise] )</h3>
+		<div>
+			aX – The X center of the ellipse<br/>
+			aY – The Y center of the ellipse<br/>
+			xRadius – The radius of the ellipse in the x direction<br/>
+			yRadius – The radius of the ellipse in the y direction<br/>
+			aStartAngle – The start angle of the curve in radians starting from the middle right side<br/>
+			aEndAngle – The end angle of the curve in radians starting from the middle right side<br/>
+			aClockwise – Whether the ellipse is clockwise<br/><br/>
+			
+			<strong>Note:</strong> When going clockwise it's best to set the start angle to (Math.PI * 2) and then work towards lower numbers.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Float aX]</h3>
+		<h3>[property:Float aY]</h3>
+		<h3>[property:Radians xRadius]</h3>
+		<h3>[property:Radians yRadius]</h3>
+		<h3>[property:Float aStartAngle]</h3>
+		<h3>[property:Float aEndAngle]</h3>
+		<h3>[property:Boolean aClockwise]</h3>
+
+		<h2>Methods</h2>
+		
+		<h3>See [page:Curve] for inherited methods</h3>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 11 - 29
docs/api/renderers/renderables/RenderableLine.html → docs/api/extras/curves/LineCurve.html

@@ -7,51 +7,33 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Curve] &rarr;
+			
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
-
+		<div class="desc">A curve representing a 2d line segment</div>
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Vector2 v1], [page:Vector2 v2] )</h3>
 		<div>
-		todo
+			v1 – The start point<br/>
+			v2 - The end point
 		</div>
 
 
-		<h3>[name]()</h3>
-
-
 		<h2>Properties</h2>
 
+		<h3>[property:Vector2 v1]</h3>
+		<h3>[property:Vector2 v2]</h3>
 
 
-		<h3>.[page:RenderableVertex v1]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:RenderableVertex v2]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:object z]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:object material]</h3>
-		<div>
-		todo
-		</div> 
-
 		<h2>Methods</h2>
+		
+		<h3>See [page:Curve] for inherited methods</h3>
 
-
-
+		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 11 - 33
docs/api/renderers/renderables/RenderableVertex.html → docs/api/extras/curves/LineCurve3.html

@@ -7,54 +7,32 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Curve] &rarr;
+			
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
-
+		<div class="desc">A curve representing a 3d line segment</div>
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]()</h3>
+		<h3>[name]( [page:Vector3 v1], [page:Vector3 v2] )</h3>
 		<div>
-		todo
+			v1 – The start point<br/>
+			v2 - The end point
 		</div>
 
 
-		<h3>[name]()</h3>
-
-
 		<h2>Properties</h2>
 
+		<h3>[property:Vector3 v1]</h3>
+		<h3>[property:Vector3 v2]</h3>
 
 
-		<h3>.[page:boolean visible]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector4 positionScreen]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Vector3 positionWorld]</h3>
-		<div>
-		todo
-		</div> 
-
 		<h2>Methods</h2>
-
-
-
-		<h3>.copy([page:todo vertex]) [page:todo]</h3>
-		<div>
-		vertex -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
+		
+		<h3>See [page:Curve] for inherited methods</h3>
+		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 66 - 0
docs/api/extras/curves/QuadraticBezierCurve.html

@@ -0,0 +1,66 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a smooth 2d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>.
+		</div>
+
+		<h2>Example</h2>
+
+<code>
+var curve = new THREE.QuadraticBezierCurve(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+//Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Vector2 v0], [page:Vector2 v1], [page:Vector2 v2] )</h3>
+		<div>
+			[page:Vector2 v0] – The starting point<br/>
+			[page:Vector2 v1] – The middle control point<br/>
+			[page:Vector2 v2] – The ending point<br/>
+		</div>
+
+
+		<h2>Properties</h2>
+
+		
+		<h3>[property:Vector2 v0]</h3>
+		
+		<h3>[property:Vector2 v1]</h3>
+		
+		<h3>[property:Vector2 v2]</h3>
+
+
+		<h2>Methods</h2>
+		
+
+		<h3>See [page:Curve] for inherited methods</h3>		
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 66 - 0
docs/api/extras/curves/QuadraticBezierCurve3.html

@@ -0,0 +1,66 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Create a smooth 3d <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>.
+		</div>
+
+		<h2>Example</h2>
+
+<code>
+var curve = new THREE.QuadraticBezierCurve3(
+	new THREE.Vector3( -10, 0, 0 ),
+	new THREE.Vector3( 20, 15, 0 ),
+	new THREE.Vector3( 10, 0, 0 )
+);
+
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final Object3d to add to the scene
+var curveObject = new THREE.Line( geometry, material );
+</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 v2] )</h3>
+		<div>
+			[page:Vector3 v0] – The starting point<br/>
+			[page:Vector3 v1] – The middle control point<br/>
+			[page:Vector3 v2] – The ending point<br/>
+		</div>
+
+
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Vector3 v0]</h3>
+		
+		<h3>[property:Vector3 v1]</h3>
+		
+		<h3>[property:Vector3 v2]</h3>
+
+
+		<h2>Methods</h2>
+		
+
+		<h3>See [page:Curve] for inherited methods</h3>		
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 56 - 0
docs/api/extras/curves/SplineCurve.html

@@ -0,0 +1,56 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">Create a smooth 2d spline curve from a series of points</div>
+
+		<h2>Example</h2>
+
+<code>
+// Create a sine-like wave
+var curve = new THREE.SplineCurve( [
+	new THREE.Vector2( -10, 0 ),
+	new THREE.Vector2( -5, 5 ),
+	new THREE.Vector2( 0, 0 ),
+	new THREE.Vector2( 5, -5 ),
+	new THREE.Vector2( 10, 0 )
+] );
+
+var path = new THREE.Path( curve.getPoints( 50 ) );
+
+var geometry = path.createPointsGeometry( 50 );
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final Object3d to add to the scene
+var splineObject = new THREE.Line( geometry, material );
+</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector2] points</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array points]</h3>
+
+		<h2>Methods</h2>
+		
+		<h3>See [page:Curve] for inherited methods</h3>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 57 - 0
docs/api/extras/curves/SplineCurve3.html

@@ -0,0 +1,57 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Curve] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">Create a smooth 3d spline curve from a series of points</div>
+
+		<h2>Example</h2>
+
+<code>
+//Create a closed bent a sine-like wave
+var curve = new THREE.SplineCurve3( [
+	new THREE.Vector3( -10, 0, 10 ),
+	new THREE.Vector3( -5, 5, 5 ),
+	new THREE.Vector3( 0, 0, 0 ),
+	new THREE.Vector3( 5, -5, 5 ),
+	new THREE.Vector3( 10, 0, 10 )
+] );
+
+var geometry = new THREE.Geometry();
+geometry.vertices = curve.getPoints( 50 );
+
+var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+//Create the final Object3d to add to the scene
+var splineObject = new THREE.Line( geometry, material );
+</code>
+
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ] (choose PipeSpline)</h3>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]( [page:Array points] )</h3>
+		<div>points – An array of [page:Vector3] points</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array points]</h3>
+
+		<h2>Methods</h2>
+		
+		<h3>See [page:Curve] for inherited methods</h3>
+		
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 48 - 0
docs/api/extras/geometries/BoxGeometry.html

@@ -0,0 +1,48 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Geometry] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">BoxGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided with the 'width', 'height', and 'depth' constructor arguments.</div>
+
+		<h2>Example</h2>
+
+		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
+		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
+		var cube = new THREE.Mesh( geometry, material );
+		scene.add( cube );
+		</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([page:Float width], [page:Float height], [page:Float depth], [page:Integer widthSegments], [page:Integer heightSegments], [page:Integer depthSegments])</h3>
+		<div>
+		width — Width of the sides on the X axis.<br />
+		height — Height of the sides on the Y axis.<br />
+		depth — Depth of the sides on the Z axis.<br />
+		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
+		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
+		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<div>
+		Each of the constructor parameters is accessible as a property of the same name. Any modification of these properties after instantiation does not change the geometry.
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 17 - 0
docs/api/extras/geometries/CircleGeometry.html

@@ -7,10 +7,27 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Geometry] &rarr;
+	
 		<h1>[name]</h1>
 
 		<div class="desc">CircleGeometry is a simple shape of Euclidean geometry.  It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.  It is built counter-clockwise from a start angle and a given central angle.  It can also be used to create regular polygons, where the number of segments determines the number of sides.
 		</div>
+		
+		<h2>Example</h2>
+
+		<code>var material = new THREE.MeshBasicMaterial({
+			color: 0x0000ff
+		});
+		
+		var radius = 5;
+		var segments = 32;
+		
+		var circleGeometry = new THREE.CircleGeometry( radius, segments );				
+		var circle = new THREE.Mesh( circleGeometry, material );
+		scene.add( circle );
+		</code>
+
 
 		<h2>Constructor</h2>
 

+ 1 - 22
docs/api/extras/geometries/CubeGeometry.html

@@ -11,30 +11,9 @@
 	
 		<h1>[name]</h1>
 
-		<div class="desc">CubeGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided with the 'width', 'height', and 'depth' constructor arguments.</div>
+		<div class="desc">Renamed CubeGeometry to BoxGeometry. see [page:BoxGeometry].</div>
 
 
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:Float width], [page:Float height], [page:Float depth], [page:Integer widthSegments], [page:Integer heightSegments], [page:Integer depthSegments])</h3>
-		<div>
-		width — Width of the sides on the X axis.<br />
-		height — Height of the sides on the Y axis.<br />
-		depth — Depth of the sides on the Z axis.<br />
-		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
-		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
-		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
-		</div>
-
-		<h2>Properties</h2>
-		
-		<div>
-		Each of the contructor parameters is accessible as a property of the same name. Any modification of these properties after instantiation does not change the geometry.
-		</div>
-		
-		<h2>Source</h2>
-
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 </html>

+ 10 - 1
docs/api/extras/geometries/CylinderGeometry.html

@@ -11,7 +11,16 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A class for generating cylinder geometries</div>
+
+
+		<h2>Example</h2>
+		
+		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
+		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
+		var cylinder = new THREE.Mesh( geometry, material );
+		scene.add( cylinder );
+		</code>
 
 
 		<h2>Constructor</h2>

+ 39 - 0
docs/api/extras/geometries/DodecahedronGeometry.html

@@ -0,0 +1,39 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:PolyhedronGeometry] &rarr;
+	
+		<h1>[name]</h1>
+
+		<div class="desc">A class for generating a dodecahedron geometries.</div>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([page:Float radius], [page:Integer detail])</h3>
+		<div>
+		radius — Radius of the dodecahedron. Default is 1.<br />
+		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Object parameters]</h3>
+		<div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 58 - 14
docs/api/extras/geometries/ExtrudeGeometry.html

@@ -17,13 +17,29 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo shapes], [page:Object options])</h3>
+		<h3>[name]([page:Array shapes], [page:Object options])</h3>
 		<div>
-		shapes — todo <br />
-		options — todo
+		shapes — Shape or an array of shapes. <br />
+		options — Object that can contain the following parameters.
+
+	<ul>
+<li>curveSegments —  int. number of points on the curves</li>
+<li>steps —  int. number of points used for subdividing segements of extrude spline</li>
+<li>amount —  int. Depth to extrude the shape</li>
+<li>bevelEnabled —  bool. turn on bevel</li>
+<li>bevelThickness —  float. how deep into the original shape bevel goes</li>
+<li>bevelSize —  float. how far from shape outline is bevel</li>
+<li>bevelSegments —  int. number of bevel layers</li>
+<li>extrudePath —  THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
+<li>frames —  THREE.TubeGeometry.FrenetFrames.  containing arrays of tangents, normals, binormals</li>
+<li>material —  int. material index for front and back faces</li>
+<li>extrudeMaterial —  int. material index for extrusion and beveled faces</li>
+<li>uvGenerator —  Object. object that provides UV generator functions</li>
+	</ul>
+
 		</div>
 		<div>
-		todo
+		This object extrudes an 2D shape to an 3D geometry.
 		</div>
 
 
@@ -32,19 +48,47 @@
 
 		<h2>Methods</h2>
 
-		<h3>.addShapeList ([page:todo shapes], [page:Object options])</h3>
+		<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
 		<div>
-			shapes — todo <br />
-			options — todo
-		</div>
-		<div>todo</div>
+			shapes — An Array of shapes to add. <br />
+			options — Object that can contain the following parameters.
+	<ul>
+<li>curveSegments —  int. number of points on the curves</li>
+<li>steps —  int. number of points used for subdividing segements of extrude spline</li>
+<li>amount —  int. Depth to extrude the shape</li>
+<li>bevelEnabled —  bool. turn on bevel</li>
+<li>bevelThickness —  float. how deep into the original shape bevel goes</li>
+<li>bevelSize —  float. how far from shape outline is bevel</li>
+<li>bevelSegments —  int. number of bevel layers</li>
+<li>extrudePath —  THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
+<li>frames —  THREE.TubeGeometry.FrenetFrames.  containing arrays of tangents, normals, binormals</li>
+<li>material —  int. material index for front and back faces</li>
+<li>extrudeMaterial —  int. material index for extrusion and beveled faces</li>
+<li>uvGenerator —  Object. object that provides UV generator functions</li>
+	</ul>
+	</div>
+		<div>Adds the shapes to the list to extrude.</div>
 
-		<h3>.addShape ([page:todo shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
 		<div>
-			shape — todo <br />
-			options — todo
-		</div>
-		<div>todo</div>
+			shape — A shape to add. <br />
+			options — Object that can contain the following parameters.
+	<ul>
+<li>curveSegments —  int. number of points on the curves</li>
+<li>steps —  int. number of points used for subdividing segements of extrude spline</li>
+<li>amount —  int. Depth to extrude the shape</li>
+<li>bevelEnabled —  bool. turn on bevel</li>
+<li>bevelThickness —  float. how deep into the original shape bevel goes</li>
+<li>bevelSize —  float. how far from shape outline is bevel</li>
+<li>bevelSegments —  int. number of bevel layers</li>
+<li>extrudePath —  THREE.CurvePath. 3d spline path to extrude shape along. (creates Frames if (frames aren't defined)</li>
+<li>frames —  THREE.TubeGeometry.FrenetFrames.  containing arrays of tangents, normals, binormals</li>
+<li>material —  int. material index for front and back faces</li>
+<li>extrudeMaterial —  int. material index for extrusion and beveled faces</li>
+<li>uvGenerator —  Object. object that provides UV generator functions</li>
+	</ul>
+	</div>
+		<div>Add the shape to the list to extrude.</div>
 
 
 		<h2>Source</h2>

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

@@ -25,10 +25,10 @@
 
 		<h2>Properties</h2>
 
-
+		<h3>[property:Object parameters]</h3>
 		<div>
-		Each of the contructor parameters is accessible as a property of the same name. Any modification of these properties after instantiation does not change the geometry.
-		</div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
 
 
 		<h2>Source</h2>

+ 20 - 6
docs/api/extras/geometries/LatheGeometry.html

@@ -11,21 +11,35 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Class for generating meshes with axial symmetry. Possible uses include donuts, pipes, vases etc. The lathe rotate around the Z axis.</div>
 
 
+		<h2>Example</h2>
+
+		<code>
+		var points = [];
+		for ( var i = 0; i < 10; i ++ ) {
+			points.push( new THREE.Vector3( Math.sin( i * 0.2 ) * 15 + 50, 0, ( i - 5 ) * 2 ) );
+
+		}
+		var geometry = new THREE.LatheGeometry( points );
+		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
+		var lathe = new THREE.Mesh( geometry, material );
+		scene.add( lathe );
+		</code>
+
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([page:Array points], [page:Integer segments], [page:Float phiStart], [page:Float phiLength])</h3>
 		<div>
-		points — todo <br />
-		segments — todo <br />
-		phiStart — todo <br />
-		phiLength — todo
+		points — Array of Vector3s. Since this rotates around Z axis, the y-values can be set to 0<br />
+		segments — the number of circumference segments to generate. Default is 12.<br />
+		phiStart — the starting angle in radians. Default is 0.<br />
+		phiLength — the radian (0 to 2*PI) range of the lathed section 2*PI is a closed lathe, less than 2PI is a portion. Default is 2*PI
 		</div>
 		<div>
-		todo
+		This creates a LatheGeometry based on the parameters.
 		</div>
 
 

+ 8 - 4
docs/api/extras/geometries/OctahedronGeometry.html

@@ -8,10 +8,9 @@
 	</head>
 	<body>
 		[page:PolyhedronGeometry] &rarr;
-		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A class for generating an octahedron geometry.</div>
 
 
 		<h2>Constructor</h2>
@@ -22,9 +21,14 @@
 		radius — Radius of the octahedron. Default is 1.<br />
 		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
 		</div>
+
+
+		<h2>Properties</h2>
+		
+		<h3>[property:Object parameters]</h3>
 		<div>
-		todo
-		</div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
 
 		<h2>Source</h2>
 

+ 5 - 8
docs/api/extras/geometries/ParametricGeometry.html

@@ -11,20 +11,17 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Generate geometry representing a parametric surface.</div>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo func], [page:todo slices], [page:todo stacks])</h3>
+		<h3>[name]([page:Function func], [page:Integer slices], [page:Integer stacks])</h3>
 		<div>
-		func — todo <br />
-		slices — todo <br />
-		stacks — todo
-		</div>
-		<div>
-		todo
+		func — A function that takes in a [page:Float u] and [page:Float v] value each between 0 and 1 and returns a [page:Vector3]<br />
+		slices — The count of slices to use for the parametric function <br />
+		stacks — The count of stacks to use for the parametric function
 		</div>
 
 

+ 10 - 1
docs/api/extras/geometries/PlaneGeometry.html

@@ -11,7 +11,16 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">A class for generating plane geometries</div>
+
+
+		<h2>Example</h2>
+		
+		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
+		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
+		var plane = new THREE.Mesh( geometry, material );
+		scene.add( plane );
+		</code>
 
 
 		<h2>Constructor</h2>

+ 34 - 7
docs/api/extras/geometries/PolyhedronGeometry.html

@@ -11,22 +11,49 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
+			project them onto a sphere, and then divide them up to the desired level of detail. This class is used
+			by [page:DodecahedronGeometry], [page:IcosahedronGeometry], [page:OctahedronGeometry],
+			and [page:TetrahedronGeometry] to generate their respective geometries.
+		</div>
 
+		<h2>Example</h2>
+<code>
+var verticesOfCube = [
+    -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
+    -1,-1, 1,    1,-1, 1,    1, 1, 1,    -1, 1, 1,
+];
+
+var indicesOfFaces = [
+    2,1,0,    0,3,2,
+    0,4,7,    7,3,0,
+    0,1,5,    5,4,0,
+    1,2,6,    6,5,1,
+    2,3,7,    7,6,2,
+    4,5,6,    6,7,4
+];
+
+var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
+</code>
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([page:Array vertices], [page:Array faces], [page:Float radius], [page:Integer detail])</h3>
 		<div>
-		vertices — todo <br />
-		faces — todo <br />
-		radius — todo <br />
-		detail — todo
+		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
+		faces — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
+		radius — [page:Float] - The radius of the final shape <br />
+		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
 		</div>
+		
+		<h2>Properties</h2>
+		
+		<h3>[property:Object parameters]</h3>
 		<div>
-		todo
-		</div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
 		
 
 		<h2>Source</h2>

+ 7 - 0
docs/api/extras/geometries/RingGeometry.html

@@ -13,6 +13,13 @@
 
 		<div class="desc">A class for generating a two-dimensional ring geometry.</div>
 
+		<h2>Example</h2>
+		
+		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
+		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
+		var mesh = new THREE.Mesh( geometry, material );
+		scene.add( mesh );
+		</code>
 
 		<h2>Constructor</h2>
 

+ 32 - 27
docs/api/extras/geometries/ShapeGeometry.html

@@ -11,56 +11,61 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
-
+		<div class="desc">Creates a one-sided polygonal geometry from one or more path shapes. Similar to [page:ExtrudeGeometry]</div>
 
+		<h2>Example</h2>
+		
+		
+		<code>var rectLength = 120, rectWidth = 40;
+		
+		var rectShape = new THREE.Shape();
+		rectShape.moveTo( 0,0 );
+		rectShape.lineTo( 0, rectWidth );
+		rectShape.lineTo( rectLength, rectWidth );
+		rectShape.lineTo( rectLength, 0 );
+		rectShape.lineTo( 0, 0 );
+		
+		var rectGeom = new THREE.ShapeGeometry( rectShape );
+		var rectMesh = new THREE.Mesh( rectGeom, new THREE.MeshBasicMaterial( { color: 0xff0000 } ) ) ;		
+		
+		scene.add( rectMesh );
+		</code>
+	
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([page:Array shapes], [page:Object options])</h3>
 		<div>
-		shapes — todo <br />
-		options — 
+		shapes — [page:Array] of shapes, or a single [page:Shape shape] <br />
+		options — Optional options [page:Object object]
 		<ul>
-		<li>curveSegments - todo</li>
-		<li>material - todo</li>
-		<li>UVGenerator - todo</li>
+		<li>curveSegments - [page:Integer] - Not used at the moment - defaults to 12</li>
+		<li>material - [page:Integer] - index of the material in a material list</li>
+		<li>UVGenerator - A UV generator, defaults to [page:ExtrudeGeometry]'s WorldUVGenerator</li>
 		</ul>
 		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
 
 
-
-		<h3>.[page:Object shapebb]</h3>
-		<div>
-		todo
-		</div> 
-
 		<h2>Methods</h2>
 
 
 
-		<h3>.addShapeList([page:todo shapes], [page:Object options]) [page:this]</h3>
+		<h3>.addShapeList([page:Array shapes], [page:Object options]) [page:this]</h3>
 		<div>
-		shapes — todo <br />
-		options — todo
+		shapes — [page:Array] of [page:Shape shapes] <br />
+		options — See options in constructor
 		</div>
 		<div>
-		todo
+		Adds a list of shapes to the geometry.
 		</div>
 
-		<h3>.addShape([page:todo shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
 		<div>
-		shape — todo <br />
-		options — todo
+		shape — [page:Shape] <br />
+		options — See options in constructor
 		</div>
 		<div>
-		todo
+		Adds a single shape to the geometry
 		</div>
 
 		<h2>Source</h2>

+ 7 - 0
docs/api/extras/geometries/SphereGeometry.html

@@ -13,6 +13,13 @@
 
 		<div class="desc">A class for generating sphere geometries</div>
 
+		<h2>Example</h2>
+		
+		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
+		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
+		var sphere = new THREE.Mesh( geometry, material );
+		scene.add( sphere );
+		</code>
 
 		<h2>Constructor</h2>
 

+ 8 - 0
docs/api/extras/geometries/TetrahedronGeometry.html

@@ -24,6 +24,14 @@
 		</div>
 
 
+		<h2>Properties</h2>
+
+		<h3>[property:Object parameters]</h3>
+		<div>
+		An object with all of the parameters that were used to generate the geometry.
+		</div> 
+
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 2 - 2
docs/api/extras/geometries/TextGeometry.html

@@ -11,7 +11,7 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">This object creates an 3D object of text as a single object.</div>
 
 
 		<h2>Constructor</h2>
@@ -19,7 +19,7 @@
 
 		<h3>[name]([page:String text], [page:Object parameters])</h3>
 		<div>
-		text — todo <br />
+		text — The text that needs to be shown. <br />
 		parameters — Object that can contain the following parameters.
 		<ul>
 			<li>size — Float. Size of the text.</li>

+ 10 - 1
docs/api/extras/geometries/TorusGeometry.html

@@ -11,7 +11,16 @@
 	
 		<h1>[name]</h1>
 
-		<div class="desc">Creates a torus.</div>
+		<div class="desc">A class for generating torus geometries</div>
+
+
+		<h2>Example</h2>
+		
+		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
+		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
+		var torus = new THREE.Mesh( geometry, material );
+		scene.add( torus );
+		</code>
 
 
 		<h2>Constructor</h2>

+ 9 - 0
docs/api/extras/geometries/TorusKnotGeometry.html

@@ -14,6 +14,15 @@
 		<div class="desc">Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q.  If p and q are not coprime, the result will be a torus link.</div>
 
 
+		<h2>Example</h2>
+		
+		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
+		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
+		var torusKnot = new THREE.Mesh( geometry, material );
+		scene.add( torusKnot );
+		</code>
+
+
 		<h2>Constructor</h2>
 
 

+ 48 - 41
docs/api/extras/geometries/TubeGeometry.html

@@ -11,77 +11,84 @@
 		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">Creates a tube that extrudes along a 3d curve</div>
 
+		<h2>Example</h2>
+		
+<code>
+var CustomSinCurve = THREE.Curve.create(
+    function ( scale ) { //custom curve constructor
+        this.scale = (scale === undefined) ? 1 : scale;
+    },
+    
+    function ( t ) { //getPoint: t is between 0-1
+        var tx = t * 3 - 1.5,
+            ty = Math.sin( 2 * Math.PI * t ),
+            tz = 0;
+        
+        return new THREE.Vector3(tx, ty, tz).multiplyScalar(this.scale);
+    }
+);
+
+var path = new CustomSinCurve( 10 );
+
+var geometry = new THREE.TubeGeometry(
+    path,  //path
+    20,    //segments
+    2,     //radius
+    8,     //radiusSegments
+    false  //closed
+);
+</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo path], [page:Integer segments], [page:Float radius], [page:Integer radiusSegments], [page:Boolean closed], [page:Boolean debug])</h3>
+		<h3>[name]([page:Curve path], [page:Integer segments], [page:Float radius], [page:Integer radiusSegments], [page:Boolean closed])</h3>
 		<div>
-		path — todo <br />
-		segments — todo <br />
-		radius — todo <br />
-		radiusSegments — todo <br />
-		closed — todo <br />
-		debug — todo
+		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
+		segments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
+		radius — [page:Float] - The radius of the tube, default is 1<br />
+		radiusSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
+		closed — [page:Float] Is the tube open or closed, default is false <br />
 		</div>
 
 
 		<h2>Properties</h2>
 
-		<h3>.[page:todo path]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Integer segments]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Float radius]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Integer radiusSegments]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:Boolean closed]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
-		todo
+		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 
-		<h3>.[page:Array tangents]</h3>
+		<h3>[property:Array tangents]</h3>
 		<div>
-		todo
+		An array of [page:Vector3] tangents
 		</div> 
 
-		<h3>.[page:Array normals]</h3>
+		<h3>[property:Array normals]</h3>
 		<div>
-		todo
+		An array of [page:Vector3] normals
 		</div> 
 
-		<h3>.[page:Array binormals]</h3>
+		<h3>[property:Array binormals]</h3>
 		<div>
-		todo
+		An array of [page:Vector3] binormals
 		</div> 
 
 
 		<h2>Methods</h2>
 		
 
-		<h3>.FrenetFrames([page:todo path], [page:Integer segments], [page:Boolean closed])</h3>
+		<h3>THREE.TubeGeometry.FrenetFrames([page:Curve path], [page:Integer segments], [page:Boolean closed])</h3>
 		<div>
-		path — todo <br />
-		segments — todo <br />
-		closed — todo
+		path — A path that inherits from the [page:Curve] base class <br />
+		segments — The number of segments that make up the tube <br />
+		closed — Is the tube open or closed
 		</div>
 		<div>
-		todo
+		A static method that generates the Frenet Frames. This is internally run on any new TubeGeometry and then the
+		generated tangents, normals, and binormals are exposed as properties on the TubeGeometry object.
 		</div>
 		
 		<h2>Source</h2>

+ 39 - 20
docs/api/extras/helpers/ArrowHelper.html

@@ -7,23 +7,40 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Object3D] &rarr;
+		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">An 3D arrow Object.</div>
+
+
+		<h2>Example</h2>
+
+		<code>var dir = new THREE.Vector3( 1, 0, 0 );
+		var origin = new THREE.Vector3( 0, 0, 0 );
+		var length = 1;
+		var hex = 0xffff00;
+
+		var arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
+		scene.add( arrowHelper );
+		</code>
+
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo dir], [page:todo origin], [page:todo length], [page:todo hex])</h3>
+		<h3>[name]([page:Vector3 dir], [page:Vector3 origin], [page:Number length], [page:Number hex], [page:Number headLength], [page:Number headWidth] )</h3>
 		<div>
-		dir -- todo <br />
-		origin -- todo <br />
-		length -- todo <br />
-		hex -- todo
+		dir -- Vector3 -- direction from origin. Must be a unit vector. <br />
+		origin -- Vector3 <br />
+		length -- scalar <br />
+		hex -- hexadecimal value to define color ex:0xffff00<br />
+		headLength -- The length of the head of the arrow<br />
+		headWidth -- The length of the width of the arrow
 		</div>
 		<div>
-		todo
+		This creates an arrow starting in origin in the direction dir for a certain length. It is also possible to change color.
 		</div>
 
 
@@ -31,42 +48,44 @@
 
 
 
-		<h3>.[page:Line line]</h3>
+		<h3>[property:Line line]</h3>
 		<div>
-		todo
+		Contains the line part of the arrowHelper.
 		</div> 
 
-		<h3>.[page:Mesh cone]</h3>
+		<h3>[property:Mesh cone]</h3>
 		<div>
-		todo
+		Contains the cone part of the arrowHelper.
 		</div> 
 
 		<h2>Methods</h2>
 
 
 
-		<h3>.setColor([page:todo hex]) [page:todo]</h3>
+		<h3>[method:null setColor]([page:Number hex])</h3>
 		<div>
-		hex -- todo
+		hex -- The hexadicmal value of the color
 		</div>
 		<div>
-		todo
+		Sets the color of the arrowHelper.
 		</div>
 
-		<h3>.setLength([page:todo length]) [page:todo]</h3>
+		<h3>[method:null setLength]([page:Number length], [page:Number headLength], [page:Number headWidth])</h3>
 		<div>
-		length -- todo
+		length -- The desired length<br />
+		headLength -- The length of the head of the arrow<br />
+		headWidth -- The length of the width of the arrow		
 		</div>
 		<div>
-		todo
+		Sets the length of the arrowhelper.
 		</div>
 
-		<h3>.setDirection([page:todo dir]) [page:todo]</h3>
+		<h3>[method:null setDirection]([page:vector3 dir])</h3>
 		<div>
-		dir -- todo
+		dir -- The desired direction in euler format.
 		</div>
 		<div>
-		todo
+		Sets the direction of the arrowhelper.
 		</div>
 
 		<h2>Source</h2>

+ 13 - 4
docs/api/extras/helpers/AxisHelper.html

@@ -7,20 +7,29 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Line] &rarr;
+		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">An axis object to visualize the the 3 axes in a simple way. <br />
+			The X axis is red. The Y axis is green. The Z axis is blue.</div>
 
 
+		<h2>Example</h2>
+
+                <code>var axisHelper = new THREE.AxisHelper( 5 );
+		scene.add( axisHelper );
+                </code>
+
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo size])</h3>
+		<h3>[name]([page:Number size])</h3>
 		<div>
-		size -- todo
+		size -- Define the size of the line representing the axes.
 		</div>
 		<div>
-		todo
+		Creates an axisHelper with lines of length size.
 		</div>
 
 		<h2>Source</h2>

+ 71 - 0
docs/api/extras/helpers/BoundingBoxHelper.html

@@ -0,0 +1,71 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Mesh] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">A helper object to show the world-axis-aligned bounding box for an object.</div>
+
+
+		<h2>Example</h2>
+
+		<code>var hex  = 0xff0000;
+
+		var sphereMaterial = new THREE.MeshLambertMaterial( {color: 0x00ff00} );
+		var sphere = new THREE.Mesh( new THREE.SphereGeometry( 30, 12, 12), sphereMaterial );
+		scene.add( sphere );
+
+		var bbox = new THREE.BoundingBoxHelper( sphere, hex );
+		bbox.update();
+		scene.add( bbox );
+		</code>
+
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([page:Object3D object], [page:Number hex])</h3>
+		<div>
+		object -- Object3D -- the object3D to show the world-axis-aligned boundingbox.<br />
+		hex -- hexadecimal value to define color ex:0x888888
+		</div>
+		<div>
+		This creates an line object to the boundingbox.
+		</div>
+
+
+		<h2>Properties</h2>
+
+
+
+		<h3>[property:Object3D object]</h3>
+		<div>
+		Contains the object3D to show the world-axis-aligned boundingbox.
+		</div> 
+
+		<h3>[property:Box3 box]</h3>
+		<div>
+		Contains the bounding box of the object.
+		</div> 
+
+		<h2>Methods</h2>
+
+		<h3>[method:null update]()</h3>
+		<div>
+		Updates the BoundingBoxHelper based on the object property.
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 15 - 10
docs/api/extras/helpers/CameraHelper.html

@@ -7,42 +7,47 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Line] &rarr;
+		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">
+		The camera Helper is an Object3D which helps visualizing what a camera contains in its frustum.<br />
+		It visualizes the frustum with an line Geometry.	
+		</div>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo camera])</h3>
+		<h3>[name]([page:Camera camera])</h3>
 		<div>
-		camera -- todo
+		camera -- The camera to visualize.
 		</div>
 		<div>
-		todo
+		This create a new [Name] for the specified camera.
 		</div>
 
 
 		<h2>Properties</h2>
 
 
-		<h3>.[page:object pointMap]</h3>
+		<h3>[property:object pointMap]</h3>
 		<div>
-		todo
+		This contains the points to viualize the cameraHelper
 		</div> 
 
-		<h3>.[page:PerspectiveCamera camera]</h3>
+		<h3>[property:Camera camera]</h3>
 		<div>
-		todo
+		The camera to visualize.
 		</div> 
 
 		<h2>Methods</h2>
 
 
-		<h3>.update() [page:todo]</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
-		todo
+		Updates the helper based on the projectionMatrix of the camera.
 		</div>
 
 		<h2>Source</h2>

+ 5 - 3
docs/api/extras/helpers/DirectionalLightHelper.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Object3D] &rarr;
+		
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
@@ -28,17 +30,17 @@
 		<h2>Properties</h2>
 		
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:DirectionalLight light]</h3>
+		<h3>[property:DirectionalLight light]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:Line targetLine]</h3>
+		<h3>[property:Line targetLine]</h3>
 		<div>
 		todo
 		</div> 

+ 14 - 15
docs/api/extras/helpers/BoxHelper.html → docs/api/extras/helpers/EdgesHelper.html

@@ -7,41 +7,40 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Line] &rarr;
+		
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
 
+		<h2>Example</h2>
+
+		<code>todo</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo size])</h3>
-		<div>
-		size -- todo
-		</div>
-		<div>
-		todo
-		</div>
+		<h3>todo</h3>
+		<div></div>
 
-		<h2>Properties</h2>
 
+		<h2>Properties</h2>
 
-		<h3>.[page:array vertices]</h3>
+		<h3>todo</h3>
 		<div>
 		todo
 		</div> 
 
-		<h2>Methods</h2>
 
+		<h2>Methods</h2>
+		
 
-		<h3>.update([page:todo object]) [page:todo]</h3>
-		<div>
-		object -- todo
-		</div>
+		<h3>todo</h3>
+		<div>todo</div>
 		<div>
 		todo
 		</div>
-
+		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 22 - 7
docs/api/extras/geometries/ConvexGeometry.html → docs/api/extras/helpers/FaceNormalsHelper.html

@@ -7,25 +7,40 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
-		[page:Geometry] &rarr;
-	
+		[page:Line] &rarr;
+		
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
 
+		<h2>Example</h2>
+
+		<code>todo</code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Array vertices])</h3>
-		<div>
-		vertices — todo
-		</div>
+		<h3>todo</h3>
+		<div></div>
+
+
+		<h2>Properties</h2>
+
+		<h3>todo</h3>
 		<div>
 		todo
-		</div>
+		</div> 
+
 
+		<h2>Methods</h2>
+		
 
+		<h3>todo</h3>
+		<div>todo</div>
+		<div>
+		todo
+		</div>
+		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 27 - 5
docs/api/extras/helpers/GridHelper.html

@@ -7,21 +7,43 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Line] &rarr;
+		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</div>
+
+
+		<h2>Example</h2>
+
+		<code>var size = 10;
+		var step = 1;
+
+		var gridHelper = new THREE.GridHelper( size, step );		
+		scene.add( gridHelper );
+		</code>
 
 
 		<h2>Constructor</h2>
 
+		<h3>[name]([page:number size], [page:Number step])</h3>
+		<div>
+		size -- The size of the grid <br />
+		step -- The size of the step between 2 lines 
+		</div>
+		<div>
+		Creates a new [name] of size 'size' and with steps of size 'step'.
+		</div>
+		
+		<h2>Methods</h2>
 
-		<h3>[name]([page:todo size], [page:todo step])</h3>
+		<h3>[method:null setColors]([page:number colorCenterLine], [page:Number colorGrid])</h3>
 		<div>
-		size -- todo <br />
-		step -- todo
+		colorCenterLine -- The color of the centerline. This can be a [page:Color], a hexadecimal value and an CSS-Color name. <br />
+		colorGrid -- The color of the lines of the grid. This can be a [page:Color], a hexadecimal value and an CSS-Color name.
 		</div>
 		<div>
-		todo
+		Updates the color of the grid lines.
 		</div>
 
 

+ 6 - 6
docs/api/extras/helpers/HemisphereLightHelper.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Object3D] &rarr;
+		
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
@@ -14,7 +16,6 @@
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]([page:todo light], [page:todo sphereSize], [page:todo arrowLength], [page:todo domeSize])</h3>
 		<div>
 		light -- todo <br />
@@ -29,13 +30,12 @@
 
 		<h2>Properties</h2>
 
-
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:HemisphereLight light]</h3>
+		<h3>[property:HemisphereLight light]</h3>
 		<div>
 		todo
 		</div> 
@@ -43,12 +43,12 @@
 
 		<h2>Methods</h2>
 
-
-		<h3>.update() [page:todo]</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
 		todo
 		</div>
 
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 19 - 7
docs/api/extras/helpers/PointLightHelper.html

@@ -7,14 +7,27 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Mesh] &rarr;
+		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">This display a helper for a pointLight </div>
 
 
-		<h2>Constructor</h2>
+		<h2>Example</h2>
+
+		<code>var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
+		pointLight.position.set( 10, 10, 10 );
+		scene.add( pointLight );
+		
+		var sphereSize = 1;
+		var pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
+		scene.add( pointLightHelper );
+		</code>
 
 
+		<h2>Constructor</h2>
+
 		<h3>[name]([page:todo light], [page:todo sphereSize])</h3>
 		<div>
 		light -- todo <br />
@@ -27,21 +40,20 @@
 
 		<h2>Properties</h2>
 
-
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:PointLight light]</h3>
+		<h3>[property:PointLight light]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h2>Methods</h2>
 
+		<h2>Methods</h2>
 
-		<h3>.update() [page:todo]</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
 		todo
 		</div>

+ 6 - 4
docs/api/extras/helpers/SpotLightHelper.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Object3D] &rarr;
+		
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
@@ -28,17 +30,17 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:SpotLight light]</h3>
+		<h3>[property:SpotLight light]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:Mesh lightCone]</h3>
+		<h3>[property:Mesh lightCone]</h3>
 		<div>
 		todo
 		</div> 
@@ -46,7 +48,7 @@
 		<h2>Methods</h2>
 		
 
-		<h3>.update() [page:todo]</h3>
+		<h3>[method:todo update]()</h3>
 		<div>
 		todo
 		</div>

+ 48 - 0
docs/api/extras/helpers/VertexNormalsHelper.html

@@ -0,0 +1,48 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Line] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">todo</div>
+
+		<h2>Example</h2>
+
+		<code>todo</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>todo</h3>
+		<div></div>
+
+
+		<h2>Properties</h2>
+
+		<h3>todo</h3>
+		<div>
+		todo
+		</div> 
+
+
+		<h2>Methods</h2>
+		
+
+		<h3>todo</h3>
+		<div>todo</div>
+		<div>
+		todo
+		</div>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 48 - 0
docs/api/extras/helpers/VertexTangentsHelper.html

@@ -0,0 +1,48 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Line] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">todo</div>
+
+		<h2>Example</h2>
+
+		<code>todo</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>todo</h3>
+		<div></div>
+
+
+		<h2>Properties</h2>
+
+		<h3>todo</h3>
+		<div>
+		todo
+		</div> 
+
+
+		<h2>Methods</h2>
+		
+
+		<h3>todo</h3>
+		<div>todo</div>
+		<div>
+		todo
+		</div>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 48 - 0
docs/api/extras/helpers/WireframeHelper.html

@@ -0,0 +1,48 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../../page.css" />
+	</head>
+	<body>
+		[page:Line] &rarr;
+		
+		<h1>[name]</h1>
+
+		<div class="desc">todo</div>
+
+		<h2>Example</h2>
+
+		<code>todo</code>
+
+		<h2>Constructor</h2>
+
+
+		<h3>todo</h3>
+		<div></div>
+
+
+		<h2>Properties</h2>
+
+		<h3>todo</h3>
+		<div>
+		todo
+		</div> 
+
+
+		<h2>Methods</h2>
+		
+
+		<h3>todo</h3>
+		<div>todo</div>
+		<div>
+		todo
+		</div>
+		
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 7 - 5
docs/api/extras/objects/ImmediateRenderObject.html

@@ -7,9 +7,11 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Object3D] &rarr;
+		
 		<h1>[name]</h1>
 
-		<div class="desc">todo</div>
+		<div class="desc">base class for immediate rendering objects.</div>
 
 
 		<h2>Constructor</h2>
@@ -17,19 +19,19 @@
 
 		<h3>[name]()</h3>
 		<div>
-		todo
+		This creates a new [name]. 
 		</div>
 
 
 		<h2>Methods</h2>
 
 
-		<h3>.render([page:todo renderCallback]) [page:todo]</h3>
+		<h3>[method:null render]([page:Function renderCallback])</h3>
 		<div>
-		renderCallback -- todo
+		renderCallback -- A function to render the generated object.
 		</div>
 		<div>
-		todo
+		This function needs to be overridden to start the creation of the object and should call renderCallback when finished.
 		</div>
 
 		<h2>Source</h2>

+ 17 - 15
docs/api/extras/objects/MorphBlendMesh.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../../page.css" />
 	</head>
 	<body>
+		[page:Mesh] &rarr;
+		
 		<h1>[name]</h1>
 
 		<div class="desc">todo</div>
@@ -28,12 +30,12 @@
 		<h2>Properties</h2>
 
 
-		<h3>.[page:object animationsMap]</h3>
+		<h3>[property:object animationsMap]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:array animationsList]</h3>
+		<h3>[property:array animationsList]</h3>
 		<div>
 		todo
 		</div> 
@@ -42,7 +44,7 @@
 
 
 
-		<h3>.setAnimationWeight([page:todo name], [page:todo weight]) [page:todo]</h3>
+		<h3>[method:todo setAnimationWeight]([page:todo name], [page:todo weight])</h3>
 		<div>
 		name -- todo <br />
 		weight -- todo
@@ -51,7 +53,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationFPS([page:todo name], [page:todo fps]) [page:todo]</h3>
+		<h3>[method:todo setAnimationFPS]([page:todo name], [page:todo fps])</h3>
 		<div>
 		name -- todo <br />
 		fps -- todo
@@ -60,7 +62,7 @@
 		todo
 		</div>
 
-		<h3>.createAnimation([page:todo name], [page:todo start], [page:todo end], [page:todo fps]) [page:todo]</h3>
+		<h3>[method:todo createAnimation]([page:todo name], [page:todo start], [page:todo end], [page:todo fps])</h3>
 		<div>
 		name -- todo <br />
 		start -- todo <br />
@@ -71,7 +73,7 @@
 		todo
 		</div>
 
-		<h3>.playAnimation([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo playAnimation]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -79,7 +81,7 @@
 		todo
 		</div>
 
-		<h3>.update([page:todo delta]) [page:todo]</h3>
+		<h3>[method:todo update]([page:todo delta])</h3>
 		<div>
 		delta -- todo
 		</div>
@@ -87,7 +89,7 @@
 		todo
 		</div>
 
-		<h3>.autoCreateAnimations([page:todo fps]) [page:todo]</h3>
+		<h3>[method:todo autoCreateAnimations]([page:todo fps])</h3>
 		<div>
 		fps -- todo
 		</div>
@@ -95,7 +97,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationDuration([page:todo name], [page:todo duration]) [page:todo]</h3>
+		<h3>[method:todo setAnimationDuration]([page:todo name], [page:todo duration])</h3>
 		<div>
 		name -- todo <br />
 		duration -- todo
@@ -104,7 +106,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationDirectionForward([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo setAnimationDirectionForward]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -112,7 +114,7 @@
 		todo
 		</div>
 
-		<h3>.getAnimationDuration([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo getAnimationDuration]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -120,7 +122,7 @@
 		todo
 		</div>
 
-		<h3>.getAnimationTime([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo getAnimationTime]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -128,7 +130,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationDirectionBackward([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo setAnimationDirectionBackward]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>
@@ -136,7 +138,7 @@
 		todo
 		</div>
 
-		<h3>.setAnimationTime([page:todo name], [page:todo time]) [page:todo]</h3>
+		<h3>[method:todo setAnimationTime]([page:todo name], [page:todo time])</h3>
 		<div>
 		name -- todo <br />
 		time -- todo
@@ -145,7 +147,7 @@
 		todo
 		</div>
 
-		<h3>.stopAnimation([page:todo name]) [page:todo]</h3>
+		<h3>[method:todo stopAnimation]([page:todo name])</h3>
 		<div>
 		name -- todo
 		</div>

+ 0 - 72
docs/api/extras/renderers/plugins/DepthPassPlugin.html

@@ -1,72 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../../list.js"></script>
-		<script src="../../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-
-
-		<h3>.[page:boolean enabled]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h3>.[page:object renderTarget]</h3>
-		<div>
-		todo
-		</div> 
-
-		<h2>Methods</h2>
-
-
-
-		<h3>.init([page:todo renderer]) [page:todo]</h3>
-		<div>
-		renderer -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.update([page:todo scene], [page:todo camera]) [page:todo]</h3>
-		<div>
-		scene -- todo <br />
-		camera -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.render([page:todo scene], [page:todo camera]) [page:todo]</h3>
-		<div>
-		scene -- todo <br />
-		camera -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 0 - 52
docs/api/extras/renderers/plugins/LensFlarePlugin.html

@@ -1,52 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../../../list.js"></script>
-		<script src="../../../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]()</h3>
-		<div>
-		todo
-		</div>
-
-
-
-		<h2>Methods</h2>
-
-
-
-		<h3>.init([page:todo renderer]) [page:todo]</h3>
-		<div>
-		renderer -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h3>.render([page:todo scene], [page:todo camera], [page:todo viewportWidth], [page:todo viewportHeight]) [page:todo]</h3>
-		<div>
-		scene -- todo <br />
-		camera -- todo <br />
-		viewportWidth -- todo <br />
-		viewportHeight -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 2 - 2
docs/api/lights/AmbientLight.html

@@ -24,12 +24,12 @@ scene.add( light );</code>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Float hex] )</h3>
+		<h3>[name]( [page:Integer hex] )</h3>
 		<div>
 		[page:Integer hex] — Numeric value of the RGB component of the color.
 		</div>
 		<div>
-		This creates a Ambientlight with a color.
+		This creates an Ambientlight with a color.
 		</div>
 
 

+ 22 - 19
docs/api/lights/AreaLight.html

@@ -7,6 +7,8 @@
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	<body>
+        [page:Object3D] &rarr; [page:Light] &rarr;
+
 		<h1>[name]</h1>
 
 		<div class="desc">This illuminates the scene from a complete surface. This light only works in the [page:WebGLDeferredRenderer deferredrenderer]. </div>
@@ -24,10 +26,10 @@ scene.add( areaLight1 );</code>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Float hex], [page:Float intensity])</h3>
+		<h3>[name]( [page:Integer hex], [page:Float intensity])</h3>
 		<div>
 		[page:Integer hex] — Numeric value of the RGB component of the color.<br />
-		[page:Integer intensity] — The intensity of the light.
+		[page:Float intensity] — Numeric value of the light's strength/intensity.
 		</div>
 		<div>
 		This creates a arealight with color.
@@ -38,44 +40,45 @@ scene.add( areaLight1 );</code>
 
 
 
-		<h3>.[page:Vector3 right]</h3>
+		<h3>[property:Vector3 right]</h3>
 		<div>
-		todo
+		Sets or gets an unit vector that indicates the right side of the light. This is calculated in local space. 
 		</div> 
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 		<div>
-		todo
+		Sets or gets an unit vectorSets or gets an unit vector that indicates the right side of the light. This is calculated in local space.
 		</div> 
 
-		<h3>.[page:number quadraticAttenuation]</h3>
+		<h3>[property:number height]</h3>
 		<div>
-		todo
+		Sets or gets the height of the illuminating plane. 
 		</div> 
 
-		<h3>.[page:number height]</h3>
+		<h3>[property:number width]</h3>
 		<div>
-		todo
+		Sets or gets the width of the illuminating plane. 
 		</div> 
 
-		<h3>.[page:number linearAttenuation]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
-		todo
-		</div> 
+		Light's intensity.<br />
+		Default — *1.0*.
+		</div>
 
-		<h3>.[page:number width]</h3>
+		<h3>[property:number constantAttenuation]</h3>
 		<div>
-		todo
+		Sets or gets the attention of the light in constant space. This is independant of the distance of the light. 
 		</div> 
 
-		<h3>.[page:number intensity]</h3>
+		<h3>[property:number linearAttenuation]</h3>
 		<div>
-		todo
+		Sets or gets the attention of the light in linear space. This increases the attenuation linearly with the distance from the light.
 		</div> 
 
-		<h3>.[page:number constantAttenuation]</h3>
+		<h3>[property:number quadraticAttenuation]</h3>
 		<div>
-		todo
+		Sets or gets the attention of the light in linear space. This increases the attenuation quadratic with the distance from the light.
 		</div> 
 
 

+ 34 - 31
docs/api/lights/DirectionalLight.html

@@ -28,173 +28,176 @@ scene.add( directionalLight );</code>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo hex], [page:todo intensity])</h3>
+		<h3>[name]([page:Integer hex], [page:Float intensity])</h3>
 		<div>
-		hex -- todo <br />
-		intensity -- todo
+		[page:Integer hex] -- Numeric value of the RGB component of the color. <br />
+		[page:Float intensity] -- Numeric value of the light's strength/intensity.
 		</div>
 		<div>
-		todo
+		Creates a light that shines from a specific direction not from a specific position.  This light will behave
+		as though it is infinitely far away and the rays produced from it are all parallel.  The best
+		analogy would be a light source that acts like the sun: the sun is so far away that all sunlight
+		hitting objects comes from the same angle.
 		</div>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Object3D target]</h3>
+		<h3>[property:Object3D target]</h3>
 		<div>
 			Target used for shadow camera orientation.
 		</div>
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 			Light's intensity.<br />
 			Default — *1.0*.
 		</div>
 
-		<h3>.[page:Boolean onlyShadow]</h3>
+		<h3>[property:Boolean onlyShadow]</h3>
 		<div>
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			Default — *false*.
 		</div>
 
-		<h3>.[page:Float shadowCameraNear]</h3>
+		<h3>[property:Float shadowCameraNear]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *50*.
 		</div>
 
-		<h3>.[page:Float shadowCameraFar]</h3>
+		<h3>[property:Float shadowCameraFar]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *5000*.
 		</div>
 
-		<h3>.[page:Float shadowCameraLeft]</h3>
+		<h3>[property:Float shadowCameraLeft]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *-500*.
 		</div>
 
-		<h3>.[page:Float shadowCameraRight]</h3>
+		<h3>[property:Float shadowCameraRight]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *500*.
 		</div>
 
-		<h3>.[page:Float shadowCameraTop]</h3>
+		<h3>[property:Float shadowCameraTop]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *500*.
 		</div>
 
-		<h3>.[page:Float shadowCameraBottom]</h3>
+		<h3>[property:Float shadowCameraBottom]</h3>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *-500*.
 		</div>
 
-		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<div>
 			Show debug shadow camera frustum.<br />
 			Default — *false*.
 		</div>
 
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 			Shadow map bias.<br />
 			Default — *0*.
 		</div>
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 		</div>
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Boolean shadowCascade]</h3>
+		<h3>[property:Boolean shadowCascade]</h3>
 		<div>
 			??? <br />
 			Default — *false*.
 		</div>
 
-		<h3>.[page:Vector3 shadowCascadeOffset]</h3>
+		<h3>[property:Vector3 shadowCascadeOffset]</h3>
 		<div>
 			??? <br />
 			Default — *Three.Vector3( 0, 0, -1000 )*.
 		</div>
 
-		<h3>.[page:Integer shadowCascadeCount]</h3>
+		<h3>[property:Integer shadowCascadeCount]</h3>
 		<div>
 			??? <br />
 			Default — *2*.
 		</div>
 
-		<h3>.[page:Array shadowCascadeBias]</h3>
+		<h3>[property:Array shadowCascadeBias]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 0, 0, 0 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeWidth]</h3>
+		<h3>[property:Array shadowCascadeWidth]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeHeight]</h3>
+		<h3>[property:Array shadowCascadeHeight]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeNearZ]</h3>
+		<h3>[property:Array shadowCascadeNearZ]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeFarZ]</h3>
+		<h3>[property:Array shadowCascadeFarZ]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>.
 		</div>
 
-		<h3>.[page:Array shadowCascadeArray]</h3>
+		<h3>[property:Array shadowCascadeArray]</h3>
 		<div>
 			??? <br />
 			Default — <strong>[ ]</strong>.
 		</div>
 
-		<h3>.[page:RenderTarget shadowMap]</h3>
+		<h3>[property:RenderTarget shadowMap]</h3>
 		<div>
 			??? <br />
 			Default — *null*.
 		</div>
 
-		<h3>.[page:Integer shadowMapSize]</h3>
+		<h3>[property:Integer shadowMapSize]</h3>
 		<div>
 			??? <br />
 			Default — *null*.
 		</div>
 
-		<h3>.[page:Camera shadowCamera]</h3>
+		<h3>[property:Camera shadowCamera]</h3>
 		<div>
 			??? <br />
 			Default — *null*.
 		</div>
 
-		<h3>.[page:Matrix shadowMatrix]</h3>
+		<h3>[property:Matrix shadowMatrix]</h3>
 		<div>
 			??? <br />
 			Default — *null*.

+ 5 - 6
docs/api/lights/HemisphereLight.html

@@ -16,26 +16,25 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo skyColorHex], [page:todo groundColorHex], [page:todo intensity])</h3>
+		<h3>[name]([page:Integer skyColorHex], [page:Integer groundColorHex], [page:Float intensity])</h3>
         <div>
 		[page:Integer skyColorHex] — Numeric value of the RGB sky color.<br />
 		[page:Integer groundColorHex] — Numeric value of the RGB ground color.<br />
-		[page:Integer intensity] — The intensity of the light.
+		[page:Float intensity] — Numeric value of the light's strength/intensity.
 		</div>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Float groundColor]</h3>
+		<h3>[property:Float groundColor]</h3>
 
 		<div>
 			Light's ground color.<br />
 		</div>
 
-		<h3>.[page:Float intensity]</h3>
-
+		<h3>[property:Float intensity]</h3>
 		<div>
 			Light's intensity.<br />
-			Default — *1*.
+			Default — *1.0*.
 		</div>
 
 		<h2>Methods</h2>

+ 1 - 1
docs/api/lights/Light.html

@@ -28,7 +28,7 @@
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		Color of the light.<br />
 		</div>

+ 62 - 61
docs/api/lights/PointLight.html

@@ -1,61 +1,62 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		[page:Object3D] &rarr; [page:Light] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">
-			Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
-		</div>
-
-
-		<h2>Example</h2>
-
-		<code>var light = new THREE.PointLight( 0xff0000, 1, 100 );
-light.position.set( 50, 50, 50 );
-scene.add( light );</code>
-
-
-		<h2>Constructor</h2>
-
-
-		<h3>[name]([page:todo hex], [page:todo intensity], [page:todo distance])</h3>
-		<div>
-		hex -- todo <br />
-		intensity -- todo <br />
-		distance -- todo
-		</div>
-		<div>
-		todo
-		</div>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Float intensity]</h3>
-		<div>
-			Light's intensity.<br />
-			Default - *1.0*.
-		</div>
-
-		<h3>.[page:Float distance]</h3>
-		<div>
-			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
-			Default — *0.0*.
-		</div>
-		
-		<h2>Methods</h2>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr; [page:Light] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Affects objects using [page:MeshLambertMaterial] or [page:MeshPhongMaterial].
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>var light = new THREE.PointLight( 0xff0000, 1, 100 );
+light.position.set( 50, 50, 50 );
+scene.add( light );</code>
+
+
+		<h2>Constructor</h2>
+
+
+		<h3>[name]([page:Integer hex], [page:Float intensity], [page:Number distance])</h3>
+		<div>
+		[page:Integer hex] — Numeric value of the RGB component of the color. <br />
+		[page:Float intensity] — Numeric value of the light's strength/intensity. <br />
+		[page:Number distance] -- The distance of the light where the intensity is 0. When distance is 0, then the distance is endless. 
+		</div>
+		<div>
+		Creates a light at a specific position in the scene.  The light shines in all directions (roughly similar to a light bulb.)
+	
+		</div>
+
+
+		<h2>Properties</h2>
+
+		<h3>[property:Float intensity]</h3>
+		<div>
+			Light's intensity.<br />
+			Default - *1.0*.
+		</div>
+
+		<h3>[property:Float distance]</h3>
+		<div>
+			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
+			Default — *0.0*.
+		</div>
+		
+		<h2>Methods</h2>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 26 - 26
docs/api/lights/SpotLight.html

@@ -38,10 +38,10 @@ scene.add( spotLight );</code>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:todo hex], [page:todo intensity], [page:todo distance], [page:todo angle], [page:todo exponent])</h3>
+		<h3>[name]([page:Integer hex], [page:Float intensity], [page:todo distance], [page:todo angle], [page:todo exponent])</h3>
 		<div>
-		hex -- todo <br />
-		intensity -- todo <br />
+		[page:Integer hex] — Numeric value of the RGB component of the color. <br />
+		[page:Float intensity] — Numeric value of the light's strength/intensity. <br />
 		distance -- todo <br />
 		angle -- todo <br />
 		exponent -- todo
@@ -53,137 +53,137 @@ scene.add( spotLight );</code>
 
 		<h2>Properties</h2>
 
-		<h3>.[page:Object3D target]</h3>
+		<h3>[property:Object3D target]</h3>
 		<div>
 			Spotlight focus points at target.position.<br />
 			Default position — *(0,0,0)*.
 		</div>
 	
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 			Light's intensity.<br />
 			Default — *1.0*.
 		</div>
 	
-		<h3>.[page:Float distance]</h3>
+		<h3>[property:Float distance]</h3>
 		<div>
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			Default — *0.0*.
 		</div>
 	
-		<h3>.[page:Float angle]</h3>
+		<h3>[property:Float angle]</h3>
 		<div>
 			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
 			Default — *Math.PI/3*.
 		</div>
 	
-		<h3>.[page:Float exponent]</h3>
+		<h3>[property:Float exponent]</h3>
 		<div>
 			Rapidity of the falloff of light from its target direction.<br />
 			Default — *10.0*.
 		</div>
 	
-		<h3>.[page:Boolean castShadow]</h3>
+		<h3>[property:Boolean castShadow]</h3>
 		<div>
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
 			Default — *false*.
 		</div>
 		
-		<h3>.[page:Boolean onlyShadow]</h3>
+		<h3>[property:Boolean onlyShadow]</h3>
 		<div>
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			Default — *false*.
 		</div>
 		
-		<h3>.[page:Float shadowCameraNear]</h3>
+		<h3>[property:Float shadowCameraNear]</h3>
 		<div>
 			Perspective shadow camera frustum <em>near</em> parameter.<br />
 			Default — *50*.
 		</div>
 
-		<h3>.[page:Float shadowCameraFar]</h3>
+		<h3>[property:Float shadowCameraFar]</h3>
 		<div>
 			Perspective shadow camera frustum <em>far</em> parameter.<br />
 			Default — *5000*.
 		</div>
 
-		<h3>.[page:Float shadowCameraFov]</h3>
+		<h3>[property:Float shadowCameraFov]</h3>
 		<div>
 			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
 			Default — *50*.
 		</div>
 		
-		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<div>
 			Show debug shadow camera frustum.<br />
 			Default — *false*.
 		</div>
 		
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 			Shadow map bias.<br />
 			Default — *0*.
 		</div>
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 		</div>
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 		</div>
 		
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 			Shadow map bias.<br />
 			Default — *0*.
 		</div>
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 		</div>
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 		</div>
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 		</div>
 
 
-		<h3>.[page:object shadowMatrix]</h3>
+		<h3>[property:object shadowMatrix]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:object shadowMapSize]</h3>
+		<h3>[property:object shadowMapSize]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:object shadowCamera]</h3>
+		<h3>[property:object shadowCamera]</h3>
 		<div>
 		todo
 		</div> 
 
-		<h3>.[page:object shadowMap]</h3>
+		<h3>[property:object shadowMap]</h3>
 		<div>
 		todo
 		</div> 

+ 84 - 0
docs/api/loaders/BabylonLoader.html

@@ -0,0 +1,84 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading a <em>.babylon</em> resource.</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:function onLoad] — Will be called when load completes. The argument will be the loaded [page:Object3D].<br />
+		[page:function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:Object3D parse]( [page:Object json] )</h3>
+		<div>
+		[page:Object json] — The <em>JSON</em> structure to parse.
+		</div>
+		<div>
+		Parse a <em>JSON</em> structure and return an [page:Object3D object] or a [page:Scene scene].<br />
+		Found objects are converted to [page:Mesh] with a [page:BufferGeometry] and a default [page:MeshPhongMaterial].<br />
+		Lights are parsed accordingly.
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.BabylonLoader();
+
+		// load a Babylon resource
+		loader.load(
+			// resource URL
+			'models/babylon/skull.babylon',
+			// Function when resource is loaded
+			function ( object ) {
+				scene.add( object );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		[example:webgl_loader_babylon]
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/BabylonLoader.js examples/js/loaders/BabylonLoader.js]
+	</body>
+</html>

+ 82 - 0
docs/api/loaders/BufferGeometryLoader.html

@@ -0,0 +1,82 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../list.js"></script>
+		<script src="../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">A loader for loading a [page:BufferGeometry].</div>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:LoadingManager manager] )</h3>
+		<div>
+		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
+		</div>
+		<div>
+		Creates a new [name].
+		</div>
+
+
+		<h2>Properties</h2>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<div>
+		[page:String url] — required<br />
+		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:BufferGeometry].<br />
+		[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
+		[page:Function onError] — Will be called when load errors.<br />
+		</div>
+		<div>
+		Begin loading from url and call onLoad with the parsed response content.
+		</div>
+
+		<h3>[method:BufferGeometry parse]( [page:Object json] )</h3>
+		<div>
+		[page:Object json] — The <em>JSON</em> structure to parse.
+		</div>
+		<div>
+		Parse a <em>JSON</em> structure and return a [page:BufferGeometry].
+		</div>
+
+
+		<h2>Example</h2>
+
+		<code>
+		// instantiate a loader
+		var loader = new THREE.BufferGeometryLoader();
+
+		// load a resource
+		loader.load(
+			// resource URL
+			'models/json/pressure.json',
+			// Function when resource is loaded
+			function ( geometry ) {
+				var material = new THREE.MeshLambertMaterial( { color: 0xF5F5F5 } );
+				var object = new THREE.Mesh( geometry, material );
+				scene.add( object );
+			},
+			// Function called when download progresses
+			function ( xhr ) {
+				console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+			},
+			// Function called when download errors
+			function ( xhr ) {
+				console.log( 'An error happened' );
+			}
+		);
+		</code>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

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