Forráskód Böngészése

Spelling and minor corrections

Lewy Blue 8 éve
szülő
commit
c53ea9e24d

+ 0 - 2
docs/api/cameras/Camera.html

@@ -59,8 +59,6 @@
 
 		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		vector — (optional)<br /><br />
-
 		Returns a vector representing the direction in which the camera is looking,
 		in world space. If the [page:Vector3 optionalTarget] is set, returns a vector representing the direction
 		from the camera's position to the [page:Vector3 optionalTarget].

+ 8 - 5
docs/api/core/Object3D.html

@@ -217,29 +217,32 @@
 
 		<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
 		<div>
-		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Quaternion] is
-		 instantiated. <br /><br />
+		optionalTarget — (optional) if specified, the result will be copied into this Quaternion,
+		otherwise a new Quaternion will be created. <br /><br />
 
 		Returns a quaternion representing the rotation of the object in world space.
 		</div>
 
 		<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
 		<div>
-		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Euler] is instantiated.<br /><br />
+		optionalTarget — (optional) if specified, the result will be copied into this Euler,
+		otherwise a new Euler will be created. <br /><br />
 
 		Returns the euler angles representing the rotation of the object in world space.
 		</div>
 
 		<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated.<br /><br />
+		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+		otherwise a new Vector3 will be created. <br /><br />
 
 		Returns a vector of the scaling factors applied to the object for each axis in world space.
 		</div>
 
 		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated.<br /><br />
+		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+		otherwise a new Vector3 will be created. <br /><br />
 
 		Returns a vector representing the direction of object's positive z-axis in world space.
 		</div>

+ 1 - 1
docs/api/loaders/MaterialLoader.html

@@ -58,7 +58,7 @@
 		</div>
 
 		<h3>[property:Object textures]</h3>
-		<div>Object holding any textures used by the material. See [page.setTextures].</div>
+		<div>Object holding any textures used by the material. See [page:.setTextures].</div>
 
 
 		<h2>Methods</h2>

+ 14 - 18
docs/api/math/Box2.html

@@ -11,8 +11,7 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-			Represents a [link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box]
-			in 2D space.
+			Represents a box in 2D space.
 		</div>
 
 
@@ -54,15 +53,14 @@
 		<h3>[method:Vector2 clampPoint]( [page:Vector2 point], [page:Vector2 optionalTarget] )</h3>
 		<div>
 		[page:Vector2 point] - [page:Vector2] to clamp. <br>
-		[page:Vector2 optionalTarget] - If specified, the clamped result will be copied into this [page:Vector2].<br /><br />
+		[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
+		otherwise a new Vector2 will be created. <br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the [page:Vector2 point] within the bounds of this box.<br />
-		Note: if [page:Vector2 optionalTarget] is not specified, a new [page:Vector2] will be returned. The original point
-		is not modified.
 		</div>
 
 		<h3>[method:Box2 clone]()</h3>
-		<div>Returns a new [page:Box2] with the same [page:.min] and [page:.max] as this one.</div>
+		<div>Returns a new [page:Box2] with the same [page:.min min] and [page:.max max] as this one.</div>
 
 		<h3>[method:Boolean containsBox]( [page:Box2 box] )</h3>
 		<div>
@@ -81,9 +79,7 @@
 
 		<h3>[method:Box2 copy]( [page:Box2 box] )</h3>
 		<div>
-		[page:Box2 box]  - [page:Box2]  to copy.<br /><br />
-
-		Copies the [page:.min] and [page:.max] from [page:Box2 box] to this box.
+		Copies the [page:.min min] and [page:.max max] from [page:Box2 box] to this box.
 		</div>
 
 		<h3>[method:Float distanceToPoint]( [page:Vector2 point] )</h3>
@@ -127,27 +123,27 @@
 
 		<h3>[method:Vector2 getCenter]( [page:Vector2 optionalTarget] )</h3>
 		<div>
-		[page:Vector2 optionalTarget] - (optional) If specified, the result will be copied into this [page:Vector2].<br /><br />
+			[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
+			otherwise a new Vector2 will be created. <br /><br />
 
-		Returns the center point of the box as a [page:Vector2]. If [page:Vector2 optionalTarget] is not set,
-		a new [page:Vector2] containing the result will be returned.
+		Returns the center point of the box as a [page:Vector2].
 		</div>
 
 		<h3>[method:Vector2 getParameter]( [page:Vector2 point], [page:Vector2 optionalTarget] ) </h3>
 		<div>
 		[page:Vector2 point] - [page:Vector2].<br/>
-		optionalTarget - (optional) If specified, the result will be copied into this [page:Vector2].<br/><br/>
+		[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
+		otherwise a new Vector2 will be created. <br /><br />
 
-		Returns a point as a proportion of this box's width and height. If [page:Vector2 optionalTarget] is not set,
-		a new [page:Vector2] containing the result will be returned.
+		Returns a point as a proportion of this box's width and height.
 		</div>
 
 		<h3>[method:Vector2 getSize]( [page:Vector2 optionalTarget] )</h3>
 		<div>
-		optionalTarget - (optional) If specified, the result will be copied into this [page:Vector2].<br /><br />
+			[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
+			otherwise a new Vector2 will be created. <br /><br />
 
-		Returns the width and height of this box. If [page:Vector2 optionalTarget] is not set,
-		a new [page:Vector2] containing the result will be returned.
+		Returns the width and height of this box.
 		</div>
 
 		<h3>[method:Box2 intersect]( [page:Box2 box] )</h3>

+ 18 - 19
docs/api/math/Box3.html

@@ -11,8 +11,8 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-			Represents a box or cube in 3D space. The main purpose of this is to calculate
-			[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Boxes]
+			Represents a box or cube in 3D space. The main purpose of this is to represent
+			the [link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Boxes]
 			for objects.
 		</div>
 
@@ -65,15 +65,14 @@
 		<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] to clamp. <br>
-		[page:Vector3 optionalTarget] - If specified, the clamped result will be copied into this [page:Vector3].<br /><br />
+		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+		otherwise a new Vector3 will be created. <br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the [page:Vector3 point] within the bounds of this box.<br />
-		Note: if [page:Vector3 optionalTarget] is not specified, a new [page:Vector3] will be returned. The original point
-		is not modified.
 		</div>
 
 		<h3>[method:Box3 clone]()</h3>
-		<div>Returns a new [page:Box3] with the same [page:.min] and [page:.max] as this one.</div>
+		<div>Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.</div>
 
 		<h3>[method:Boolean containsBox]( [page:Box3 box] )</h3>
 		<div>
@@ -94,7 +93,7 @@
 		<div>
 		[page:Box3 box]  - [page:Box3] to copy.<br /><br />
 
-		Copies the [page:.min] and [page:.max] from [page:Box3 box] to this box.
+		Copies the [page:.min min] and [page:.max max] from [page:Box3 box] to this box.
 		</div>
 
 		<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
@@ -140,35 +139,35 @@
 
 		<h3>[method:Sphere getBoundingSphere]( [page:Sphere optionalTarget] )</h3>
 		<div>
-		[page:Sphere optionalTarget] -  (optional) if specified, the  result will be copied into this [page:Sphere].<br /><br />
+			[page:Sphere optionalTarget] — (optional) if specified, the result will be copied into this Sphere,
+			otherwise a new Sphere will be created. <br /><br />
 
-		Gets a [page:Sphere] that bounds the box. If [page:Sphere optionalTarget] is not set,
-		a new [page:Sphere] containing the result will be returned.
+		Gets a [page:Sphere] that bounds the box.
 		</div>
 
 		<h3>[method:Vector3 getCenter]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		[page:Vector3 optionalTarget] - (optional) If specified, the result will be copied into this [page:Vector3].<br /><br />
+			[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+			otherwise a new Vector3 will be created. <br /><br />
 
-		Returns the center point of the box as a [page:Vector3]. If [page:Vector3 optionalTarget] is not set,
-		a new [page:Vector3] containing the result will be returned.
+		Returns the center point of the box as a [page:Vector3].
 		</div>
 
 		<h3>[method:Vector3 getParameter]( [page:Vector3 point], [page:Vector3 optionalTarget] ) </h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3].<br/>
-		optionalTarget - (optional) If specified, the result will be copied into this [page:Vector3].<br/><br/>
+		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+		otherwise a new Vector3 will be created. <br /><br />
 
-		Returns a point as a proportion of this box's width and height. If [page:Vector3 optionalTarget] is not set,
-		a new [page:Vector3] containing the result will be returned.
+		Returns a point as a proportion of this box's width and height.
 		</div>
 
 		<h3>[method:Vector3 getSize]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		optionalTarget - (optional) If specified, the result will be copied into this [page:Vector3].<br /><br />
+			[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
+			otherwise a new Vector3 will be created. <br /><br />
 
-		Returns the width and height of this box. If [page:Vector3 optionalTarget] is not set,
-		a new [page:Vector3] containing the result will be returned.
+		Returns the width and height of this box.
 		</div>
 
 		<h3>[method:Box3 intersect]( [page:Box3 box] )</h3>

+ 3 - 4
docs/api/math/Color.html

@@ -164,7 +164,8 @@ var color = new THREE.Color( 1, 0, 0 );
 
 		<h3>[method:Object getHSL]( [page:Object optionalTarget] )</h3>
 		<div>
-			[page:Object optionalTarget] - (optional) object into which to pass the results.<br /><br />
+			[page:Object optionalTarget] — (optional) if specified, adds h, s and l keys to object (if not already present)
+			and sets the results there, otherwise a new Object will be created. <br /><br />
 
 			Convert the values [page:.r r], [page:.g g] and [page:.b b] to [link:https://en.wikipedia.org/wiki/HSL_and_HSV HSL]
 			format and returns an object of the form:
@@ -173,8 +174,6 @@ var color = new THREE.Color( 1, 0, 0 );
 				{ h: 0, s: 0, l: 0 }
 			</code>
 
-			If [page:Object optionalTarget] is passed in, adds h, s and l keys to that object (if not already present)
-			and sets the results there.
 		</div>
 
 		<h3>[method:String getStyle]()</h3>
@@ -183,7 +182,7 @@ var color = new THREE.Color( 1, 0, 0 );
 		<h3>[method:Color lerp]( [page:Color color], [page:Float alpha] ) </h3>
 		<div>
 		[page:Color color] - color to converge on.<br />
-		[page:Float alpha] - a number between 0 and 1.<br /><br />
+		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linear interpolation of this colors RGB values and the RGB values of the passed argument.
 		The alpha argument can be thought of as the percent between the two colors, where 0 is

+ 1 - 1
docs/api/math/Euler.html

@@ -157,7 +157,7 @@
 		[page:Vector3 vector] - [page:Vector3].<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
 
-		Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page.order order]. [page:.onChangeCallback onChangeCallback]()
+		Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order]. [page:.onChangeCallback onChangeCallback]()
 		is called after these changes are made.
 		</div>
 

+ 12 - 12
docs/api/math/Line3.html

@@ -45,11 +45,11 @@
 		<h3>[method:Vector3 at]( [page:Float t], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Float t] - Use values 0-1 to return a position along the line segment. <br />
-		[page:Vector3 optionalTarget] - (optional) if provided the result will be copied into this [page:Vector3].<br /><br />
+		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+		otherwise a new [page:Vector3] will be created.<br /><br />
 
 		Return a vector at a certain position along the line. When [page:Float t] = 0, it returns the start vector,
 		and when [page:Float t] = 1 it returns the end vector.<br />
-		If [page:Vector3 optionalTarget] is not given, a new [page:Vector3] containing the result will be created.
 		</div>
 
 		<h3>[method:Line3 clone]()</h3>
@@ -59,11 +59,11 @@
 		<div>
 		[page:Vector3 point] - return the closest point on the line to this point.<br />
 		[page:Boolean clampToLine] - whether to clamp the returned value to the line segment.<br />
-		[page:Vector3 optionalTarget] - (optional) if provided the result will be copied into this [page:Vector3].<br /><br />
+		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+		otherwise a new [page:Vector3] will be created.<br /><br />
 
-		Returns the closets point on the line. If clamp to line is true, then the returned value will be
-		clamped to the line segment.<br />
-		If [page:Vector3 optionalTarget] is not given, a new [page:Vector3]	containing the result will be created.
+		Returns the closets point on the line. If [page:Boolean clampToLine] is true, then the returned value will be
+		clamped to the line segment.
 		</div>
 
 		<h3>[method:Float closestPointToPointParameter]( [page:Vector3 point], [page:Boolean clampToLine] )</h3>
@@ -80,15 +80,15 @@
 
 		<h3>[method:Vector3 delta]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-			[page:Vector3 optionalTarget] - (optional) if provided the result will be copied into this [page:Vector3].<br /><br />
+			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+			otherwise a new [page:Vector3] will be created.<br /><br />
 
 			Returns the delta vector of the line segment ( [page:.end end] vector minus the [page:.start start] vector).
-			If [page:Vector3 optionalTarget] is not given, a new [page:Vector3]	containing the result will be created.
 		</div>
 
 		<h3>[method:Float distance]()</h3>
 		<div>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-		(straight-line distance) between the line's [page:.start start] and [page:.end end] vectors.</div>
+		(straight-line distance) between the line's [page:.start start] and [page:.end end] points.</div>
 
 		<h3>[method:Float distanceSq]()</h3>
 		<div>
@@ -106,10 +106,10 @@
 
 		<h3>[method:Vector3 getCenter]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		[page:Vector3 optionalTarget] - (optional) if provided the result will be copied into this [page:Vector3].<br /><br />
+			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+			otherwise a new [page:Vector3] will be created.<br /><br />
 
-		Return the center of the line segment.	If [page:Vector3 optionalTarget] is not given, a new [page:Vector3]
-		containing the result will be created.
+		Return the center of the line segment.
 		</div>
 
 		<h3>[method:Line3 set]( [page:Vector3 start], [page:Vector3 end] )</h3>

+ 2 - 2
docs/api/math/Math.html

@@ -30,7 +30,7 @@
 		<div>
 		[page:Integer n], [page:Integer m] - Integers<br /><br />
 
-		Compute the Euclidian modulo of m % [page:Integer n], that is:
+		Compute the Euclidean modulo of m % [page:Integer n], that is:
 		<code>( ( n % m ) + m ) % m</code>
 		</div>
 
@@ -47,7 +47,7 @@
 		<div>
 		[page:Float x] - Start point. <br />
 		[page:Float y] - End point. <br />
-		[page:Float t] - number in the closed interval from [0,1].<br><br />
+		[page:Float t] - interpolation factor in the closed interval [0, 1].<br><br />
 
 		Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]
 		from two known points based on the given interval - [page:Float t] = 0 will return [page:Float x]

+ 28 - 16
docs/api/math/Matrix3.html

@@ -17,17 +17,30 @@
 		<h2>Example</h2>
 		<code>
 var m = new Matrix3();
+		</code>
+
+		<h2>A Note on Row-Major and Column-Major Ordering</h2>
+		<div>
+			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
+			order, while internally they are stored in the [page:.elements elements] array in column-major order.<br /><br />
 
-//The set method takes elements in row-major order
+			This means that calling
+		<code>
 m.set( 11, 12, 13,
        21, 22, 23,
        31, 32, 33 );
-
-//Internally they are stored in column major order, so the value of m.elements will now be:
+		</code>
+		will result in the [page:.elements elements] array containing:
+		<code>
 m.elements = [ 11, 21, 31,
               12, 22, 32,
               13, 23, 33 ];
 		</code>
+		and internally all calculations are performed using column-major ordering. However, as the actual ordering
+		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
+		the Three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
+		code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
+		</div>
 
 		<h2>Constructor</h2>
 
@@ -110,7 +123,7 @@ m.elements = [ 11, 21, 31,
 		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix3 m],
 		using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
 
-		If [page:Boolean throwOnDegenerate] is not set and the matrix is invertible, set this to the 3x3 identity matrix.
+		If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 3x3 identity matrix.
 		</div>
 
 		<h3>[method:Matrix3 getNormalMatrix]( [page:Matrix4 m] )</h3>
@@ -124,11 +137,13 @@ m.elements = [ 11, 21, 31,
 
 		<h3>[method:Matrix3 identity]()</h3>
 		<div>
-		Resets this matrix to the 3x3 identity matrix.<br/><br/>
+		Resets this matrix to the 3x3 identity matrix:
+		<code>
+1, 0, 0
+0, 1, 0
+0, 0, 1
+		</code>
 
-		1, 0, 0<br/>
-		0, 1, 0<br/>
-		0, 0, 1<br/>
 		</div>
 
 		<h3>[method:Matrix3 multiplyScalar]( [page:Float s] )</h3>
@@ -143,11 +158,8 @@ m.elements = [ 11, 21, 31,
 		<div>
 		[page:Float n11] - value to put in row 1, col 1.<br />
 		[page:Float n12] - value to put in row 1, col 2.<br />
-		[page:Float n13] - value to put in row 1, col 3.<br />
-		[page:Float n21] - value to put in row 2, col 1.<br />
-		[page:Float n22] - value to put in row 2, col 2.<br />
-		[page:Float n23] - value to put in row 2, col 3.<br />
-		[page:Float n31] - value to put in row 3, col 1.<br />
+		...<br />
+		...<br />
 		[page:Float n32] - value to put in row 3, col 2.<br />
 		[page:Float n33] - value to put in row 3, col 3.<br /><br />
 
@@ -161,7 +173,7 @@ m.elements = [ 11, 21, 31,
 
 		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
 		<div>
-		[page:Array array] - (optional) array to store the resulting vector in.<br />
+		[page:Array array] - (optional) array to store the resulting vector in. If not given a new array will be created.<br />
 		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
 
 		Writes the elements of this matrix to an array in
@@ -169,13 +181,13 @@ m.elements = [ 11, 21, 31,
 		</div>
 
 		<h3>[method:Matrix3 transpose]()</h3>
-		<div>[linkLhttps://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</div>
+		<div>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</div>
 
 		<h3>[method:Matrix3 transposeIntoArray]( [page:Array array] )</h3>
 		<div>
 		[page:Array array] -  array to store the resulting vector in.<br /><br />
 
-		[linkLhttps://en.wikipedia.org/wiki/Transpose Transposes] this matrix into the supplied array,
+		[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix into the supplied array,
 		and returns itself unchanged.
 		</div>
 

+ 5 - 7
docs/api/math/Matrix4.html

@@ -46,8 +46,6 @@
 					[page:Object3D.projectionMatrix]:
 				</li>
 			</ul>
-			<br />
-
 		</div>
 
 
@@ -77,8 +75,8 @@ m.elements = [ 11, 21, 31, 41,
 		</code>
 		and internally all calculations are performed using column-major ordering. However, as the actual ordering
 		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
-		the rest of this document show matrices in row-major order. Just bear in mind that if you are reading the source
-		code, you'll have to take the transpose of the matrices outlined here to make sense of the calculations.
+		the Three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
+		code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
 		</div>
 
 
@@ -167,7 +165,7 @@ m.elements = [ 11, 21, 31, 41,
 		Computes and returns the
 		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.<br /><br />
 
-		Based on [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm]
+		Based on the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
 		</div>
 
 		<h3>[method:Boolean equals]( [page:Matrix4 m] )</h3>
@@ -214,7 +212,7 @@ zAxis = (c, g, k)
 		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix4 m],
 		using the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
 
-		If [page:Boolean throwOnDegenerate] is not set and the matrix is invertible, set this to the 4x4 identity matrix.
+		If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 4x4 identity matrix.
 		</div>
 
 
@@ -238,7 +236,7 @@ zAxis = (c, g, k)
 		Sets this matrix as rotation transform around [page:Vector3 axis] by [page:Float theta] radians.<br />
 
 		This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternions].
-		[link:http://www.gamedev.net/reference/articles/article1199.asp].
+		See the discussion [link:http://www.gamedev.net/reference/articles/article1199.asp here].
 		</div>
 
 		<h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>

+ 8 - 5
docs/api/math/Plane.html

@@ -39,8 +39,8 @@
 
 		<h3>[method:Plane applyMatrix4]( [page:Matrix4 matrix], [page:Matrix3 optionalNormalMatrix] )</h3>
 		<div>
-		[page:Matrix4 matrix] - the [Page:Matrix4] to apply <br />
-		[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal [Page:Matrix3] of the Matrix4 to apply<br /><br />
+		[page:Matrix4 matrix] - the [Page:Matrix4] to apply.<br />
+		[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal [Page:Matrix3] of the Matrix4 being applied.<br /><br />
 
 		Apply a Matrix4 to the plane. The matrix must be an affine, homogeneous transform.<br />
 		If supplying an [page:Matrix3 optionalNormalMatrix], it can be created like so:
@@ -54,7 +54,8 @@
 
 		<h3>[method:Vector3 coplanarPoint]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
+			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+			otherwise a new [page:Vector3] will be created.<br /><br />
 
 		Returns a [page:Vector3] coplanar to the plane, by calculating the projection of the
 		normal vector at the origin onto the plane.
@@ -81,7 +82,8 @@
 		<h3>[method:Vector3 intersectLine]( [page:Line3 line], [page:Vector3 optionalTarget] ) or [page:undefined]</h3>
 		<div>
 		[page:Line3 line] - the [page:Line3] to check for intersection.<br />
-		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
+		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+		otherwise a new [page:Vector3] will be created.<br /><br />
 
 		Returns the intersection point of the passed line and the plane. Returns undefined
 		 if the line does not intersect. Returns the line's starting point if the line is
@@ -134,7 +136,8 @@
 		<h3>[method:Vector3 projectPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - the [page:Vector3] to project onto the plane.<br />
-		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
+		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+		otherwise a new [page:Vector3] will be created.<br /><br />
 
 		Projects a [page:Vector3 point] onto the plane. The projected point is the closest
 		 point on the plane to the passed point, so a line drawn from the projected point

+ 30 - 19
docs/api/math/Quaternion.html

@@ -11,7 +11,7 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-			Implementation of a <[link:http://en.wikipedia.org/wiki/Quaternion quaternion].
+			Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].
 			This is used for [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]
 			without encountering the dreaded
 			[link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock] issue, amongst other
@@ -45,22 +45,16 @@
 		<h2>Properties</h2>
 
 		<h3>[property:Float x]</h3>
-		<div>Changing this property will result in </div>
+		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
 
 		<h3>[property:Float y]</h3>
-		<div>
-
-		</div>
+		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
 
 		<h3>[property:Float z]</h3>
-		<div>
-
-		</div>
+		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
 
 		<h3>[property:Float w]</h3>
-		<div>
-
-		</div>
+		<div>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</div>
 
 
 		<h2>Methods</h2>
@@ -110,7 +104,7 @@
 
 		<h3>[method:Quaternion inverse]()</h3>
 		<div>
-			Inverts this quaternion - calculated the [page:.conjugate conjugate] and then
+			Inverts this quaternion - calculate the [page:.conjugate conjugate] and then
 			[page:.normalize normalizes] the result.
 		</div>
 
@@ -139,7 +133,7 @@
 		<h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
 		<div>
 		Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
-		Adapted from [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm].
+		Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
 		</div>
 
 		<h3>[method:Quaternion onChange]( [page:Function onChangeCallback] )</h3>
@@ -174,7 +168,7 @@
 		<h3>[method:Quaternion slerp]( [page:Quaternion qb], [page:float t] )</h3>
 		<div>
 			[page:Quaternion qb] - The other quaternion rotation<br />
-			[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
+			[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 			Handles the spherical linear interpolation between quaternions. [page:float t] represents the
 			amount of rotation between this quaternion (where [page:float t] is 0) and [page:Quaternion qb] (where
@@ -188,12 +182,12 @@
 		</div>
 
 		<h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
-		<div>Sets [page.x x], [page.y y], [page.z z], [page.w w] properties of this quaternion.</div>
+		<div>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</div>
 
 		<h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
 		<div>
 		Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
-		Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm].<br />
+		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
 		*Axis* is asumed to be normalized, *angle* is in radians.
 		</div>
 
@@ -203,14 +197,14 @@
 		<h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</h3>
 		<div>
 		Sets this quaternion from rotation component of [page:Matrix4 m].<br />
-		Adapted from [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm].
+		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
 		</div>
 
 		<h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</h3>
 		<div>
 		Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
 		direction vector [page:Vector3 vTo].<br />
-		Adapted from [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors].<br />
+		Adapted from the method [link:http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors here].<br />
 		[page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
 		</div>
 
@@ -225,12 +219,29 @@
 
 		<h2>Static Methods</h2>
 
+		<div>
+			Static methods (as opposed to instance methods) are designed to be called directly from the class,
+			rather than from a specific instance. So to use the static version of, call it like so:
+			<code>
+THREE.Quaternion.slerp( qStart, qEnd, qTarget, t );
+			</code>
+			By contrast, to call the 'normal' or instanced slerp method, you would do the following:
+			<code>
+//instantiate a quaternion with default values
+var q = new THREE.Quaternion();
+
+//call the instanced slerp method
+q.slerp( qb, t )
+			</code>
+
+		</div>
+
 		<h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
 		<div>
 			[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
 			[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />
 			[page:Quaternion qTarget] - The target quaternion that gets set with the result<br />
-			[page:float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
+			[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 			Unlike the normal method, the static version of slerp sets a target quaternion to the result of the slerp operation.
 			<code>

+ 10 - 11
docs/api/math/Ray.html

@@ -13,7 +13,7 @@
 		<div class="desc">
 			A ray that emits from an origin in a certain direction. This is used by the
 			[page:RayCaster] to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
-			Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst
+			Raycasting is used for mouse picking (working out what objects in the 3D space the mouse is over) amongst
 			other things.
 		</div>
 
@@ -27,8 +27,7 @@
 		[page:Vector3 direction] - [page:Vector3] The direction of the [page:Ray]. This must be normalized
 		 (with [page:Vector3.normalize]) for the methods to operate properly.  Default is a [page:Vector3] at (0, 0, 0).<br /><br />
 
-		Creates a new [name] and initialises the origin and direction properties to the
-		provided values.
+		Creates a new [name].
 		</div>
 
 		<h2>Properties</h2>
@@ -90,12 +89,12 @@
 		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
 		</div>
 
-		<h3>[method:Float distanceSqToSegment]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay] = null, [page:Vector3 optionalPointOnSegment] = null ) [page:Float]</h3>
+		<h3>[method:Float distanceSqToSegment]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay], [page:Vector3 optionalPointOnSegment] )</h3>
 		<div>
-		[page:Vector3 v0] - the start of the line segment.
-		[page:Vector3 v1] - the end of the line segment.
+		[page:Vector3 v0] - the start of the line segment.<br />
+		[page:Vector3 v1] - the end of the line segment.<br />
 		optionalPointOnRay - (optional) if this is provided, it receives the point on this
-			[page:Ray] that is closest to the segment.
+			[page:Ray] that is closest to the segment.<br />
 		optionalPointOnSegment - (optional) if this is provided, it receives the point
 			on the line segment that is closest to this [page:Ray].<br /><br />
 
@@ -125,7 +124,7 @@
 		 and [page:.direction direction].
 		</div>
 
-		<h3>[method:Vector3 intersectBox]( [page:Box3 box], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
+		<h3>[method:Vector3 intersectBox]( [page:Box3 box], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Box3 box] - the [page:Box3] to intersect with.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -135,7 +134,7 @@
 		*null* if there is no intersection.
 		</div>
 
-		<h3>[method:Vector3 intersectPlane]( [page:Plane plane], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
+		<h3>[method:Vector3 intersectPlane]( [page:Plane plane], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Plane plane] - the [page:Plane] to intersect with.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -145,7 +144,7 @@
 		*null* if there is no intersection.
 		</div>
 
-		<h3>[method:Vector3 intersectSphere]( [page:Sphere sphere], [page:Vector3 optionalTarget] = null ) [page:Vector3]</h3>
+		<h3>[method:Vector3 intersectSphere]( [page:Sphere sphere], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -158,7 +157,7 @@
 		<h3>[method:Vector3 intersectTriangle]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
-		[page:Boolean backfaceCulling] - [page:Boolean] Whether to use backface culling.<br />
+		[page:Boolean backfaceCulling] - whether to use backface culling.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
 		otherwise a new [page:Vector3] will be created.<br /><br />
 

+ 3 - 2
docs/api/math/Sphere.html

@@ -44,7 +44,8 @@
 		<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
-		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
+		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
+		otherwise a new [page:Vector3] will be created.<br /><br />
 
 		Clamps a point within the sphere. If the point is is outside the sphere, it will clamp it to the
 		closets point on the edge of the sphere. Points already inside the sphere will not be affected.
@@ -114,7 +115,7 @@
 			[page:Vector3 center] - center of the sphere.<br />
 			[page:Float radius] - radius of the sphere.<br /><br />
 
-		Sets the [page.center center] and [page.radius radius] properties of this sphere.
+		Sets the [page:.center center] and [page:.radius radius] properties of this sphere.
 		</div>
 
 		<h3>[method:Sphere setFromPoints]( [page:Array points], [page:Vector3 optionalCenter] )</h3>

+ 1 - 1
docs/api/math/Spline.html

@@ -67,7 +67,7 @@
 		<div>
 			[page:Array a] — array of the form
 			<code>
-				var a [ [x1, y1, z1], [x2, y2, z2], ...  ];
+				var a = [ [x1, y1, z1], [x2, y2, z2], ...  ];
 			</code>
 			from which to initialise the points array.<br /><br />
 

+ 2 - 4
docs/api/math/Triangle.html

@@ -23,16 +23,14 @@
 		<div>
 		[page:Vector3 a] - the first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br />
 		[page:Vector3 b] - the second corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br />
-		[page:Vector3 c] - the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).
+		[page:Vector3 c] - the final corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).<br /><br />
 
-		Created a new [name].
+		Creates a new [name].
 		</div>
 
 
 		<h2>Properties</h2>
 
-
-
 		<h3>[property:Vector3 a]</h3>
 		<div>
 			The first corner of the triangle. Default is a [page:Vector3] at (0, 0, 0).

+ 3 - 3
docs/api/math/Vector2.html

@@ -161,7 +161,7 @@
 		<h3>[method:Vector2 divideScalar]( [page:Float s] )</h3>
 		<div>
 		Divides this vector by scalar [page:Float s].<br />
-		Sets vector to *( 0, 0 )* if *[page:Float s] = 0*.
+		Sets vector to *( 0, 0 )* if [page:Float s] = 0.
 		</div>
 
 		<h3>[method:Float dot]( [page:Vector2 v] )</h3>
@@ -220,7 +220,7 @@
 		<h3>[method:Vector2 lerp]( [page:Vector2 v], [page:Float alpha] )</h3>
 		<div>
 		[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
-		alpha - [page:Float] between 0 and 1<br /><br />
+		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linearly interpolate between this vector and [page:Vector2 v], where alpha is the
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
@@ -230,7 +230,7 @@
 		<div>
 		[page:Vector2 v1] - the starting [page:Vector2].<br />
 		[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
-		[page:Float alpha] - number between 0 and 1.<br /><br />
+		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Sets this vector to be the vector linearly interpolated between [page:Vector2 v1] and
 		[page:Vector2 v2] where alpha is the distance along the line connecting the two vectors

+ 9 - 9
docs/api/math/Vector3.html

@@ -38,12 +38,12 @@
 		<h2>Example</h2>
 
 		<code>
-			var a = new THREE.Vector3( 0, 1, 0 );
+var a = new THREE.Vector3( 0, 1, 0 );
 
-			//no arguments; will be initialised to (0, 0, 0)
-			var b = new THREE.Vector3( );
+//no arguments; will be initialised to (0, 0, 0)
+var b = new THREE.Vector3( );
 
-			var d = a.distanceTo( b );
+var d = a.distanceTo( b );
 		</code>
 
 
@@ -53,9 +53,9 @@
 		<div>
 		[page:Float x] - the x value of the vector. Default is *0*.<br />
 		[page:Float y] -  the y value of the vector. Default is *0*.<br />
-		[page:Float z] - the z value of the vector. Default is *0*.<br />
+		[page:Float z] - the z value of the vector. Default is *0*.<br /><br />
 
-		Created a new [name].
+		Creates a new [name].
 		</div>
 
 
@@ -277,7 +277,7 @@ m, n, o
 		<h3>[method:Vector3 lerp]( [page:Vector3 v], [page:Float alpha] )</h3>
 		<div>
 		[page:Vector3 v] - [page:Vector3] to interpolate towards.<br />
-		alpha - [page:Float] between 0 and 1<br /><br />
+		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linearly interpolate between this vector and [page:Vector3 v], where alpha is the
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].
@@ -287,7 +287,7 @@ m, n, o
 		<div>
 		[page:Vector3 v1] - the starting [page:Vector3].<br />
 		[page:Vector3 v2] - [page:Vector3] to interpolate towards.<br />
-		[page:Float alpha] - number between 0 and 1.<br /><br />
+		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Sets this vector to be the vector linearly interpolated between [page:Vector3 v1] and
 		[page:Vector3 v2] where alpha is the distance along the line connecting the two vectors
@@ -358,7 +358,7 @@ m, n, o
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		</div>
 
-		<h3>[method:Vector3 set]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:Vector3 set]( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.</div>
 
 		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>

+ 12 - 15
docs/api/math/Vector4.html

@@ -37,12 +37,12 @@
 		<h2>Example</h2>
 
 		<code>
-			var a = new THREE.Vector4( 0, 1, 0, 0 );
+var a = new THREE.Vector4( 0, 1, 0, 0 );
 
-			//no arguments; will be initialised to (0, 0, 0, 1)
-			var b = new THREE.Vector4( );
+//no arguments; will be initialised to (0, 0, 0, 1)
+var b = new THREE.Vector4( );
 
-			var d = a.distanceTo( b );
+var d = a.distanceTo( b );
 		</code>
 
 
@@ -53,9 +53,9 @@
 		[page:Float x] - the x value of the vector. Default is *0*.<br />
 		[page:Float y] -  the y value of the vector. Default is *0*.<br />
 		[page:Float z] - the z value of the vector. Default is *0*.<br />
-		[page:Float w] - the w value of the vector. Default is *1*.
+		[page:Float w] - the w value of the vector. Default is *1*.<br /><br />
 
-		Created a new [name].
+		Creates a new [name].
 		</div>
 
 
@@ -195,7 +195,7 @@
 		<h3>[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] )</h3>
 		<div>
 		[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
-		alpha - [page:Float] between 0 and 1<br /><br />
+		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Linearly interpolate between this vector and [page:Vector4 v], where alpha is the
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector4 v].
@@ -205,7 +205,7 @@
 		<div>
 		[page:Vector4 v1] - the starting [page:Vector4].<br />
 		[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
-		[page:Float alpha] - number between 0 and 1.<br /><br />
+		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
 
 		Sets this vector to be the vector linearly interpolated between [page:Vector4 v1] and
 		[page:Vector4 v2] where alpha is the distance along the line connecting the two vectors
@@ -244,10 +244,7 @@
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		</div>
 
-		<h3>[method:Vector4 set]( [page:Float x], [page:Float y] )</h3>
-		<div>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</div>
-
-		<h3>[method:Vector4 set]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:Vector4 set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
 		<div>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</div>
 
 		<h3>[method:Vector4 setAxisAngleFromQuaternion]( [page:Quaterion q] )</h3>
@@ -273,7 +270,7 @@
 		If index equals 0 set [page:.x x] to [page:Float value].<br />
 		If index equals 1 set [page:.y y] to [page:Float value].<br />
 		If index equals 2 set [page:.z z] to [page:Float value].<br />
-		If index equals 2 set [page:.w w] to [page:Float value].
+		If index equals 3 set [page:.w w] to [page:Float value].
 		</div>
 
 
@@ -294,10 +291,10 @@
 		<h3>[method:Vector4 setY]( [page:Float y] )</h3>
 		<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
 
-		<h3>[method:Vector4 setZ( [page:Float z] )</h3>
+		<h3>[method:Vector4 setZ]( [page:Float z] )</h3>
 		<div>Replace this vector's [page:.z z] value with [page:Float z].</div>
 
-		<h3>[method:Vector4 setW( [page:Float w] )</h3>
+		<h3>[method:Vector4 setW]( [page:Float w] )</h3>
 		<div>Replace this vector's [page:.w w] value with [page:Float w].</div>
 
 		<h3>[method:Vector4 sub]( [page:Vector4 v] )</h3>