Răsfoiți Sursa

Merge branch 'dev' into toonMap

Conflicts:
	examples/js/loaders/MMDLoader.js
takahiro 8 ani în urmă
părinte
comite
c5a0ac8bb7
100 a modificat fișierele cu 3236 adăugiri și 1922 ștergeri
  1. 6 42
      build/three.js
  2. 324 324
      build/three.min.js
  3. 6 42
      build/three.modules.js
  4. 0 1
      docs/api/audio/Audio.html
  5. 0 1
      docs/api/audio/AudioListener.html
  6. 34 14
      docs/api/cameras/Camera.html
  7. 7 8
      docs/api/cameras/CubeCamera.html
  8. 39 26
      docs/api/cameras/OrthographicCamera.html
  9. 57 56
      docs/api/cameras/PerspectiveCamera.html
  10. 4 2
      docs/api/cameras/StereoCamera.html
  11. 146 51
      docs/api/core/BufferAttribute.html
  12. 177 104
      docs/api/core/BufferGeometry.html
  13. 37 70
      docs/api/core/DirectGeometry.html
  14. 36 3
      docs/api/core/EventDispatcher.html
  15. 59 17
      docs/api/core/Face3.html
  16. 142 119
      docs/api/core/Geometry.html
  17. 44 0
      docs/api/core/InstancedBufferAttribute.html
  18. 50 0
      docs/api/core/InstancedBufferGeometry.html
  19. 44 0
      docs/api/core/InstancedInterleavedBuffer.html
  20. 104 0
      docs/api/core/InterleavedBuffer.html
  21. 116 0
      docs/api/core/InterleavedBufferAttribute.html
  22. 26 24
      docs/api/core/Layers.html
  23. 222 211
      docs/api/core/Object3D.html
  24. 47 28
      docs/api/core/Raycaster.html
  25. 12 5
      docs/api/core/Uniform.html
  26. 520 39
      docs/api/deprecated/DeprecatedList.html
  27. 38 16
      docs/api/extras/core/Curve.html
  28. 23 82
      docs/api/extras/core/CurvePath.html
  29. 26 3
      docs/api/extras/core/Font.html
  30. 81 66
      docs/api/extras/core/Path.html
  31. 15 49
      docs/api/extras/core/Shape.html
  32. 21 10
      docs/api/extras/curves/CatmullRomCurve3.html
  33. 0 55
      docs/api/extras/curves/ClosedSplineCurve3.html
  34. 18 12
      docs/api/extras/curves/CubicBezierCurve.html
  35. 18 11
      docs/api/extras/curves/CubicBezierCurve3.html
  36. 40 16
      docs/api/extras/curves/EllipseCurve.html
  37. 15 6
      docs/api/extras/curves/LineCurve.html
  38. 8 6
      docs/api/extras/curves/LineCurve3.html
  39. 15 12
      docs/api/extras/curves/QuadraticBezierCurve.html
  40. 10 6
      docs/api/extras/curves/QuadraticBezierCurve3.html
  41. 12 4
      docs/api/extras/curves/SplineCurve.html
  42. 14 6
      docs/api/extras/curves/SplineCurve3.html
  43. 32 30
      docs/api/extras/helpers/ArrowHelper.html
  44. 20 9
      docs/api/extras/helpers/AxisHelper.html
  45. 13 16
      docs/api/extras/helpers/BoundingBoxHelper.html
  46. 26 9
      docs/api/extras/helpers/BoxHelper.html
  47. 37 15
      docs/api/extras/helpers/CameraHelper.html
  48. 35 19
      docs/api/extras/helpers/DirectionalLightHelper.html
  49. 30 12
      docs/api/extras/helpers/FaceNormalsHelper.html
  50. 5 5
      docs/api/extras/helpers/GridHelper.html
  51. 31 14
      docs/api/extras/helpers/HemisphereLightHelper.html
  52. 28 10
      docs/api/extras/helpers/PointLightHelper.html
  53. 73 0
      docs/api/extras/helpers/RectAreaLightHelper.html
  54. 1 1
      docs/api/extras/helpers/SkeletonHelper.html
  55. 18 8
      docs/api/extras/helpers/SpotLightHelper.html
  56. 33 15
      docs/api/extras/helpers/VertexNormalsHelper.html
  57. 0 1
      docs/api/extras/objects/MorphBlendMesh.html
  58. 7 11
      docs/api/materials/ShaderMaterial.html
  59. 17 17
      docs/api/math/Box2.html
  60. 19 19
      docs/api/math/Box3.html
  61. 1 1
      docs/api/math/Spline.html
  62. 0 2
      docs/api/math/interpolants/CubicInterpolant.html
  63. 0 2
      docs/api/math/interpolants/DiscreteInterpolant.html
  64. 0 2
      docs/api/math/interpolants/LinearInterpolant.html
  65. 0 2
      docs/api/math/interpolants/QuaternionLinearInterpolant.html
  66. 1 1
      docs/api/renderers/WebGLRenderer.html
  67. 1 0
      docs/api/renderers/webgl/WebGLProgram.html
  68. 3 3
      docs/examples/loaders/PDBLoader.html
  69. 1 1
      docs/examples/renderers/CanvasRenderer.html
  70. 8 9
      docs/index.html
  71. 8 3
      docs/list.js
  72. 3 3
      docs/manual/introduction/Matrix-transformations.html
  73. 1 1
      docs/page.js
  74. 5 8
      docs/scenes/bones-browser.html
  75. 1 3
      docs/scenes/geometry-browser.html
  76. 20 20
      docs/scenes/js/geometry.js
  77. 4 6
      docs/scenes/js/material.js
  78. 29 8
      examples/css3d_molecules.html
  79. 3 3
      examples/index.html
  80. 2 3
      examples/js/BlendCharacter.js
  81. 3 3
      examples/js/Encodings.js
  82. 3 3
      examples/js/GPUComputationRenderer.js
  83. 18 17
      examples/js/GPUParticleSystem.js
  84. 3 3
      examples/js/MarchingCubes.js
  85. 1 1
      examples/js/Mirror.js
  86. 10 10
      examples/js/Ocean.js
  87. 4 4
      examples/js/RollerCoaster.js
  88. 12 12
      examples/js/ShaderSkin.js
  89. 6 5
      examples/js/ShaderTerrain.js
  90. 3 3
      examples/js/SkyShader.js
  91. 2 2
      examples/js/UCSCharacter.js
  92. 2 3
      examples/js/Volume.js
  93. 2 2
      examples/js/VolumeSlice.js
  94. 6 5
      examples/js/WaterShader.js
  95. 23 1
      examples/js/animation/CCDIKSolver.js
  96. 3 3
      examples/js/animation/MMDPhysics.js
  97. 1 1
      examples/js/cameras/CinematicCamera.js
  98. 1 1
      examples/js/controls/DragControls.js
  99. 3 3
      examples/js/controls/EditorControls.js
  100. 1 1
      examples/js/controls/FirstPersonControls.js

Fișier diff suprimat deoarece este prea mare
+ 6 - 42
build/three.js


Fișier diff suprimat deoarece este prea mare
+ 324 - 324
build/three.min.js


Fișier diff suprimat deoarece este prea mare
+ 6 - 42
build/three.modules.js


+ 0 - 1
docs/api/audio/Audio.html

@@ -65,7 +65,6 @@
 		<h3>[property:GainNode gain]</h3>
 		<div>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
 		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</div>
-		</div>
 
 		<h3>[property:Boolean hasPlaybackControl]</h3>
 		<div>Whether playback can be controlled using the [page:Audio.play play](),

+ 0 - 1
docs/api/audio/AudioListener.html

@@ -60,7 +60,6 @@
 		<h3>[property:GainNode gain]</h3>
 		<div>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
 		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</div>
-		</div>
 
 		<h3>[property:AudioNode filter]</h3>
 		<div>Default is *null*.</div>

+ 34 - 14
docs/api/cameras/Camera.html

@@ -20,46 +20,66 @@
 
 		<h3>[name]()</h3>
 		<div>
-			This constructor sets the following properties to the correct type: matrixWorldInverse and projectionMatrix.
+			This constructor sets the following properties to the correct type:
+			[page:Camera.matrixWorldInverse matrixWorldInverse] and [page:Camera.projectionMatrix projectionMatrix].
 
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
+
+		<h3>[property:Boolean isCamera]</h3>
+		<div>
+			Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally by the renderer for optimisation.
+		</div>
 
 		<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>
+		<div>
+			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
+			the world transform of the Camera.
+		</div>
 
 		<h3>[property:Matrix4 projectionMatrix]</h3>
 		<div>This is the matrix which contains the projection.</div>
 
 		<h3>[property:Layers layers]</h3>
 		<div>
-		The layer membership of the camera. Only objects that have at least one layer in common with the camera will be visible. 
+		The [page:Layers layers] that the camera is a member of. This is an inherited
+		property from [page:Object3D].<br /><br />
+
+		Objects must share at least one layer with the camera to be seen
+		when the camera's viewpoint is rendered.
 		</div>
 
 		<h2>Methods</h2>
+		<div>See the base [page:Objct3D] class for common methods.</div>
 
-		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		vector — (optional)<br />
-		<br />
-		It returns a vector representing the direction in which the camera is looking, in world space.
+		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].
 		</div>
 
 
-		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
+		<h3>[method:null lookAt]( [page:Vector3 target] )</h3>
 		<div>
-		vector — point to look at<br />
-		<br />
-		This makes the camera look at the vector position in the global space as long as the parent of this camera is the scene or at position (0,0,0).
+		target — position in 3D space for the camera to point towards<br /><br />
+
+		This makes the camera look at the vector position in the global space as long as
+		the parent of this camera is the scene or at position (0,0,0).
 		</div>
 
 		<h3>[method:Camera clone]( [page:Camera camera] )</h3>
 		<div>
-		camera — camera to clone<br />
-		<br />
-		It returns a clone of camera.
+		camera — camera to clone<br /><br />
+
+		Returns a clone of camera.
 		</div>
 
 

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

@@ -43,21 +43,20 @@
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:number near], [page:number far], [page:number cubeResolution] )</h3>
+		<h3>[name]( [page:Number near], [page:Number far], [page:Number cubeResolution] )</h3>
 		<div>
 		near -- The near clipping distance. <br />
 		far -- The far clipping distance <br />
-		cubeResolution -- Sets the width of the cube.
+		cubeResolution -- Sets the length of the cube's edges.
 		</div>
 		<div>
-		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that then
-		render to a [page:WebGLRenderTargetCube]
+		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
+		render to a [page:WebGLRenderTargetCube].
 		</div>
 
 
 		<h2>Properties</h2>
-
-
+		<div>See the base [page:Object3D] class for common properties.</div>
 
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<div>
@@ -65,7 +64,7 @@
 		</div>
 
 		<h2>Methods</h2>
-
+		<div>See the base [page:Object3D] class for common methods.</div>
 
 
 		<h3>[method:null updateCubeMap]( [page:WebGLRenderer renderer], [page:Scene scene] )</h3>
@@ -74,7 +73,7 @@
 		scene -- The current scene
 		</div>
 		<div>
-		Call this to update the renderTarget.
+		Call this to update the [page:CubeCamera.renderTarget renderTarget].
 		</div>
 
 		<h2>Source</h2>

+ 39 - 26
docs/api/cameras/OrthographicCamera.html

@@ -12,7 +12,14 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Camera with orthographic projection.</div>
+		<div class="desc">
+			Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
+
+			In this projection mode, an object's size in the rendered image stays constant
+			regardless of its distance from the camera.<br /><br />
+
+			This can be useful for rendering 2D scenes and UI elements, amongst other things.
+		</div>
 
 
 		<h2>Example</h2>
@@ -37,42 +44,55 @@ scene.add( camera );</code>
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
+		<h3>[name]( [page:Number left], [page:Number right], [page:Number top], [page:Number bottom], [page:Number near], [page:Number far] )</h3>
 		<div>
 		left — Camera frustum left plane.<br />
 		right — Camera frustum right plane.<br />
 		top — Camera frustum top plane.<br />
 		bottom — Camera frustum bottom plane.<br />
 		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.
+		far — Camera frustum far plane.<br /><br />
+
+		Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Camera] class for common properties.</div>
 
-		<h3>[property:number zoom]</h3>
-		<div>Gets or sets the zoom factor of the camera. Default is *1*.</div>
+		<h3>[property:Float bottom]</h3>
+		<div>Camera frustum bottom plane.</div>
+
+		<h3>[property:Float far]</h3>
+		<div>Camera frustum far plane. Default is *2000*.</div>
+
+		<h3>[property:Boolean isOrthographicCamera]</h3>
+		<div>
+			Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
+
+			This should not be changed as it is used internally by the renderer for optimisation.
+		</div>
 
 		<h3>[property:Float left]</h3>
 		<div>Camera frustum left plane.</div>
 
+		<h3>[property:Float near]</h3>
+		<div>Camera frustum near plane. Default is *0.1*.</div>
+
 		<h3>[property:Float right]</h3>
 		<div>Camera frustum right plane.</div>
 
 		<h3>[property:Float top]</h3>
 		<div>Camera frustum top plane.</div>
 
-		<h3>[property:Float bottom]</h3>
-		<div>Camera frustum bottom plane.</div>
-
-		<h3>[property:Float near]</h3>
-		<div>Camera frustum near plane. Default is *0.1*.</div>
-
-		<h3>[property:Float far]</h3>
-		<div>Camera frustum far plane. Default is *2000*.</div>
+		<h3>[property:Object view]</h3>
+		<div>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.</div>
 
+		<h3>[property:number zoom]</h3>
+		<div>Gets or sets the zoom factor of the camera. Default is *1*.</div>
 
 		<h2>Methods</h2>
+		<div>See the base [page:Camera] class for common methods.</div>
 
 		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
 		<div>
@@ -81,11 +101,11 @@ scene.add( camera );</code>
 		x — horizontal offset of subcamera<br />
 		y — vertical offset of subcamera<br />
 		width — width of subcamera<br />
-		height — height of subcamera
-		</div>
+		height — height of subcamera<br /><br />
 
-		<div>
-		Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups. For an example on how to use it see [page:PerspectiveCamera].
+			Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+			This is useful for multi-window or multi-monitor/multi-machine setups.
+			For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
 		</div>
 
 		<h3>[method:null clearViewOffset]()</h3>
@@ -95,19 +115,12 @@ scene.add( camera );</code>
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
-		Updates the camera projection matrix. Must be called after change of parameters.
+		Updates the camera projection matrix. Must be called after any change of parameters.
 		</div>
 
-		<h3>[method:OrthographicCamera clone]()</h3>
-		<div>
-		<br />
-		Returns a clone of the OrthographicCamera.
-		</div>
-
-
 		<h3>[method:JSON toJSON]()</h3>
 		<div>
-		Return camera data in JSON format.
+		Return the camera's data in JSON format.
 		</div>
 
 

+ 57 - 56
docs/api/cameras/PerspectiveCamera.html

@@ -12,7 +12,12 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Camera with perspective projection.</div>
+		<div class="desc">
+			Camera that uses [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
+
+			This projection mode is designed to mimic the way the human eye sees. It is the most
+			common projection mode used for rendering a 3D scene.
+		</div>
 
 
 		<h2>Example</h2>
@@ -31,37 +36,51 @@ scene.add( camera );</code>
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:Float fov], [page:Float aspect], [page:Float near], [page:Float far] )</h3>
+		<h3>[name]( [page:Number fov], [page:Number aspect], [page:Number near], [page:Number far] )</h3>
 		<div>
 		fov — Camera frustum vertical field of view.<br />
 		aspect — Camera frustum aspect ratio.<br />
 		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.
+		far — Camera frustum far plane.<br /><br />
+
+			Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Camera] class for common properties.</div>
 
-		<h3>[property:Float fov]</h3>
-		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</div>
-
-		<h3>[property:number zoom]</h3>
-		<div>Gets or sets the zoom factor of the camera. Default is *1*.</div>
-
-		<h3>[property:Float near]</h3>
-		<div>Camera frustum near plane. Default is *0.1*.</div>
+		<h3>[property:Float aspect]</h3>
+		<div>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</div>
 
 		<h3>[property:Float far]</h3>
 		<div>Camera frustum far plane. Default is *2000*.</div>
 
+		<h3>[property:Float filmGauge]</h3>
+		<div>Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.</div>
+
+		<h3>[property:Float filmOffset]</h3>
+		<div>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</div>
+
 		<h3>[property:Float focus]</h3>
 		<div>Object distance used for stereoscopy and depth-of-field effects.
-			This parameter does not influence the projection matrix unless a StereoCamera is being used.
+			This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
 			Default is *10*.
 		</div>
 
-		<h3>[property:Float aspect]</h3>
-		<div>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</div>
+		<h3>[property:Float fov]</h3>
+		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</div>
+
+		<h3>[property:Boolean isPerspectiveCamera]</h3>
+		<div>
+			Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
+
+			This should not be changed as it is used internally by the renderer for optimisation.
+		</div>
+
+
+		<h3>[property:Float near]</h3>
+		<div>Camera frustum near plane. Default is *0.1*.</div>
 
 		<h3>[property:Object view]</h3>
 		<div>
@@ -70,51 +89,42 @@ scene.add( camera );</code>
 			and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
 		</div>
 
-		<h3>[property:Float filmGauge]</h3>
-		<div>Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.</div>
+		<h3>[property:number zoom]</h3>
+		<div>Gets or sets the zoom factor of the camera. Default is *1*.</div>
+
+
+
 
-		<h3>[property:Float filmOffset]</h3>
-		<div>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</div>
 
 		<h2>Methods</h2>
+		<div>See the base [page:Camera] class for common methods.</div>
+
+		<h3>[method:null clearViewOffset]()</h3>
+		<div>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</div>
 
 		<h3>[method:Float getEffectiveFOV]()</h3>
-		<div>
-		Returns the current vertical field of view angle in degrees considering .zoom.
-		</div>
+		<div>Returns the current vertical field of view angle in degrees considering .zoom.</div>
 
-		<h3>[method:Float getFocalLength]()</h3>
+		<h3>[method:Float getFilmHeight]()</h3>
 		<div>
-		Returns the focal length of the current .fov in respect to .filmGauge.
+		Returns the height of the image on the film. If .aspect is less than or equal to one
+		(portrait format), the result equals .filmGauge.
 		</div>
 
 		<h3>[method:Float getFilmWidth]()</h3>
 		<div>
-		Returns the width of the image on the film. If .aspect is greater than or equal to one (landscape format), the result equals .filmGauge.
+		Returns the width of the image on the film. If .aspect is greater than or equal to one
+		(landscape format), the result equals .filmGauge.
 		</div>
 
-		<h3>[method:Float getFilmHeight]()</h3>
-		<div>
-		Returns the height of the image on the film. If .aspect is less than or equal to one (portrait format), the result equals .filmGauge.
-		</div>
+		<h3>[method:Float getFocalLength]()</h3>
+		<div>Returns the focal length of the current .fov in respect to .filmGauge.</div>
 
 		<h3>[method:null setFocalLength]( [page:Float focalLength] )</h3>
 		<div>
-		Sets the FOV by focal length in respect to the current .filmGauge.
-		</div>
-		<div>
-		By default, the focal length is specified for a 35mm (full frame) camera.
-		</div>
+		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
 
-		<h3>[method:null setLens]( [page:Float focalLength], [page:Float filmGauge] )</h3>
-		<div>
-		focalLength — focal length<br />
-		frameGauge — film gauge
-		</div>
-
-		<div>
-		Sets .fov by focal length. Optionally also sets .filmGauge.
-		This method is deprecated, please use .setFocalLength instead.
+		By default, the focal length is specified for a 35mm (full frame) camera.
 		</div>
 
 		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
@@ -134,11 +144,13 @@ scene.add( camera );</code>
 		<div>
 		For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
 
-		<pre>+---+---+---+
+		<pre>
++---+---+---+
 | A | B | C |
 +---+---+---+
 | D | E | F |
-+---+---+---+</pre>
++---+---+---+
+		</pre>
 
 		then for each monitor you would call it like this:<br />
 
@@ -164,20 +176,9 @@ 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>[method:null clearViewOffset]()</h3>
-		<div>
-		Removes any offset set by the .setViewOffset method.
-		</div>
-
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<div>
-		Updates the camera projection matrix. Must be called after change of parameters.
-		</div>
-
-		<h3>[method:PerspectiveCamera clone]()</h3>
-		<div>
-		<br />
-		It returns a clone of PerspectiveCamera.
+		Updates the camera projection matrix. Must be called after any change of parameters.
 		</div>
 
 		<h3>[method:JSON toJSON]()</h3>

+ 4 - 2
docs/api/cameras/StereoCamera.html

@@ -45,10 +45,12 @@
 		<div>Default is *0.064*.</div>
 
 		<h3>[property:PerspectiveCamera cameraL]</h3>
-		<div>Left camera.</div>
+		<div>Left camera. This is added to [page:Layers layer 1] - objects to be rendered
+		by the left camera must also be added to this layer.</div>
 
 		<h3>[property:PerspectiveCamera cameraR]</h3>
-		<div>Right camera.</div>
+		<div>Right camera.This is added to [page:Layers layer 2] - objects to be rendered
+		by the left camera must also be added to this layer.</div>
 
 
 		<h2>Methods</h2>

+ 146 - 51
docs/api/core/BufferAttribute.html

@@ -11,47 +11,86 @@
 		<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].
+		This class stores data for an attribute (such as vertex positions, face indices, normals,
+		colors, UVs, and any custom attributes ) associated with a [page:BufferGeometry], which allows
+		for more efficient passing of data to the GPU. See that page for details and a usage example.<br /><br />
+
+		Data is stored as vectors of any length (defined by [page:BufferAttribute.itemSize itemSize]),
+		and in general in the methods outlined below if passing in an index, this is automatically
+		multiplied by the vector length.
 		</div>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Boolean normalized] )</h3>
 		<div>
-		Instantiates this attribute with data from the associated buffer.
-		itemSize gives the number of values of the array that should be associated with a particular vertex. normalized indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
+		[page:TypedArray array] -- Must be a [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray].
+		Used to instantiate the buffer. <br />
+		This array should have
+	 	<code>itemSize * numVertices</code>
+		elements, where numVertices is the number of vertices in the associated [page:BufferGeometry BufferGeometry].<br /><br />
+
+
+		[page:Integer itemSize] --  the number of values of the array that should be 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.
+		<br /><br />
+
+		[page:Boolean normalized] -- (optional) Indicates how the underlying data in the buffer maps
+		to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance of
+		UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array
+		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
+		 from -32767 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
+		 will be converted to floats which contain the exact value, i.e. 32767 becomes 32767.0f.
 		</div>
 
 		<h2>Properties</h2>
 
 		<h3>[property:TypedArray array]</h3>
 		<div>
-		Stores the data associated with this attribute. This element should have <code>itemSize * numVertices</code> elements, where numVertices is the number of vertices in the associated [page:BufferGeometry geometry].  [page:TypedArray array] can be an instance of UInt8Array, Int8Array, UInt16Array, Int16Array, or Float32Array.
+		The [page:TypedArray array] holding data stored in the buffer.
 		</div>
 
-		<h3>[property:Integer itemSize]</h3>
+		<h3>[property:Integer count]</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.
+		Stores the [page:BufferAttribute.array array]'s length divided by the [page:BufferAttribute.itemSize itemSize].<br /><br />
+
+		If the buffer is storing a 3-component vector (such as a position, normal, or color),
+		then this will count the number of such vectors stored.
 		</div>
 
-		<h3>[property:Integer count]</h3>
+		<h3>[property:Boolean dynamic]</h3>
 		<div>
-		Gives the total number of elements in the array.
+			Whether the buffer is dynamic or not. Default is *false*.<br />
+
+			If false, the GPU is informed that contents of the buffer are likely to be used often and not change often.
+			This corresponds to the  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.STATIC_DRAW] flag.<br />
+			if true, the GPU is informed that contents of the buffer are likely to be used often and change often.
+			This corresponds to the  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.DYNAMIC_DRAW] flag.
 		</div>
 
-		<h3>[property:Boolean needsUpdate]</h3>
+		<h3>[property:Boolean isBufferAttribute]</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.
+			Used to check whether this or derived classes are BufferAttributes. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
 		</div>
 
-		<h3>[property:Boolean normalized]</h3>
+		<h3>[property:Integer itemSize]</h3>
+		<div>The length of vectors that are being stored in the [page:BufferAttribute.array array].</div>
+
+
+		<h3>[property:Boolean needsUpdate]</h3>
 		<div>
-		Indicates how the underlying data in the buffer maps to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance of UInt16Array, and [page:Boolean normalized] is true, the values 0 - +65535 in the array data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map from -32767 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values will be converted to floats which contain the exact value, i.e. 32767 becomes 32767.0f.
+		Flag to indicate that this attribute has changed and should be re-sent to the GPU.
+		Set this to true when you modify the value of the array.<br /><br />
+
+		Setting this to true also increments the [page:BufferAttribute.version version].
 		</div>
 
-		<h3>[property:Integer version]</h3>
+		<h3>[property:Boolean normalized]</h3>
 		<div>
-		A version number, incremented every time the needsUpdate property is set to true.
+		Indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
+		See the constructor above for details.
 		</div>
 
 		<h3>[property:Function onUploadCallback]</h3>
@@ -59,64 +98,120 @@
 		A callback function that is executed after the Renderer has transfered the attribute array data to the GPU.
 		</div>
 
-		<h2>Methods</h2>
+		<h3>[property:Object updateRange]</h3>
+		<div>Object containing:<br />
+			[page:Integer offset]: Default is *0*. Position at whcih to start update.<br />
+			[page:Integer count]: Default is *-1*, which means don't use update ranges. <br /><br />
 
-		<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.
+			This can be used to only update some components of stored vectors (for example, just the component
+			related to color).
 		</div>
 
-		<h3>[method:null set] ( [page:Array value] ) </h3>
+		<h3>[property:String uuid]</h3>
 		<div>
-		Sets the associated array with values from the passed array.
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned and this shouldn't be edited.
 		</div>
 
-		<h3>[method:null setX]( index, x ) </h3>
-		<div>
-		Sets the value of the array at <code>index * itemSize</code> to x
+		<h3>[property:Integer version]</h3>
+		<div>A version number, incremented every time the [page:BufferAttribute.needsUpdate needsUpdate] property is set to true.</div>
+
+
+		<h2>Methods</h2>
+
+		<h3>[method:BufferAttribute clone]() </h3>
+		<div>Return a copy of this bufferAttribute.</div>
+
+		<h3>[method:BufferAttribute copyArray]( array ) </h3>
+		<div>Copy the array given here (which can be a normal array or TypedArray) into
+			[page:BufferAttribute.array array].<br /><br />
+
+			See [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]
+			for notes on requirements if copying a TypedArray.
 		</div>
 
-		<h3>[method:null setY]( index, y ) </h3>
+		<h3>[method:null copyAt] ( [page:Integer index1], [page:BufferAttribute bufferAttribute], [page:Integer index2] ) </h3>
+		<div>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</div>
+
+		<h3>[method:BufferAttribute copyColorsArray]( colors ) </h3>
+		<div>Copy an array representing RGB color values into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyIndicesArray]( indices ) </h3>
+		<div>Copy an array representing [page:Face3] indices into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyVector2sArray]( vectors ) </h3>
+		<div>Copy an array representing [page:Vector2]s into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyVector3sArray]( vectors ) </h3>
+		<div>Copy an array representing [page:Vector3]s into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:BufferAttribute copyVector4sArray]( vectors ) </h3>
+		<div>Copy an array representing [page:Vector4]s into [page:BufferAttribute.array array].</div>
+
+		<h3>[method:Number getX]( index ) </h3>
+		<div>Returns the x component of the vector at the given index.</div>
+
+		<h3>[method:Number getY]( index ) </h3>
+		<div>Returns the y component of the vector at the given index.</div>
+
+		<h3>[method:Number getZ]( index ) </h3>
+		<div>Returns the z component of the vector at the given index.</div>
+
+		<h3>[method:Number getW]( index ) </h3>
+		<div>Returns the w component of the vector at the given index.</div>
+
+		<h3>[method:null onUpload]( [page:Function callback] ) </h3>
 		<div>
-		Sets the value of the array at <code>index * itemSize + 1</code> to y
+		Sets the value of the onUploadCallback property.<br /><br />
+
+		In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
+		after the buffer has been	transfered to the GPU.
 		</div>
 
-		<h3>[method:null setZ]( index, z ) </h3>
+		<h3>[method:null set] ( [page:Array value], [page:Integer offset] ) </h3>
 		<div>
-		Sets the value of the array at <code>index * itemSize + 2</code> to z
+		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
+		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
+
+		Calls	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
+		on the [page:BufferAttribute.array array].<br /><br />
+
+		In particular, see that page for requirements on [page:Array value]
+		being a [page:TypedArray].
 		</div>
 
-		<h3>[method:null setXY]( index, x, y ) </h3>
+		<h3>[method:null setArray] ( [page:TypedArray array] ) </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
+		[page:BufferAttribute.array array] to the TypedArray passed in here.<br /><br />
+
+		After setting the array, [page:BufferAttribute.needsUpdate needsUpdate] should be set to true.
 		</div>
 
+		<h3>[method:BufferAttribute setDynamic] ( [page:Boolean value] ) </h3>
+		<div>Set [page:BufferAttribute.dynamic dynamic] to value.</div>
+
+		<h3>[method:null setX]( index, x ) </h3>
+		<div>Sets the x component of the vector at the given index.</div>
+
+		<h3>[method:null setY]( index, y ) </h3>
+		<div>Sets the y component of the vector at the given index.</div>
+
+		<h3>[method:null setZ]( index, z ) </h3>
+		<div>Sets the z component of the vector at the given index.</div>
+
+		<h3>[method:null setW]( index, w ) </h3>
+		<div>Sets the w component of the vector at the given index.</div>
+
+		<h3>[method:null setXY]( index, x, y ) </h3>
+		<div>Sets the x and y components of the vector at the given index.</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>
+		<div>Sets the x, y and z components of the vector at the given index.</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>
+		<div>Sets the x, y, z and w components of the vector at the given index.</div>
 
-		<h3>[method:null onUpload]( [page:Function callback] ) </h3>
-		<div>
-		Sets the value of the onUploadCallback property.
-		</div>
-		<div>Example: [example:webgl_buffergeometry used to free memory after the buffer has been transfered to GPU].</div>
 
-		<h3>[method:BufferAttribute clone]() </h3>
-		<div>
-		Copies this attribute.
-		</div>
 
 		<h2>Source</h2>
 

+ 177 - 104
docs/api/core/BufferGeometry.html

@@ -14,15 +14,15 @@
 		<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.
+		reduces the cost of passing all this data to the GPU.<br />
 		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
+		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>
+		<h2>Example</h2>
 		<code>
 		var geometry = new THREE.BufferGeometry();
 		// create a simple square shape. We duplicate the top left and bottom right
@@ -42,16 +42,23 @@
 		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_custom_attributes_particles Particles], and [example:webgl_buffergeometry_rawshader Raw Shaders].</p>
+		<div>
+			[example:webgl_buffergeometry Complex mesh with non-indexed faces]<br />
+			[example:webgl_buffergeometry_uint Complex mesh with indexed faces]<br />
+			[example:webgl_buffergeometry_lines Lines]<br />
+			[example:webgl_buffergeometry_lines_indexed Indexed Lines]<br />
+			[example:webgl_buffergeometry_custom_attributes_particles Particles]<br />
+			[example:webgl_buffergeometry_rawshader Raw Shaders]
+		</div>
 
 
-		<h3>Accessing attributes</h3>
+		<h2>Accessing Attributes</h2>
 		<p>
-		WebGL stores data associated with individual vertices of a geometry in <emph>attributes</emph>.
+		WebGL stores data associated with individual vertices of a geometry in <em>attributes</em>.
 		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.
+		BufferGeometry, all of this data is stored in buffers associated with 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.
@@ -59,27 +66,30 @@
 		<p>
 		The following attributes are set by various members of this class:
 		</p>
-		<h4>[page:BufferAttribute position] (itemSize: 3)</h4>
+		<h3>[page:BufferAttribute position] (itemSize: 3)</h3>
 		<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>
+		<h3>[page:BufferAttribute normal] (itemSize: 3)</h3>
 		<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>
+		<h3>[page:BufferAttribute color] (itemSize: 3)</h3>
 		<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 index] (itemSize: 1)</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.
+		<h3>[page:BufferAttribute index] (itemSize: 1)</h3>
+		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 indices 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.
+		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.
@@ -97,141 +107,141 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Integer id]</h3>
-		<div>
-		Unique number for this buffergeometry instance.
-		</div>
-
 		<h3>[property:Hashmap attributes]</h3>
 		<div>
 		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>[property:Boolean dynamic]</h3>
+		<h3>[property:Box3 boundingBox]</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> -->
+			Bounding box for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingBox](). Default is *null*.
+		</div>
 
-		<h3>[property:Array drawcalls] (previously [property:Array offsets])</h3>
+		<h3>[property:Sphere boundingSphere]</h3>
 		<div>
-		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.
+			Bounding sphere for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingSphere](). Default is *null*.
 		</div>
 
-		<h3>[property:Box3 boundingBox]</h3>
+		<h3>[property:Object drawRange]</h3>
 		<div>
-		Bounding box.
-		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
+			Used to determine what part of the geometry should be rendered. This should not
+			be set directly, instead use [page:.setDrawRange].<br />
+			Default is
+			<code>
+				{ start: 0, count: Infinity }
+			</code>
 		</div>
 
-		<h3>[property:Sphere boundingSphere]</h3>
+		<h3>[property:Array groups]</h3>
 		<div>
-		Bounding sphere.
-		<code>{ radius: float }</code>
+			Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
+			This allows a [page:MultiMaterial] to be used with the bufferGeometry.<br /><br />
+
+			Each group is an object of the form:
+			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
+			where start specifies the index of the first vertex in this draw call, count specifies
+			how many vertices are included, and materialIndex specifies the [page:MultiMaterial] index to use.<br /><br />
+
+			Use [page:.addGroup] to add groups, rather than modifying this array directly.
 		</div>
 
-		<h2>Methods</h2>
 
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		<!-- Note: groups used to be called drawCalls
 
-		<h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attribute] )</h3>
+		<h3>[property:Array drawcalls]</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>
+		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.
+		</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 [page:BufferGeometry.drawcalls drawcalls] property for details.
-		</div>
 
-		<h3>[method:null clearDrawCalls]( )</h3>
-		<div>
-		Clears all draw calls.
-		</div>
+		<h3>[property:Integer id]</h3>
+		<div>Unique number for this bufferGeometry instance.</div>
 
-		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<h3>[property:BufferAttribute index]</h3>
 		<div>
-		Bakes matrix transform directly into vertex coordinates.
+			See "Accessing Attributes" section above for a description of this property.
+			Default is *null*.
 		</div>
 
-		<h3>[method:null center] ()</h3>
+		<h3>[property:Boolean isBufferGeometry]</h3>
 		<div>
-		Center the geometry based on the bounding box.
-		</div>
+			Used to check whether this or derived classes are BufferGeometries. Default is *true*.<br /><br />
 
-		<h3>[method:BufferGeometry rotateX] ( [page:Float radians] )</h3>
-		<div>
-		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			You should not change this, as it used internally for optimisation.
 		</div>
 
-		<h3>[method:BufferGeometry rotateY] ( [page:Float radians] )</h3>
-		<div>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</div>
+		<h3>[property:Integer MaxIndex]</h3>
+		<div>Maximum number of vertices allowed, set to *65535*.</div>
 
-		<h3>[method:BufferGeometry rotateZ] ( [page:Float radians] )</h3>
+		<h3>[property:Object morphAttributes]</h3>
 		<div>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
 		</div>
 
-		<h3>[method:BufferGeometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[property:String name]</h3>
 		<div>
-		Translate the geometry. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.position] for typical real-time mesh translation.
+		Optional name for this bufferGeometry instance. Default is an empty string.
 		</div>
 
-		<h3>[method:BufferGeometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[property:String uuid]</h3>
 		<div>
-		Scale the geometry data. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.scale] for typical real-time mesh scaling.
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned and shouldn't be edited.
 		</div>
 
-		<h3>[method:BufferGeometry lookAt] ( [page:Vector3 vector] )</h3>
-		<div>
-		vector - A world vector to look at.<br />
-		</div>
-		<div>
-		Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.lookAt] for typical real-time mesh usage.
-		</div>
+		<h2>Methods</h2>
 
-		<h3>[method:BufferGeometry setFromObject] ( [page:Object3D object] )</h3>
+		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+
+		<h3>[property:null addAttribute]( [page:String name], [page:BufferAttribute attribute] )</h3>
 		<div>
-		Sets the attributes for this BufferGeometry from an [page:Object3D].
+		Adds an attribute to this geometry. Use this rather than the attributes property,
+		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
+		attributes.
 		</div>
 
-		<h3>[method:null computeVertexNormals]()</h3>
+		<h3>[method:null addGroup]( [page:Integer start], [page:Integer count], [page:Integer materialIndex] )</h3>
 		<div>
-		Computes vertex normals by averaging face normals.<br />
+			Adds a group to this geometry; see the [page:BufferGeometry.groups groups]
+			property for details.
 		</div>
 
+
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<div>Bakes matrix transform directly into vertex coordinates.</div>
+
+		<h3>[method:null center] ()</h3>
+		<div>Center the geometry based on the bounding box.</div>
+
+		<h3>[method:BufferGeometry clone]()</h3>
+		<div>Creates a clone of this BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry copy]( [page:BufferGeometry bufferGeometry] )</h3>
+		<div>Copies another BufferGeometry to this BufferGeometry.</div>
+
+		<h3>[method:null clearGroups]( )</h3>
+		<div>Clears all groups.</div>
+
 		<h3>[method:null computeBoundingBox]()</h3>
 		<div>
-		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.<br />
+		Computes bounding box of the geometry, updating [page:.boundingBox] attribute.<br />
 		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</div>
 
 		<h3>[method:null computeBoundingSphere]()</h3>
 		<div>
-		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.<br />
+		Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.<br />
 		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</div>
 
-		<h3>[method:null merge]( [page:BufferGeometry bufferGeometry], [page:Integer offset] )</h3>
-		<div>
-		Merge in another BufferGeometry with an optional offset of where to start merging in.
-		</div>
+		<h3>[method:null computeVertexNormals]()</h3>
+		<div>Computes vertex normals by averaging face normals.</div>
 
 		<h3>[method:null dispose]()</h3>
 		<div>
@@ -239,42 +249,105 @@
 		You need to call this when you want the bufferGeometry removed while the application is running.
 		</div>
 
-		<h3>[method:BufferGeometry fromGeometry]( [page:Geometry] )</h3>
+		<h3>[method:BufferGeometry fromDirectGeometry]( [page:Geometry] )</h3>
 		<div>
-		Populates this BufferGeometry with data from a [page:Geometry] object.
+			Populates this BufferGeometry with data from a [page:DirectGeometry] object.<br /><br />
+
+			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
+			and BufferGeometry.
 		</div>
 
+		<h3>[method:BufferGeometry fromGeometry]( [page:Geometry] )</h3>
+		<div>Populates this BufferGeometry with data from a [page:Geometry] object.</div>
+
 		<h3>[method:BufferAttribute getAttribute]( [page:String name] )</h3>
-		<div>
-		Returns the [page:BufferAttribute attribute] with the specified name.
-		</div>
+		<div>Returns the [page:BufferAttribute attribute] with the specified name.</div>
 
-		<h3>[method:BufferAttribute removeAttribute]( [page:String name] )</h3>
+		<h3>[method:BufferAttribute getIndex] ()</h3>
+		<div>Return the [page:.index] buffer.</div>
+
+		<h3>[method:BufferGeometry lookAt] ( [page:Vector3 vector] )</h3>
 		<div>
-		Removes the [page:BufferAttribute attribute] with the specified name.
+		vector - A world vector to look at.<br /><br />
+
+		Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
+		Use [page:Object3D.lookAt] for typical real-time mesh usage.
 		</div>
 
+		<h3>[method:null merge]( [page:BufferGeometry bufferGeometry], [page:Integer offset] )</h3>
+		<div>Merge in another BufferGeometry with an optional offset of where to start merging in.</div>
+
 		<h3>[method:null normalizeNormals]()</h3>
 		<div>
 		Every normal vector in a geometry will have a magnitude of 1.
 		This will correct lighting on the geometry surfaces.
 		</div>
 
-		<h3>[method:Object toJSON]()</h3>
+		<h3>[method:BufferAttribute removeAttribute]( [page:String name] )</h3>
+		<div>Removes the [page:BufferAttribute attribute] with the specified name.</div>
+
+		<h3>[method:BufferGeometry rotateX] ( [page:Float radians] )</h3>
 		<div>
-		Returns a raw object representation of the BufferGeometry.
+		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:BufferGeometry clone]()</h3>
+		<h3>[method:BufferGeometry rotateY] ( [page:Float radians] )</h3>
 		<div>
-		Creates a clone of this BufferGeometry.
+		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:BufferGeometry copy]( [page:BufferGeometry bufferGeometry] )</h3>
+		<h3>[method:BufferGeometry rotateZ] ( [page:Float radians] )</h3>
+		<div>
+		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:BufferGeometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
 		<div>
-		Copies another BufferGeometry to this BufferGeometry.
+		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
+		Use [page:Object3D.scale] for typical real-time mesh scaling.
 		</div>
 
+		<h3>[method:null setIndex] ( [page:BufferAttribute index] )</h3>
+		<div>Set the [page:.index] buffer.</div>
+
+		<h3>[method:null setDrawRange] ( [page:Integer start], [page:Integer count] )</h3>
+		<div>Set the [page:.drawRange] buffer. See that property for details.</div>
+
+		<h3>[method:BufferGeometry setFromObject] ( [page:Object3D object] )</h3>
+		<div>Sets the attributes for this BufferGeometry from an [page:Object3D].</div>
+
+		<h3>[method:Object toJSON]()</h3>
+		<div>Returns a JSON object representation of the BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry toNonIndexed]()</h3>
+		<div>Return a non-index version of an indexed BufferGeometry.</div>
+
+		<h3>[method:BufferGeometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<div>
+		Translate the geometry. This is typically done as a one time operation, and not during a loop.
+    Use [page:Object3D.position] for typical real-time mesh translation.
+		</div>
+
+		<h3>[method:BufferGeometry updateFromObject] ( [page:Object3D object] )</h3>
+		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
 
 
 		<h2>Source</h2>

+ 37 - 70
docs/api/core/DirectGeometry.html

@@ -10,7 +10,9 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">This class is mainly used internally to convert from [page:Geometry] to [page:BufferGeometry].</div>
+		<div class="desc">
+			This class is used internally to convert from [page:Geometry] to [page:BufferGeometry].
+		</div>
 
 
 
@@ -18,117 +20,79 @@
 
 
 		<h3>[name]()</h3>
-		<div>
-		This creates a new [name].
-		</div>
+		<div>This creates a new [name].</div>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Integer id]</h3>
-		<div>
-		Unique number for this [name] instance.
-		</div>
+		<div>Unique number for this [name] instance.</div>
 
 		<h3>[property:String name]</h3>
-		<div>
-		Optional name. Default is the empty string.
-		</div>
+		<div>Optional name. Default is the empty string.</div>
 
 		<h3>[property:Array type]</h3>
-		<div>
-		String 'DirectGeometry'.
-		</div>
+		<div>String 'DirectGeometry'.</div>
 
 		<h3>[property:Array indices]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array vertices]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array normals]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array colors]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array uvs]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array uvs2]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array groups]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array morphTargets]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array skinWeights]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
 		<h3>[property:Array skinIndices]</h3>
-		<div>
-			Default is empty array.
-		</div>
+		<div>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</div>
 
-		<h3>[property:Box boundingBox]</h3>
+		<h3>[property:Box3 boundingBox]</h3>
 		<div>
-			Default is null.
+			Bounding box for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingBox](). Default is *null*.
 		</div>
 
-		<h3>[property:Box boundingSphere]</h3>
+		<h3>[property:Sphere boundingSphere]</h3>
 		<div>
-			Default is null.
+			Bounding sphere for the bufferGeometry, which can be calculated with
+			[page:.computeBoundingSphere](). Default is *null*.
 		</div>
 
 		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<div>
-			Default is false.
-		</div>
+		<div>Default is false.</div>
 
 		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<div>
-			Default is false.
-		</div>
+		<div>Default is false.</div>
 
 		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<div>
-			Default is false.
-		</div>
+		<div>Default is false.</div>
 
 		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<div>
-			Default is false.
-		</div>
+		<div>Default is false.</div>
 
 		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<div>
-			Default is false.
-		</div>
+		<div>Default is false.</div>
 
 		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<div>
-			Default is false.
-		</div>
+		<div>Default is false.</div>
 
 
 		<h2>Methods</h2>
@@ -145,17 +109,20 @@
 		 See [page:Geometry.computeBoundingSphere].
 		</div>
 
-		<h3>[property:null computeGroups]( page:Geometry geometry] )</h3>
+		<h3>[property:null computeGroups]( [page:Geometry geometry] )</h3>
 		<div>
+			Compute the parts of the geometry that have different materialIndex.
+			See [page:BufferGeometry.groups].
 		</div>
 
-		<h3>[property:null fromGeometry]( page:Geometry geometry] )</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
+		Disposes the object from memory. <br />
+		You need to call this when you want the directGeometry removed while the application is running.
 		</div>
 
-		<h3>[property:null dispose]( )</h3>
-		<div>
-		</div>
+		<h3>[property:null fromGeometry]( [page:Geometry geometry] )</h3>
+		<div>Pass in a [page:Geometry] instance for conversion.</div>
 
 
 		<h2>Source</h2>

+ 36 - 3
docs/api/core/EventDispatcher.html

@@ -10,11 +10,44 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">JavaScript events for custom objects.<br />
-		<a href="https://github.com/mrdoob/eventdispatcher.js">https://github.com/mrdoob/eventdispatcher.js</a></div>
+		<div class="desc">
+			JavaScript events for custom objects.<br />
+			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
+		</div>
 
-		<h2>Constructor</h2>
+		<h2>Example</h2>
+
+		<code>
+// Adding events to a custom object
+
+var Car = function () {
+
+    this.start = function () {
+
+        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
+
+    };
+
+};
+
+// Mixin the EventDispatcher.prototype with the custom object prototype
 
+Object.assign( Car.prototype, EventDispatcher.prototype );
+
+// Using events with the custom object
+
+var car = new Car();
+
+car.addEventListener( 'start', function ( event ) {
+
+    alert( event.message );
+
+} );
+
+car.start();
+		</code>
+
+		<h2>Constructor</h2>
 
 		<h3>[name]()</h3>
 		<div>

+ 59 - 17
docs/api/core/Face3.html

@@ -11,15 +11,44 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		Triangle face.
+		Triangular face used in [page:Geometry]. These are created automatically for all
+		standard geometry types, however if you are building a custom geometry you will have to
+		create them manually.
 		</div>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
-		<code>var normal = new THREE.Vector3( 0, 1, 0 );
-		var color = new THREE.Color( 0xffaa00 );
-		var face = new THREE.Face3( 0, 1, 2, normal, color, 0 );</code>
+		<div>[example:misc_ubiquity_test ubiquity / test ]</div>
+		<div>[example:svg_sandbox svg / sandbox ]</div>
+		<div>[example:webgl_exporter_obj WebGL / exporter / obj ]</div>
+		<div>[example:webgl_shaders_vector WebGL / shaders / vector ]</div>
+
+
+		<code>
+var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
+
+//create a triangular geometry
+var geometry = new THREE.Geometry();
+geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
+geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
+geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
+
+//create a new face using vertices 0, 1, 2
+var normal = new THREE.Vector3( 0, 1, 0 ); //optional
+var color = new THREE.Color( 0xffaa00 ); //optional
+var materialIndex = 0; //optional
+var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
+
+//add the face to the geometry's faces array
+geometry.faces.push( face );
+
+//the face normals and vertex normals can be calculated automatically if not supplied above
+geometry.computeFaceNormals();
+geometry.computeVertexNormals();
+
+scene.add( new THREE.Mesh( geometry, material ) );
+	</code>
 
 
 		<h2>Constructor</h2>
@@ -28,10 +57,18 @@
 		<div>
 		a — Vertex A index.<br />
 		b — Vertex B index.<br />
-		c — Vertex C index.<br />
-		normal — Face normal or array of vertex normals.<br />
-		color — Face color or array of vertex colors.<br />
-		materialIndex — Material index.
+		c — Vertex C index.<br /><br />
+
+		normal — (optional) Face normal ([page:Vector3 Vector3]) or array of vertex normals.
+		If a single vector is passed in, this sets [page:.normal], otherwise if an array of three
+		vectors is passed in this sets [page:.vertexNormals]<br /><br />
+
+		color — (optional) Face [page:Color color] or array of vertex [page:Color colors].
+		If a single vector is passed in, this sets [page:.color], otherwise if an array of three
+		vectors is passed in this sets [page:.vertexColors]<br /><br />
+
+		materialIndex — (optional) which index of a [page:MultiMaterial] to associate
+		with the face.
 		</div>
 
 		<h2>Properties</h2>
@@ -53,36 +90,41 @@
 
 		<h3>[property:Vector3 normal]</h3>
 		<div>
-		Face normal.
+		Face normal - vector showing the direction of the Face3. If calculated automatically
+		(using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
+		triangle. Default is *(0, 0, 0)*.
 		</div>
 
 		<h3>[property:Color color]</h3>
 		<div>
-		Face color.
+		Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
+		must be set to [page:Materials THREE.FaceColors].
 		</div>
 
 		<h3>[property:Array vertexNormals]</h3>
 		<div>
-		Array of 3 vertex normals.
+		Array of 3 [page:Vector3 vertex normals].
 		</div>
 
 		<h3>[property:Array vertexColors]</h3>
 		<div>
-		Array of 3 vertex colors.
+		Array of 3 vertex colors - for these to be used a material's [page:Material.vertexColors vertexColors] property
+		must be set to [page:Materials THREE.VertexColors].
 		</div>
 
 
 		<h3>[property:Integer materialIndex]</h3>
 		<div>
-		Material index (points to [page:MultiMaterial MultiMaterial.materials]).
+		Material index (points to [page:MultiMaterial MultiMaterial.materials]). Default is *0*.
 		</div>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Face3 clone]()</h3>
-		<div>
-		Creates a new clone of the Face3 object.
-		</div>
+		<div>Creates a new clone of the Face3 object.</div>
+
+		<h3>[method:Face3 copy]( [page:Face3 face3] )</h3>
+		<div>Copy the paramaters of another Face3 into this.</div>
 
 
 		<h2>Source</h2>

+ 142 - 119
docs/api/core/Geometry.html

@@ -11,13 +11,28 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		Base class for geometries.<br />
-		A geometry holds all data necessary to describe a 3D model.
+		Base class for all geometries (but not for [page:BufferGeometry BufferGeometries]).<br />
+		This can also be used directly for building custom geometries.<br /><br />
+
+		Geometries are easier to work with than [page:BufferGeometry BufferGeometries] as they store
+		attributes such as vertices, faces, colors and so on directly (rather than in [page:BufferAttribute buffers]),
+		however they are generally slower.
 		</div>
 
 
 		<h2>Example</h2>
 
+		<div>[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]</div>
+		<div>[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]</div>
+		<div>[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]</div>
+		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]</div>
+		<div>[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]</div>
+		<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
+		<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
+		<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
+		<div>[example:webgl_morphnormals WebGL / morphNormals ]</div>
+
+
 		<code>var geometry = new THREE.Geometry();
 
 		geometry.vertices.push(
@@ -42,48 +57,63 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Integer id]</h3>
+		<h3>[property:Box3 boundingBox]</h3>
 		<div>
-		Unique number for this geometry instance.
+			Bounding box for the Geometry, which can be calculated with
+			[page:.computeBoundingBox](). Default is *null*.
 		</div>
 
-		<h3>[property:String name]</h3>
+		<h3>[property:Sphere boundingSphere]</h3>
 		<div>
-		Name for this geometry. Default is an empty string.
-		</div>
-
-		<h3>[property:Array vertices]</h3>
-		<div>
-		Array of [page:Vector3 vertices].<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.
+			Bounding sphere for the Geometry, which can be calculated with
+			[page:.computeBoundingSphere](). Default is *null*.
 		</div>
 
 		<h3>[property:Array colors]</h3>
 		<div>
-		Array of vertex [page:Color colors], matching number and order of vertices.<br />
-		Used in [page:Points] and [page:Line].<br />
-		[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
+		Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
+
+		This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
+		[page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
+
 		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
 		</div>
 
 		<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 />
+		Array of [page:Face3 faces].<br />
+		The array of faces describe how each vertex in the model is connected to form faces.
+		Additionally it holds information about face and vertex normals and colors.<br /><br />
 		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
 		</div>
 
 		<h3>[property:Array faceVertexUvs]</h3>
 		<div>
-		Array of face [page:UV] layers.<br />
-		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
+		Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
+		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br /><br />
 		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
 		</div>
 
+		<h3>[property:Integer id]</h3>
+		<div>Unique number for this geometry instance.</div>
+
+		<h3>[property:Boolean isGeometry]</h3>
+		<div>
+			Used to check whether this or derived classes are Geometries. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</div>
+
+		<h3>[property:array lineDistances]</h3>
+		<div>
+		An array containing distances between vertices for Line geometries.
+		This is required for [page:LineSegments] / [page:LineDashedMaterial] to render correctly.
+		Line distances can be generated automatically with [page:.computeLineDistances].
+		</div>
+
 		<h3>[property:Array morphTargets]</h3>
 		<div>
-		Array of morph targets. Each morph target is a Javascript object:
+		Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation 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>
@@ -92,8 +122,13 @@
 		<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>
+
+		See the [example:webgl_morphnormals WebGL / morphNormals] example.
 		</div>
 
+		<h3>[property:String name]</h3>
+		<div>Optional name for this geometry. Default is an empty string.</div>
+
 		<h3>[property:Array skinWeights]</h3>
 		<div>
 		When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
@@ -138,151 +173,118 @@
 		</code>
 		</div>
 
-		<h3>[property:Object boundingBox]</h3>
+		<h3>[property:String uuid]</h3>
 		<div>
-		Bounding box.
-		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
+		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
+		This gets automatically assigned and shouldn't be edited.
 		</div>
 
-		<h3>[property:Object boundingSphere]</h3>
+		<h3>[property:Array vertices]</h3>
 		<div>
-		Bounding sphere.
-		<code>{ radius: float }</code>
+		Array of [page:Vector3 vertices].<br />
+		The array of vertices holds the position of every vertex in the model.<br />
+		To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
 		</div>
 
 		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<div>
-		Set to *true* if the vertices array has been updated.
-		</div>
+		<div>Set to *true* if the vertices array has been updated.</div>
 
 		<h3>[property:Boolean elementsNeedUpdate]</h3>
-		<div>
-		Set to *true* if the faces array has been updated.
-		</div>
+		<div>Set to *true* if the faces array has been updated.</div>
 
 		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<div>
-		Set to *true* if the uvs array has been updated.
-		</div>
+		<div>Set to *true* if the uvs array has been updated.	</div>
 
 		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<div>
-		Set to *true* if the normals array has been updated.
-		</div>
+		<div>Set to *true* if the normals array has been updated.</div>
 
 		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<div>
-		Set to *true* if the colors array or a face3 color has been updated.
-		</div>
+		<div>Set to *true* if the colors array or a face3 color has been updated.</div>
 
 		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<div>
-		Set to *true* if a face3 materialIndex has been updated.
-		</div>
+		<div>Set to *true* if a face3 materialIndex has been updated.</div>
 
 		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
-		<div>
-		Set to *true* if the linedistances array has been updated.
-		</div>
+		<div>Set to *true* if the linedistances array has been updated.</div>
 
-		<h3>[property:array lineDistances]</h3>
-		<div>
-		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>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
-		<div>
-		Bakes matrix transform directly into vertex coordinates.
-		</div>
+		<div>Bakes matrix transform directly into vertex coordinates.</div>
 
 		<h3>[method:null center] ()</h3>
-		<div>
-		Center the geometry based on the bounding box.
-		</div>
-
-		<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
-		<div>
-		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</div>
+		<div>Center the geometry based on the bounding box.</div>
 
-		<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
+		<h3>[method:Geometry clone]()</h3>
 		<div>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
-		</div>
+		Creates a new clone of the Geometry.<br /><br />
 
-		<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
-		<div>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
 		</div>
 
-		<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
-		<div>
-		Translate the geometry. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.position] for typical real-time mesh translation.
-		</div>
+		<h3>[method:null computeBoundingBox]()</h3>
+		<div>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</div>
 
-		<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
-		<div>
-		Scale the geometry data. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.scale] for typical real-time mesh scaling.
-		</div>
+		<h3>[method:null computeBoundingSphere]()</h3>
+		<div>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</div>
 
-		<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
 		<div>
-		vector - A world vector to look at.<br />
-		</div>
-		<div>
-		Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
-    Use [page:Object3D.lookAt] for typical real-time mesh usage.
+			Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
+			otherwise they are *null*.
 		</div>
 
 		<h3>[method:null computeFaceNormals]()</h3>
-		<div>
-		Computes face normals.
-		</div>
+		<div>Computes [page:Face3.normal face normals].</div>
+
+		<h3>[method:null computeFlatVertexNormals]()</h3>
+		<div>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</div>
+
+		<h3>[method:null computeLineDistances]()</h3>
+		<div>Compute [page:.lineDistances].</div>
+
+		<h3>[method:null computeMorphNormals]()</h3>
+		<div>Computes [page:.morphNormals].</div>
 
 		<h3>[method:null computeVertexNormals]( [page:Boolean areaWeighted] )</h3>
 		<div>
-		areaWeighted - If true the contribution of each face normal to the vertex normal is weighted by the area of the face. Default is true.
-		</div>
-		<div>
-		Computes vertex normals by averaging face normals.<br />
-		</div>
+		areaWeighted - If true the contribution of each face normal to the vertex normal is
+		weighted by the area of the face. Default is true.<br /><br />
 
-		<h3>[method:null computeFlatVertexNormals]()</h3>
-		<div>
-		Computes flat vertex normals. Sets the vertex normal of each vertex of each face to be the same as the face's normal.<br />
+		Computes vertex normals by averaging face normals.
 		</div>
 
-		<h3>[method:null computeMorphNormals]()</h3>
+		<h3>[method:Geometry copy]( [page:Geometry geometry] )</h3>
 		<div>
-		Computes morph normals.
+			Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
 		</div>
 
-		<h3>[method:null computeBoundingBox]()</h3>
+		<h3>[method:null dispose]()</h3>
 		<div>
-		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
+		Removes The object from memory. <br />
+		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
 		</div>
 
-		<h3>[method:null computeBoundingSphere]()</h3>
+		<h3>[method:Geometry fromBufferGeometry]( [page:BufferGeometry geometry] )</h3>
+		<div>Convert a [page:BufferGeometry] to a Geometry.</div>
+
+		<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
 		<div>
-		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
-		</div>
+		vector - A world vector to look at.<br /><br />
 
-		<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>
+		Rotates the geometry to face point in space. This is typically done as a one time operation, and not during a loop
+		Use [page:Object3D.lookAt] for typical real-time mesh usage.
+		</div>
 
 		<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 mergeMesh]( [page:Mesh mesh] )</h3>
+		<div>Merge the mesh's geometry with this, also applying the mesh's transform.</div>
+
+
 		<h3>[method:null mergeVertices]()</h3>
 		<div>
 		Checks for duplicate vertices using hashmap.<br />
@@ -292,25 +294,46 @@
 		<h3>[method:null normalize]()</h3>
 		<div>
 		Normalize the geometry. <br />
-		Make the geometry centered and has a bounding sphere whose radius equals to 1.0.
+		Make the geometry centered and have a bounding sphere of radius *1.0*.
 		</div>
 
-		<h3>[method:Geometry clone]()</h3>
+		<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
 		<div>
-		Creates a new clone of the Geometry.
+		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
-		
-		<div>This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.</div>
 
-		<h3>[method:null dispose]()</h3>
+		<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
 		<div>
-		Removes The object from memory. <br />
-		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
+		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:null computeLineDistances]()</h3>
+		<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
 		<div>
-		Compute distances between vertices for Line geometries.
+		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+		</div>
+
+		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
+		<div>
+			Sorts the faces array according to material index. For complex geometries with several materials,
+			this can result in reduced draw call and improved performance.
+		</div>
+
+		<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<div>
+		Scale the geometry data. This is typically done as a one time operation, and not during a loop
+		Use [page:Object3D.scale] for typical real-time mesh scaling.
+		</div>
+
+		<h3>[method:JSON toJSON] ( )</h3>
+		<div>Convert the geometry to JSON format.</div>
+
+		<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<div>
+		Translate the geometry. This is typically done as a one time operation, and not during a loop
+    Use [page:Object3D.position] for typical real-time mesh translation.
 		</div>
 
 

+ 44 - 0
docs/api/core/InstancedBufferAttribute.html

@@ -0,0 +1,44 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:BufferAttribute] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		An instanced version of [page:BufferAttribute].
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Number meshPerAttribute] )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+		See [page:BufferAttribute] for inherited properties.
+
+		<h3>[property:Number meshPerAttribute]</h3>
+		<div>
+			Default is *1*.
+		</div>
+
+		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h2>Methods</h2>
+		See [page:BufferAttribute] for inherited methods.
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 50 - 0
docs/api/core/InstancedBufferGeometry.html

@@ -0,0 +1,50 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:BufferGeometry] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		An instanced version of [page:BufferGeometry].
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+		See [page:BufferGeometry] for inherited properties.
+
+		<h3>[property:Number maxInstancedCount]</h3>
+		<div>
+			Default is *undefined*.
+		</div>
+
+		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h2>Methods</h2>
+		See [page:BufferAttribute] for inherited methods.
+
+		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
+		<div>
+
+		</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 44 - 0
docs/api/core/InstancedInterleavedBuffer.html

@@ -0,0 +1,44 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:InterleavedBuffer] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+		An instanced version of [page:InterleavedBuffer].
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [page:TypedArray array], [page:Integer itemSize], [page:Number meshPerAttribute] )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+		See [page:InterleavedBuffer] for inherited properties.
+
+		<h3>[property:Number meshPerAttribute]</h3>
+		<div>
+			Default is *1*.
+		</div>
+
+		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h2>Methods</h2>
+		See [page:InterleavedBuffer] for inherited methods.
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 104 - 0
docs/api/core/InterleavedBuffer.html

@@ -0,0 +1,104 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [page:TypedArray array], [page:Integer stride] )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array array]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Integer stride]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Integer count]</h3>
+		<div>
+		Gives the total number of elements in the array.
+		</div>
+
+		<h3>[property:Boolean dynamic]</h3>
+		<div>
+		Default is *false*.
+		</div>
+
+		<h3>[property:Object updateRange]</h3>
+		<div>
+		Object containing offset and count.
+		</div>
+
+		<h3>[property:Number updateRange.offset]</h3>
+		<div>
+		DEfault is *0*.
+		</div>
+
+		<h3>[property:Number updateRange.count]</h3>
+		<div>
+		Default is *-1*.
+		</div>
+
+		<h3>[property:Integer version]</h3>
+		<div>
+		A version number, incremented every time the needsUpdate property is set to true.
+		</div>
+
+		<h3>[property:Integer isInterleavedBuffer]</h3>
+		<div>
+		Default is *true*.
+		</div>
+
+		<h3>[property:Integer needsUpdate]</h3>
+		<div>
+		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
+		<div>
+		 array - must be  a Typed Array.
+		</div>
+
+		<h3>[method:InterleavedBuffer setDynamic] ( [page:Boolean value] ) </h3>
+		<div>
+			Set [page:InterleavedBuffer.dynamic dynamic] to value.
+		</div>
+
+		<h3>[method:InterleavedBuffer copy]( source ) </h3>
+		<div>
+		 Copy the array, count, stride and value of dynamic to this.
+		</div>
+
+		<h3>[method:InterleavedBuffer copyAt]( index1, attribute, index2 ) </h3>
+		<div>
+		</div>
+
+		<h3>[method:InterleavedBuffer set]( value, offset ) </h3>
+		<div>
+		</div>
+
+		<h3>[method:InterleavedBuffer clone]( index, x, y ) </h3>
+		<div>
+		</div>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 116 - 0
docs/api/core/InterleavedBufferAttribute.html

@@ -0,0 +1,116 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+
+		</div>
+
+		<h2>Constructor</h2>
+		<h3>[name]( [page:InterleavedBuffer interleavedBuffer], [page:Integer itemSize], [page:Integer offset], [page:Boolean normalized] )</h3>
+		<div>
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:InterleavedBuffer data]</h3>
+		<div>
+			The [page:InterleavedBuffer InterleavedBuffer] instance passed in the constructor.
+		</div>
+
+		<h3>[property:Integer itemSize]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Integer offset]</h3>
+		<div>
+		</div>
+
+		<h3>[property:Boolean normalized]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
+		<div>
+			Default is *true*.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:Integer count]()</h3>
+		<div>
+			The value of [page:InterleavedBufferAttribute.data data].count.
+		</div>
+
+		<h3>[method:Array array]()</h3>
+		<div>
+			The value of [page:InterleavedBufferAttribute.data data].array.
+		</div>
+
+		<h3>[method:null getX]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null getY]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null getZ]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null getW]( index ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setX]( index, x ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setY]( index, y ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setZ]( index, z ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setXY]( index, x, y ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setXYZ]( index, x, y, z ) </h3>
+		<div>
+
+		</div>
+
+		<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
+		<div>
+
+		</div>
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 26 - 24
docs/api/core/Layers.html

@@ -11,8 +11,15 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		An object providing a bit mask and accessor method used to control an [page:Object3D]'s visibility.
-		A [page:Layers] object assigns an [page:Object3D] to 0 or more of 32 layers numbered 0 to 31.
+		An object providing a [link:https://en.wikipedia.org/wiki/Mask_(computing) bit mask] and accessor methods
+		used to control an [page:Object3D]'s visibility.
+		A [page:Layers] object assigns an [page:Object3D] to 0 or more of 32 layers numbered 0 to 31.<br /><br />
+
+		This is used to control visibility - an object must share a layer with a [page:Camera camera]
+		to be visible when that camera's view is renderered.<br /><br />
+
+		All classes that inherit from [page:Object3D] have a [property:layers] property which is an instance
+		of this class.
 		</div>
 
 
@@ -34,44 +41,39 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null set]( [page:Integer layer] )</h3>
-		<div>
-		layer - an integer from 0 to 31.
-		</div>
+		<h3>[method:null disable]( [page:Integer layer] )</h3>
 		<div>
-		Set the layer mask to the value *layer*.
+		layer - an integer from 0 to 31.<br /><br />
+
+		Remove *layer* from the mask.
 		</div>
 
 		<h3>[method:null enable]( [page:Integer layer] )</h3>
 		<div>
-		layer - an integer from 0 to 31.
-		</div>
-		<div>
+		layer - an integer from 0 to 31.<br /><br />
+
 		Add *layer* to the mask.
 		</div>
 
-		<h3>[method:null disable]( [page:Integer layer] )</h3>
-		<div>
-		layer - an integer from 0 to 31.
-		</div>
+		<h3>[method:null set]( [page:Integer layer] )</h3>
 		<div>
-		Remove *layer* from the mask.
-		</div>
+		layer - an integer from 0 to 31.<br /><br />
 
-		<h3>[method:null toggle]( [page:Integer layer] )</h3>
-		<div>
-		layer - an integer from 0 to 31.
-		</div>
-		<div>
-		Toggle the *layer* value in the mask.
+		Set the layer mask to the value *layer*.
 		</div>
 
 		<h3>[method:Boolean test]( [page:Integer layers] )</h3>
 		<div>
-		layers - a 32bit bit mask of layer numbers.
+		layers - a 32bit bit mask of layer numbers.<br /><br />
+
+		Returns true if *layers* and [page:.mask] have any bits set in common.
 		</div>
+
+		<h3>[method:null toggle]( [page:Integer layer] )</h3>
 		<div>
-		Returns true if *layers* and .mask have any bits set in common.
+		layer - an integer from 0 to 31.<br /><br />
+
+		Toggle the *layer* value in the mask.
 		</div>
 
 		<h2>Source</h2>

+ 222 - 211
docs/api/core/Object3D.html

@@ -10,7 +10,13 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Base class for scene graph objects.</div>
+		<div class="desc">
+			This is the base class for most objects in Three and provides a set of properties and methods
+			for manipulating objects in 3D space.<br /><br />
+
+			Note that this can be used for grouping objects via the [page:.add]( object ) method
+			which adds the object as a child, however it is better to use [page:Group] for this.
+		</div>
 
 
 		<h2>Constructor</h2>
@@ -24,361 +30,366 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Integer id]</h3>
-		<div>
-		readonly – Unique number for this object instance.
-		</div>
+		<h3>[property:Boolean castShadow]</h3>
+		<div>Whether the object gets rendered into shadow map. Default is *false*.</div>
 
-		<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:Object3D children]</h3>
+		<div>Array with object's children. See [page:Group] for info on manually grouping objects.</div>
 
-		<h3>[property:String name]</h3>
+		<h3>[property:Boolean frustumCulled]</h3>
 		<div>
-		Optional name of the object (doesn't need to be unique).
+		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
+		Otherwise the object gets renderered every frame even if it isn't visible. Default is *true*.
 		</div>
 
-		<h3>[property:Object3D parent]</h3>
-		<div>
-		Object's parent in the scene graph.
-		</div>
+		<h3>[property:Integer id]</h3>
+		<div>readonly – Unique number for this object instance.</div>
 
-		<h3>[property:Object3D children]</h3>
+		<h3>[property:Boolean isObject]</h3>
 		<div>
-		Array with object's children.
-		</div>
+			Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
 
-		<h3>[property:Vector3 position]</h3>
-		<div>
-		Object's local position.
+			You should not change this, as it used internally for optimisation.
 		</div>
 
-		<h3>[property:Euler rotation]</h3>
+		<h3>[property:Layers layers]</h3>
 		<div>
-		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
+		The layer membership of the object. The object is only visible if it has at least one
+		layer in common with the [page:Camera] in use.
 		</div>
 
-		<h3>[property:Vector3 scale]</h3>
-		<div>
-		Object's local scale.
-		</div>
+		<h3>[property:Matrix4 matrix]</h3>
+		<div>The local transform matrix.</div>
 
-		<h3>[property:Vector3 up]</h3>
+		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<div>
-		Up direction. Default is THREE.Vector3( 0, 1, 0 ).
+		When this is set, it calculates the matrix of position, (rotation or quaternion) and
+		scale every frame and also recalculates the matrixWorld property. Default is *true*.
 		</div>
 
-		<h3>[property:Matrix4 matrix]</h3>
+		<h3>[property:Matrix4 matrixWorld]</h3>
 		<div>
-		Local transform.
+		The global transform of the object. If the Object3d has no parent, then it's identical to
+		the local transform [page:.matrix].
 		</div>
 
-		<h3>[property:Quaternion quaternion]</h3>
+		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<div>
-		Object's local rotation as [page:Quaternion Quaternion].
+		When this is set, it calculates the matrixWorld in that frame and resets this property
+		 to false. Default is *false*.
 		</div>
 
-		<h3>[property:Boolean visible]</h3>
-		<div>
-		Object gets rendered if *true*.
-		</div>
-		<div>
-		default – true
-		</div>
+		<h3>[property:Matrix4 modelViewMatrix]</h3>
+		<div>This is passed to the shader and used to calculate the position of the object.</div>
 
-		<h3>[property:Boolean castShadow]</h3>
+		<h3>[property:String name]</h3>
+		<div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
+
+		<h3>[property:Matrix3 normalMatrix]</h3>
+		<div>This is passed to the shader and used to calculate lighting for the object.</div>
+
+		<h3>[property:function onAfterRender]</h3>
 		<div>
-		Gets rendered into shadow map.
+		An optional callback that is executed immediately after the Object3D is rendered.
+		This function is called with the following parameters: renderer, scene, camera, geometry,
+		material, group.
 		</div>
+
+		<h3>[property:function onBeforeRender]</h3>
 		<div>
-		default – false
+		An optional callback that is executed immediately before the Object3D is rendered.
+		This function is called with the following parameters: renderer, scene, camera, geometry,
+		material, group.
 		</div>
 
+		<h3>[property:Object3D parent]</h3>
+		<div>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph].</div>
+
+		<h3>[property:Vector3 position]</h3>
+		<div>The object's local position.</div>
+
+		<h3>[property:Quaternion quaternion]</h3>
+		<div>Object's local rotation as a [page:Quaternion Quaternion].</div>
+
 		<h3>[property:Boolean receiveShadow]</h3>
-		<div>
-		Material gets baked in shadow receiving.
-		</div>
-		<div>
-		default – false
-		</div>
+		<div>Whether the material receives shadows. Default is *false*.</div>
 
-		<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>[property:Number renderOrder]</h3>
 		<div>
-		default – true
+		This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
+		objects to be overridden although opaque and transparent objects remain sorted independently.
+		Sorting is from lowest to highest renderOrder. Default value is *0*.
 		</div>
 
-		<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>[property:Euler rotation]</h3>
 		<div>
-		default – true
+		Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
 		</div>
 
-		<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>[property:Vector3 scale]</h3>
 		<div>
-		default – false
+		The object's local [property:Vector3 scale]. Default is [page:Vector3]( 1, 1, 1 ).
 		</div>
 
+		<h3>[property:Vector3 up]</h3>
+		<div>Up direction. Default is [page:Vector3]( 0, 1, 0 ).</div>
+
 		<h3>[property:object userData]</h3>
 		<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.
+		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>[property:Matrix4 matrixWorld]</h3>
+		<h3>[property:String uuid]</h3>
 		<div>
-		The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
+		[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:function onBeforeRender]</h3>
-		<div>
-		An optional callback that is executed immediately before the Object3D is rendered.  This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
-		</div>
+		<h3>[property:Boolean visible]</h3>
+		<div>Object gets rendered if *true*. Default is *true*.</div>
+
+
+
 
-		<h3>[property:function onAfterRender]</h3>
-		<div>
-		An optional callback that is executed immediately after the Object3D is rendered.  This function is called with the following parameters: renderer, scene, camera, geometry, material, group.
-		</div>
 
-		<h3>[property:Number renderOrder]</h3>
-		<div>
-		This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently. Sorting is from lowest to highest renderOrder. Default value is 0.
-		</div>
 
-		<h3>[property:Layers layers]</h3>
-		<div>
-		The layer membership of the object. The object is only visible if it has at least one layer in common with the [page:Camera] in use. 
-		</div>
 
 		<h2>Methods</h2>
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
-		<div>
-		matrix - matrix
-		</div>
+		<h3>[method:null add]( [page:Object3D object], ... )</h3>
 		<div>
-		This updates the position, rotation and scale with the matrix.
-		</div>
+		Adds *object* as child of this object. An arbitrary number of objects may be added.<br /><br />
 
-		<h3>[method:null translateX]( [page:Float distance] )</h3>
-		<div>
-		distance - Distance.<br />
-		</div>
-		<div>
-		Translates object along x axis by distance.
+		See [page:Group] for info on manually grouping objects.
 		</div>
 
-		<h3>[method:null translateY]( [page:Float distance] )</h3>
+		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<div>This updates the position, rotation and scale with the matrix.</div>
+
+		<h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
 		<div>
-		distance - Distance.<br />
+		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
+
+		Returns a clone of this object and optionaly all descendants.
 		</div>
+
+		<h3>[method:Object3D copy]( [page:Object3D object], [page:Boolean recursive] )</h3>
 		<div>
-		Translates object along y axis by distance.
+		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
+
+		Copy the given object into this object.
 		</div>
 
-		<h3>[method:null translateZ]( [page:Float distance] )</h3>
+		<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
 		<div>
-		distance - Distance.<br />
+		id -- Unique number of the object instance<br /><br />
+
+		Searches through the object's children and returns the first with a matching id.<br />
+		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
 		</div>
+
+		<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
 		<div>
-		Translates object along z axis by distance.
+		name -- String to match to the children's Object3d.name property. <br /><br />
+
+		Searches through the object's children and returns the first with a matching name.<br />
+		Note that for most objects the [property:name] is an empty string by default. You will
+		have to set it manually to make use of this method.
 		</div>
 
-		<h3>[method:null rotateX]( [page:Float rad] )</h3>
+		<h3>[method:Object3D getObjectByProperty]( [page:String name], [page:Float value] )</h3>
 		<div>
-		rad - the angle to rotate in radians.<br />
+		name -- the property name to search for. <br />
+		value -- value of the given property. <br /><br />
+
+		Searches through the object's children and returns the first with a property that matches the aclue given.
 		</div>
+
+		<h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		Rotates the object around x axis in local space.
+		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated. <br /><br />
+
+		Returns a vector representing the position of the object in world space.
 		</div>
 
-		<h3>[method:null rotateY]( [page:Float rad] )</h3>
+		<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
 		<div>
-		rad - the angle to rotate in radians.<br />
+		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Quaternion] is
+		 instantiated. <br /><br />
+
+		Returns a quaternion representing the rotation of the object in world space.
 		</div>
+
+		<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
 		<div>
-		Rotates the object around y axis in local space.
+		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Euler] is instantiated.<br /><br />
+
+		Returns the euler angles representing the rotation of the object in world space.
 		</div>
 
-		<h3>[method:null rotateZ]( [page:Float rad] )</h3>
+		<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
 		<div>
-		rad - the angle to rotate in radians.<br />
+		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated.<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>
-		Rotates the object around z axis in local space.
+		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated.<br /><br />
+
+		Returns a vector representing the direction of object's positive z-axis in world space.
 		</div>
 
+
 		<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
 		<div>
-		vector - A local vector.<br />
-		</div>
-		<div>
-		Updates the vector from local space to world space.
-		</div>
+		vector - A vector representing a position in local (object) spave.<br /><br />
 
-		<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
-		<div>
-		vector - A world vector.<br />
-		</div>
-		<div>
-		Updates the vector from world space to local space.
+		Converts the vector from local space to world space.
 		</div>
 
 		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
 		<div>
-		vector - A world vector to look at.<br />
-		</div>
-		<div>
-		Rotates object to face point in space.
-		</div>
+		vector - A vector representing a position in world space.<br /><br />
 
-		<h3>[method:null add]( [page:Object3D object], ... )</h3>
-		<div>
-		object - An object.<br />
+		Rotates the object to face a point in world space.
 		</div>
+
+		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
 		<div>
-		Adds *object* as child of this object. An arbitrary number of objects may be added.
+		Abstract (empty) method to get intersections between a casted ray and this object.
+		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
+		to use raycasting.
 		</div>
 
 		<h3>[method:null remove]( [page:Object3D object], ... )</h3>
 		<div>
-		object - An object.<br />
-		</div>
-		<div>
 		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</div>
 
-		<h3>[method:null traverse]( [page:Function callback] )</h3>
-		<div>
-		callback - A function with as first argument an object3D object.<br />
-		</div>
+		<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
 		<div>
-		Executes the callback on this object and all descendants.
-		</div>
+		axis -- A normalized vector in object space. <br />
+		angle -- The angle in radians.<br /><br />
 
-		<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
-		<div>
-		callback - A function with as first argument an object3D object.<br />
-		</div>
-		<div>
-		Like traverse, but the callback will only be executed for visible objects.
-		Descendants of invisible objects are not traversed.
+		Rotate an object along an axis in object space. The axis is assumed to be normalized.
 		</div>
 
-		<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
-		<div>
-		callback - A function with as first argument an object3D object.<br />
-		</div>
+		<h3>[method:null rotateX]( [page:Float rad] )</h3>
 		<div>
-		Executes the callback on all ancestors.
-		</div>
+		rad - the angle to rotate in radians.<br /><br />
 
-		<h3>[method:null updateMatrix]()</h3>
-		<div>
-		Updates local transform.
+		Rotates the object around x axis in local space.
 		</div>
 
-		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
+		<h3>[method:null rotateY]( [page:Float rad] )</h3>
 		<div>
-		Updates global transform of the object and its children.
-		</div>
+		rad - the angle to rotate in radians.<br /><br />
 
-		<h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
-		<div>
-		recursive -- if true, descendants of the object are also cloned. Default is true.
-		</div>
-		<div>
-		Returns a clone of this object and optionaly all descendants.
+		Rotates the object around y axis in local space.
 		</div>
 
-
-		<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
-		<div>
-		name -- String to match to the children's Object3d.name property. <br />
-		</div>
+		<h3>[method:null rotateZ]( [page:Float rad] )</h3>
 		<div>
-		Searches through the object's children and returns the first with a matching name.
-		</div>
+		rad - the angle to rotate in radians.<br /><br />
 
-		<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
-		<div>
-		id -- Unique number of the object instance<br />
-		</div>
-		<div>
-		Searches through the object's children and returns the first with a matching id.
+		Rotates the object around z axis in local space.
 		</div>
 
-		<h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
-		<div>
-		optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
-		</div>
+		<h3>[method:null setRotationFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
 		<div>
-		Returns a vector representing the position of the object in world space.
-		</div>
+			axis -- A normalized vector in object space. <br />
+			angle -- angle in radians<br /><br />
 
-		<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
-		<div>
-		optionalTarget — Optional target to set the result. Otherwise, a new `Quaternion` is instantiated. (optional)<br />
-		</div>
-		<div>
-		Returns a quaternion representing the rotation of the object in world space.
+			Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
+			on the [page:.quaternion].
 		</div>
 
-		<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
-		<div>
-		optionalTarget — Optional target to set the result. Otherwise, a new `Euler` is instantiated. (optional)<br />
-		</div>
+		<h3>[method:null setRotationFromEuler]( [page:Euler euler] )</h3>
 		<div>
-		Returns the euler angles representing the rotation of the object in world space.
-		</div>
+			euler -- Euler angle specifying rotation amount.<br />
 
-		<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
-		<div>
-		optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
+			Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
+			on the [page:.quaternion].
 		</div>
+
+		<h3>[method:null setRotationFromMatrix]( [page:Matrix4 m] )</h3>
 		<div>
-		Returns a vector of the scaling factors applied to the object for each axis in world space.
+			m -- rotate the quaternion by the rotation component of the matrix.<br />
+
+			Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
+			on the [page:.quaternion].<br /><br />
+
+			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
 		</div>
 
-		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:null setRotationFromQuaternion]( [page:Quaternion q] )</h3>
 		<div>
-		optionalTarget — Optional target to set the result. Otherwise, a new `Vector3` is instantiated. (optional)<br />
+			q -- normalized Quaternion.<br /><br />
+
+			Copy the given quaternion into [page:.quaternion].
 		</div>
+
+		<h3>[method:null toJSON]( [page:Quaternion q] )</h3>
 		<div>
-		Returns a vector representing the direction of object's positive z-axis in world space.
+			Convert the object to JSON format.
 		</div>
 
 		<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
 		<div>
 		axis -- A normalized vector in object space.<br />
-		distance -- The distance to translate.
+		distance -- The distance to translate.<br /><br />
+
+		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
 		</div>
+
+		<h3>[method:null translateX]( [page:Float distance] )</h3>
+		<div>Translates object along x axis by *distance* units.</div>
+
+		<h3>[method:null translateY]( [page:Float distance] )</h3>
+		<div>Translates object along y axis by *distance* units.</div>
+
+		<h3>[method:null translateZ]( [page:Float distance] )</h3>
+		<div>Translates object along z axis by *distance* units.</div>
+
+		<h3>[method:null traverse]( [page:Function callback] )</h3>
 		<div>
-		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
+		callback - A function with as first argument an object3D object.<br /><br />
+
+		Executes the callback on this object and all descendants.
 		</div>
 
-		<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
 		<div>
-		axis -- A normalized vector in object space. <br />
-		angle -- The angle in radians.
+		callback - A function with as first argument an object3D object.<br /><br />
+
+		Like traverse, but the callback will only be executed for visible objects.
+		Descendants of invisible objects are not traversed.
 		</div>
+
+		<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
 		<div>
-		Rotate an object along an axis in object space. The axis is assumed to be normalized.
+		callback - A function with as first argument an object3D object.<br /><br />
+
+		Executes the callback on all ancestors.
 		</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:null updateMatrix]()</h3>
+		<div>Update the local transform.</div>
+
+		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
+		<div>Update the global transform of the object and its children.</div>
+
+
+		<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
 		<div>
-		Abstract method to get intersections between a casted ray and this object. Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order to participate in raycasting.
+		vector - A world vector.<br /><br />
+
+		Updates the vector from world space to local space.
 		</div>
 
 		<h2>Source</h2>

+ 47 - 28
docs/api/core/Raycaster.html

@@ -11,7 +11,9 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		This class makes raycasting easier. Raycasting is used for picking and more.
+		This class is designed 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
+		other things.
 		</div>
 
 		<h2>Example</h2>
@@ -25,14 +27,14 @@
 			// (-1 to +1) for both components
 
 			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
-			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;		
-		
+			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
+
 		}
 
 		function render() {
 
-			// update the picking ray with the camera and mouse position	
-			raycaster.setFromCamera( mouse, camera );	
+			// update the picking ray with the camera and mouse position
+			raycaster.setFromCamera( mouse, camera );
 
 			// calculate objects intersecting the picking ray
 			var intersects = raycaster.intersectObjects( scene.children );
@@ -40,9 +42,9 @@
 			for ( var i = 0; i < intersects.length; i++ ) {
 
 				intersects[ i ].object.material.color.set( 0xff0000 );
-			
+
 			}
-			
+
 			renderer.render( scene, camera );
 
 		}
@@ -52,15 +54,17 @@
 		window.requestAnimationFrame(render);
 
 		</code>
-		<div>Examples: [example:webgl_interactive_cubes Raycasting to a Mesh], 
-			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera], 
-			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry], 
-			[example:webgl_interactive_lines Raycasting to a Line], 
-			[example:webgl_interactive_raycasting_points Raycasting to Points], 
-			[example:webgl_geometry_terrain_raycast Terrain raycasting], 
-			[example:webgl_octree_raycasting Raycasting using an octree],
-			[example:webgl_interactive_voxelpainter Raycasting to paint voxels],
-			[example:webgl_raycast_texture Raycast to a Texture]</div>
+		<div>
+			Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
+			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
+			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
+			[example:webgl_interactive_lines Raycasting to a Line]<br />
+			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
+			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
+			[example:webgl_octree_raycasting Raycasting using an octree]<br />
+			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
+			[example:webgl_raycast_texture Raycast to a Texture]
+		</div>
 
 
 		<div>
@@ -83,28 +87,43 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Ray ray]</h3>
+		<h3>[property:float far]</h3>
 		<div>
-		The Ray used for the raycasting.
+		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>[property:float near]</h3>
+		<h3>[property:float linePrecision]</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. 
+		The precision factor of the raycaster when intersecting [page:Line] objects.
 		</div>
 
-		<h3>[property:float far]</h3>
+		<h3>[property:float near]</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. 
+		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>[property:float linePrecision]</h3>
+		<h3>[property:Object params]</h3>
 		<div>
-		The precision factor of the raycaster when intersecting [page:Line] objects. 
+		An object with the following properties:
+
+			<code>
+{
+	Mesh: {},
+	Line: {},
+	LOD: {},
+	Points: { threshold: 1 },
+	Sprite: {}
+}
+			</code>
+
 		</div>
 
+		<h3>[property:Ray ray]</h3>
+		<div>The [Page:Ray] used for the raycasting.</div>
+
+
 		<h2>Methods</h2>
 
 		<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
@@ -148,13 +167,13 @@
         [page:Vector2 uv] - U,V coordinates at point of intersection
     	</p>
         <p>
-        When intersecting a [page:Mesh] with a [page:BufferGeometry], the *faceIndex* will be *undefined*, and *indices* will be set; when intersecting a [page:Mesh] with a [page:Geometry], *indices* will be *undefined*. 
+        When intersecting a [page:Mesh] with a [page:BufferGeometry], the *faceIndex* will be *undefined*, and *indices* will be set; when intersecting a [page:Mesh] with a [page:Geometry], *indices* will be *undefined*.
         </p>
 		<p>
 		*Raycaster* delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
 		</p>
 		<p>
-		*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*.  
+		*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*.
 		</p>
 		</div>
 

+ 12 - 5
docs/api/core/Uniform.html

@@ -27,7 +27,14 @@
 		<h3>Uniform types</h3>
 
 		<p>
-		Each uniform must have a *value* property. The type of the value must correspond to the type of the uniform variable in the GLSL code as specified for the primitive GLSL types in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive type must either be specified as an array of the corresponding THREE objects or as a flat array containing the data of all the objects. In other words; GLSL primitives in arrays must not be represented by arrays. This rule does not apply transitively.  An array of *vec2* arrays, each with a length of five vectors, must be an array of arrays, of either five *THREE.Vector2* objects or ten *number*s.
+		Each uniform must have a *value* property. The type of the value must correspond to the
+		type of the uniform variable in the GLSL code as specified for the primitive GLSL types
+		in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive
+		type must either be specified as an array of the corresponding THREE objects or as a flat
+		array containing the data of all the objects. In other words; GLSL primitives in arrays
+		must not be represented by arrays. This rule does not apply transitively.
+		An array of *vec2* arrays, each with a length of five vectors, must be an array of arrays,
+		of either five [page:Vector2] objects or ten *number*s.
 		</p>
 		<table>
 			<caption><a id="uniform-types">Uniform types</a></caption>
@@ -104,11 +111,11 @@
 				<tr>
 					<td>mat2</td>
 					<td>[page:Float32Array Float32Array] (*)</td>
-				</td>
+				</tr>
 				<tr>
 					<td>mat2</td>
 					<td>[page:Array Array] (*)</td>
-				</td>
+				</tr>
 				<tr>
 					<td>mat3</td>
 					<td>[page:Matrix3 THREE.Matrix3]</td>
@@ -165,12 +172,12 @@
 				</tr>
 				<tr>
 					<td>samplerCube</td>
-					<td>[page:CubeTexture THREE.CubeTexture]</tr>
+					<td>[page:CubeTexture THREE.CubeTexture]</td>
 				</tr>
 
 			</tbody>
 		</table>
-		</p>
+		
 		<p>
 		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
 		</p>

+ 520 - 39
docs/api/deprecated/DeprecatedList.html

@@ -17,77 +17,558 @@
 			Below is a list of such elements, along with info regarding their replacements.
 		</div>
 
-		<h2>Deprecated Constants</h2>
 
-		<h3>[page:LineStrip LineStrip]</h3>
 
-		<h3>[page:LinePieces LinePieces]</h3>
+
+
+
+
+
+
+
+		<h2>Audio</h2>
+
+		<h3>[page:Audio]</h3>
+		<div>Audio.load has been deprecated. Use [page:AudioLoader] instead.</div>
+
+		<h3>[page:AudioAnalyser]</h3>
+		<div>AudioAnalyser.getData() has been renamed to [page:AudioAnalyser.getFrequencyData]().</div>
+
+
+
+
+
+
+
+
+
+
+
+
+		<h2>Buffers</h2>
+
+		<h3>[page:BufferAttribute]</h3>
+		<div>BufferAttribute.length has been renamed to [page:BufferAttribute.count].</div>
+
+
+		<h3>[page:DynamicBufferAttribute]</h3>
+		<div>DynamicBufferAttribute has been removed. Use [page:BufferAttribute.setDynamic]( true ) instead.</div>
+
+		<h3>[page:Int8Attribute]</h3>
+		<div>Int8Attribute has been removed. Use [page:BufferAttributeTypes Int8BufferAttribute] instead.</div>
+
+		<h3>[page:Uint8Attribute]</h3>
+		<div>Uint8Attribute has been removed. Use [page:BufferAttributeTypes Uint8BufferAttribute] instead.</div>
+
+		<h3>[page:Uint8ClampedAttribute]</h3>
+		<div>Uint8ClampedAttribute has been removed. Use [page:BufferAttributeTypes Uint8ClampedBufferAttribute] instead.</div>
+
+		<h3>[page:Int16Attribute]</h3>
+		<div>Int16Attribute has been removed. Use [page:BufferAttributeTypes Int16BufferAttribute] instead.</div>
+
+		<h3>[page:Uint16Attribute]</h3>
+		<div>Uint16Attribute has been removed. Use [page:BufferAttributeTypes Uint16BufferAttribute] instead.</div>
+
+		<h3>[page:Int32Attribute]</h3>
+		<div>Int32Attribute has been removed. Use [page:BufferAttributeTypes Int32BufferAttribute] instead.</div>
+
+		<h3>[page:Uint32Attribute]</h3>
+		<div>Uint32Attribute has been removed. Use [page:BufferAttributeTypes Uint32BufferAttribute] instead.</div>
+
+		<h3>[page:Float32Attribute]</h3>
+		<div>Float32Attribute has been removed. Use [page:BufferAttributeTypes Float32BufferAttribute] instead.</div>
+
+		<h3>[page:Float64Attribute]</h3>
+		<div>Float64Attribute has been removed. Use [page:BufferAttributeTypes Float64BufferAttribute] instead.</div>
+
+
+
+
+
+
+
+		<h2>Cameras</h2>
+
+		<h3>[page:PerspectiveCamera]</h3>
+		<div>
+		PerspectiveCamera.setLens() is deprecated. Use [page:PerspectiveCamera.setFocalLength]()
+		 and [page:PerspectiveCamera.filmGauge]() for a photographic setup.
+		</div>
+
+
+
+
+
+
+
+		<h2>Constants</h2>
+
+		<h3>[page:LineStrip]</h3>
+
+		<h3>[page:LinePieces]</h3>
+		<div>
+		LinePieces mode is no longer supported for [page:Line]s. Create a [page:LineSegments] instead.
+		</div>
+
+
+
+
+
+		<h2>Core</h2>
+
+		<h3>[page:EventDispatcher]</h3>
+		<div>EventDispatcher.apply has been has been removed. Inherit or Object.assign the prototype to mix-in instead.</div>
+
+		<h3>[page:Raycaster]</h3>
+		<div>Raycaster.params.PointCloud has been renamed to [page:Raycaster.params.Points].</div>
+
+
+		<h3>[page:Uniform]</h3>
+		<div>
+			Uniform.dynamic has been has been removed. Use object.onBeforeRender() instead.<br /><br />
+
+			Uniform.onUpdate has been has been removed. Use object.onBeforeRender() instead.
+		</div>
+
+
+
+
+
+
+		<h2>Extras</h2>
+
+		<h3>[page:ClosedSplineCurve3]</h3>
+		<div>ClosedSplineCurve3 has been deprecated. Use [page:CatmullRomCurve3] instead.</div>
+
+
+
+
+
+
+
+
+		<h2>Geometry</h2>
+
+		<h3>[page:BufferGeometry]</h3>
+		<div>
+			BufferGeometry.addIndex has been renamed to [page:BufferGeometry.setIndex].<br /><br />
+
+			BufferGeometry.addDrawCall is now [page:BufferGeometry.addGroup].<br /><br />
+
+			BufferGeometry.clearDrawCalls is now [page:BufferGeometry.clearGroups].<br /><br />
+
+			BufferGeometry.computeTangents has been removed.<br /><br />
+
+			BufferGeometry.computeOffsets has been removed.<br /><br />
+
+			BufferGeometry.drawcalls has been renamed to [page:BufferGeometry.groups].<br /><br />
+
+			BufferGeometry.offsets has been renamed to [page:BufferGeometry.groups].<br /><br />
+
+		</div>
+
+		<h3>[page:CubeGeometry]</h3>
+		<div>CubeGeometry has been renamed to [page:BoxGeometry].</div>
+
+		<h3>[page:Geometry]</h3>
+		<div>Geometry.computeTangents() has been removed.</div>
+
+		<h3>[page:GeometryUtils]</h3>
+		<div>
+			GeometryUtils.merge has been moved to [page:Geometry]. Use [page:Geometry.merge]( geometry2, matrix, materialIndexOffset ) instead.<br /><br />
+
+			GeometryUtils.center has been moved to [page:Geometry]. Use [page:Geometry.center]( ) instead.
+		</div>
+
+		<h3>[page:Plane]</h3>
+		<div>
+			Plane.isIntersectionLine]() has been renamed to	[page:Plane.intersectsLine]().
+		</div>
+
+
+
+
+
+
+
+
+		<h2>Helpers</h2>
+
+		<h3>[page:EdgesHelper]</h3>
+		<div>EdgesHelper has been removed. Use [page:EdgesGeometry] instead.</div>
+
+		<h3>[page:GridHelper]</h3>
+		<div>GridHelper.setColors() has been deprecated, pass them in the constructor instead.</div>
+
+		<h3>[page:WireframeHelper WireframeHelper]</h3>
+		<div>WireframeHelper has been removed. Use [page:WireframeGeometry] instead.</div>
+
+
+
+
+		<h2>Lights</h2>
+
+		<h3>[page:Light]</h3>
+		<div>
+			Light.onlyShadow has been removed.<br /><br />
+
+			Light.shadowCameraLeft is now [page:Light.shadow.camera.left].<br /><br />
+
+			Light.shadowCameraRight is now [page:Light.shadow.camera.right].<br /><br />
+
+			Light.shadowCameraTop is now [page:Light.shadow.camera.top].<br /><br />
+
+			Light.shadowCameraBottom is now [page:Light.shadow.camera.bottom].<br /><br />
+
+			Light.shadowCameraNear is now [page:Light.shadow.camera.near].<br /><br />
+
+			Light.shadowCameraFar is now [page:Light.shadow.camera.far].<br /><br />
+
+			Light.shadowCameraVisible has been removed. Use [page:CameraHelper] ( light.shadow.camera ) instead.<br /><br />
+
+			Light.shadowMapWidth is now [page:Light.shadow.mapSize.width].<br /><br />
+
+			Light.shadowMapHeight is now [page:Light.shadow.mapSize.height].
+		</div>
+
+
+
+
+
+
+
+
+		<h2>Loaders</h2>
+
+		<h3>[page:XHRLoader]</h3>
+		<div>XHRLoader has been renamed to [page:FileLoader].</div>
+
+
+
+
+
+
+
+
+		<h2>Maths</h2>
+
+		<h3>[page:Box2]</h3>
+		<div>
+			Box2.center has been renamed to [page:Box2.getCenter]().<br /><br />
+
+			Box2.empty has been renamed to [page:Box2.isEmpty]().<br /><br />
+
+			Box2.isIntersectionBox has been renamed to [page:Box2.intersectsBox]().<br /><br />
+
+			Box2.size has been renamed to [page:Box2.getSize]().
+
+		</div>
+
+		<h3>[page:Box3]</h3>
+		<div>
+			Box3.center has been renamed to [page:Box3.getCenter]().<br /><br />
+
+			Box3.empty has been renamed to [page:Box3.isEmpty]().<br /><br />
+
+			Box3.isIntersectionBox has been renamed to [page:Box3.intersectsBox]().<br /><br />
+
+			Box3.isIntersectionSphere has been renamed to [page:Box3.intersectsSphere]().<br /><br />
+
+			Box3.size has been renamed to [page:Box3.getSize]().
+		</div>
+
+		<h3>[page:Face4]</h3>
+		<div>Face4 has been removed. Use [page:Face3] instead.</div>
+
+		<h3>[page:Line3]</h3>
+		<div>Line3.center has been renamed to [page:Line3.getCenter]().</div>
+
+		<h3>[page:Math]</h3>
+		<div>
+			Math.random16() has been deprecated. Use Math.random() instead.
+		</div>
+
+		<h3>[page:Matrix3]</h3>
+		<div>
+			Matrix3.flattenToArrayOffset is deprecated. Use [page:Matrix3.toArray]() instead.<br /><br />
+
+			Matrix3.multiplyVector3 has been removed. Use vector.applyMatrix3( matrix ) instead.<br /><br />
+
+			Matrix3.multiplyVector3Array has been renamed to [page:Matrix3.applyToVector3Array]( array ).
 		<div>
-		[page:Line Line] LinePieces mode is no longer supported. Create a [page:LineSegments LineSegments] instead.
+
+		<h3>[page:Matrix4]</h3>
+		<div>
+			Matrix4.flattenToArrayOffset is deprecated. Use [page:Matrix4.toArray]() instead.<br /><br />
+			
+			Matrix4.extractPosition() has been renamed to [page:Matrix4.copyPosition]( matrix ).<br /><br />
+
+			Matrix4.getPosition() has been removed. Use [page:Vector3.setFromMatrixPosition]( matrix ) instead.<br /><br />
+
+			Matrix4.setRotationFromQuaternion() has been renamed to [page:Matrix4.makeRotationFromQuaternion]( quaternion ).<br /><br />
+
+			Matrix4.multiplyVector3 has been has been removed. Use vector.applyMatrix4( matrix )
+			or vector.applyProjection( matrix ) instead.<br /><br />
+
+			Matrix4.multiplyVector4 has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+
+			Matrix4.multiplyVector3Array has been renamed to [page:Matrix4.applyToVector3Array] (array ).<br /><br />
+
+			Matrix4.rotateAxis has been removed. Use [page:Matrix4.transformDirection]( matrix ) instead.<br /><br />
+
+			Matrix4.crossVector has been removed. Use vector.applyMatrix4( matrix ) instead.<br /><br />
+
+			Matrix4.rotateX has been removed.<br /><br />
+
+			Matrix4.rotateY has been removed.<br /><br />
+
+			Matrix4.rotateZ has been removed.<br /><br />
+
+			Matrix4.rotateByAxis has been removed.
 		</div>
 
-		<h2>Deprecated Objects</h2>
 
-		<h3>[page:GeometryUtils GeometryUtils]</h3>
+		<h3>[page:Quaternion.multiplyVector3]</h3>
+		<div>Quaternion.multiplyVector3() has been removed. Use vector.applyQuaternion( quaternion ) instead.</div>
+
+		<h3>[page:Ray]</h3>
 		<div>
-			GeometryUtils.merge has been moved to [page:Geometry.merge Geometry.merge].<br /><br />
+			Ray.isIntersectionBox() has been renamed to [page:Ray.intersectsBox]().<br /><br />
+
+			Ray.isIntersectionPlane has been renamed to [page:Ray.intersectsPlane].<br /><br />
 
-			GeometryUtils.center has been moved to [page:Geometry.center Geometry.center].
+			Ray.isIntersectionSphere has been renamed to [page:Ray.intersectsSphere].
 		</div>
 
-		<h3>[page:ImageUtils ImageUtils]</h3>
+
+		<h3>[page:Vector3]</h3>
 		<div>
-			ImageUtils.loadTexture has been deprecated. Use [page:TextureLoader TextureLoader] instead.<br /><br />
+			Vector3.setEulerFromRotationMatrix() has been removed. Use [page:Euler.setFromRotationMatrix]() instead.<br /><br />
+
+			Vector3.setEulerFromQuaternion() has been removed. Use [page:Euler.setFromQuaternion]() instead.<br /><br />
 
-			ImageUtils.loadTextureCube has been deprecated. Use [page:CubeTextureLoader CubeTextureLoader] instead.<br /><br />
+			Vector3.getPositionFromMatrix() has been renamed to [page:Vector3.setFromMatrixPosition]().<br /><br />
 
-			ImageUtils.loadCompressedTexture has been removed. Use [page:DDSLoader DDSLoader] instead.<br /><br />
+			Vector3.getScaleFromMatrix() has been renamed to [page:Vector3.setFromMatrixScale]().<br /><br />
 
-			ImageUtils.loadCompressedTextureCube has been removed. Use [page:DDSLoader DDSLoader] instead.
+			Vector3.getColumnFromMatrix() has been renamed to [page:Vector3.setFromMatrixColumn]().
 		</div>
 
-		<h2>Deprecated Classes</h2>
+		<h3>[page:Vertex]</h3>
+		<div>Vertex has been removed. Use [page:Vector3] instead.</div>
+
+
 
-		<h3>[page:EdgesHelper EdgesHelper]</h3>
-		<div>EdgesHelper has been removed. Use [page:EdgesGeometry EdgesGeometry] instead.</div>
 
-		<h3>[page:DynamicBufferAttribute DynamicBufferAttribute]</h3>
-		<div>DynamicBufferAttribute has been removed. Use [page:BufferAttribute.setDynamic BufferAttribute.setDynamic]( true ) instead.</div>
 
-		<h3>[page:Face4 Face4]</h3>
-		<div>Face4 has been removed. Use [page:Face3 Face3] instead.</div>
 
-		<h3>[page:ParticleBasicMaterial ParticleBasicMaterial]</h3>
-		<div>ParticleBasicMaterial has been renamed to [page:PointsMaterial PointsMaterial].</div>
 
-		<h3>[page:ParticleSystem ParticleSystem]</h3>
-		<div>ParticleSystem has been renamed to [page:Points Points].</div>
 
-		<h3>[page:ParticleSystemMaterial ParticleSystemMaterial]</h3>
-		<div>ParticleBasicMaterial has been renamed to [page:PointsMaterial PointsMaterial].</div>
 
-		<h3>[page:PointCloud PointCloud]</h3>
-		<div>PointCloud has been renamed to [page:Points Points].</div>
 
-		<h3>[page:PointCloudMaterial PointCloudMaterial]</h3>
-		<div>PointCloudMaterial has been renamed to [page:PointsMaterial PointsMaterial].</div>
 
-		<h3>[page:Projector Projector]</h3>
+
+		<h2>Materials</h2>
+
+		<h3>[page:Material]</h3>
+		<div>
+			Material.wrapAround has been removed.<br /><br />
+
+			Material.wrapRGB has been removed.
+
+		</div>
+
+		<h3>[page:MeshFaceMaterial]</h3>
+		<div>MeshFaceMaterial has been removed. Use [page:MultiMaterial] instead.</div>
+
+		<h3>[page:MeshPhongMaterial]</h3>
+		<div>MeshPhongMaterial.metal has been removed. Use [page:MeshStandardMaterial] instead.</div>
+
+		<h3>[page:ParticleBasicMaterial]</h3>
+		<div>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</div>
+
+		<h3>[page:ParticleSystemMaterial]</h3>
+		<div>ParticleBasicMaterial has been renamed to [page:PointsMaterial].</div>
+
+		<h3>[page:PointCloudMaterial]</h3>
+		<div>PointCloudMaterial has been renamed to [page:PointsMaterial].</div>
+
+		<h3>[page:ShaderMaterial.derivatives]</h3>
+		<div>ShaderMaterial.derivatives has been moved to [page:ShaderMaterial.extensions.derivatives].</div>
+
+
+
+
+
+
+
+
+		<h2>Objects</h2>
+
+		<h3>[page:LOD.objects]</h3>
+		<div>LOD.objects has been renamed to [page:LOD.levels].</div>
+
+		<h3>[page:Object3D]</h3>
+		<div>
+			Object3D.eulerOrder is now [page:Object3D.rotation.order].<br /><br />
+
+			Object3D.getChildByName() has been renamed to [page:Object3D.getObjectByName]().<br /><br />
+
+			Object3D.renderDepth has been removed. Use [page:Object3D.renderOrder] instead.<br /><br />
+
+			Object3D.translate() has been removed. Use [page:Object3D.translateOnAxis]( axis, distance ) instead.<br /><br />
+
+			Object3D.useQuaternion has been removed. The library now uses quaternions by default.
+		</div>
+
+
+		<h3>[page:Particle]</h3>
+		<div>ParticleSystem has been renamed to [page:Sprite].</div>
+
+		<h3>[page:ParticleSystem]</h3>
+		<div>ParticleSystem has been renamed to [page:Points].</div>
+
+		<h3>[page:PointCloud]</h3>
+		<div>PointCloud has been renamed to [page:Points].</div>
+
+		<h3>[page:Shape]</h3>
+		<div>
+			Shape.extrude has been removed. Use [page:ExtrudeGeometry] instead.<br /><br />
+
+			Shape.makeGeometry has been removed. Use [page:ShapeGeometry] instead.
+		</div>
+
+
+
+
+
+
+
+
+		<h2>Renderer</h2>
+
+		<h3>[page:Projector]</h3>
+		<div>
+			CanvasRenderer has been moved to [link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/CanvasRenderer.js /examples/js/renderers/CanvasRenderer.js].
+		</div>
+
+		<h3>[page:Projector]</h3>
 		<div>
 			Projector has been moved to
 			[link:https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js 	/examples/js/renderers/Projector.js].<br /><br />
 
-			Projector.projectVector() is now [page:Vector.project Vector.project].<br /><br />
+			Projector.projectVector() is now [page:Vector.project]().<br /><br />
 
-			Projector.unprojectVector() is now [page:Vector.unproject Vector.unproject].<br /><br />
+			Projector.unprojectVector() is now [page:Vector.unproject]().<br /><br />
 
-			Projector:.pickingRay() is now [page:Raycaster.setFromCamera Raycaster.setFromCamera].
+			Projector:.pickingRay() is now [page:Raycaster.setFromCamera]().
 		</div>
 
-		<h3>[page:Vertex Vertex]</h3>
-		<div>Vertex has been removed. Use [page:Vector3 Vector3] instead.</div>
+		<h3>[page:WebGLProgram]</h3>
+		<div>
+			WebGLProgram.uniforms is now [page:	WebGLProgram.getUniforms]().<br /><br />
 
-		<h3>[page:WireframeHelper WireframeHelper]</h3>
-		<div>WireframeHelper has been removed. Use [page:WireframeGeometry WireframeGeometry] instead.</div>
-	</body>
+			WebGLProgram.attributes is now [page:	WebGLProgram.getAttributes]().
+		</div>
+
+		<h3>[page:WebGLRenderer]</h3>
+		<div>
+			WebGLRenderer.supportsFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_float' ).<br /><br />
+
+			WebGLRenderer.supportsHalfFloatTextures() is now [page:WebGLRenderer.extensions.get]( 'OES_texture_half_float' ).<br /><br />
+
+			WebGLRenderer.supportsStandardDerivatives() is now [page:WebGLRenderer.extensions.get]( 'OES_standard_derivatives' ).<br /><br />
+
+			WebGLRenderer.supportsCompressedTextureS3TC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_s3tc' ).<br /><br />
+
+			WebGLRenderer.supportsCompressedTexturePVRTC() is now [page:WebGLRenderer.extensions.get]( 'WEBGL_compressed_texture_pvrtc' ).<br /><br />
+
+			WebGLRenderer.supportsBlendMinMax() is now [page:WebGLRenderer.extensions.get]( 'EXT_blend_minmax' ).<br /><br />
+
+			WebGLRenderer.supportsVertexTextures() is now [page:WebGLRenderer.capabilities.vertexTextures].<br /><br />
+
+			WebGLRenderer.supportsInstancedArrays() is now [page:WebGLRenderer.extensions.get]( 'ANGLE_instanced_arrays' ).<br /><br />
+
+			WebGLRenderer.enableScissorTest() is now [page:WebGLRenderer.setScissorTest]().<br /><br />
+
+			WebGLRenderer.initMaterial() has been removed.<br /><br />
+
+			WebGLRenderer.addPrePlugin() has been removed.<br /><br />
+
+			WebGLRenderer.addPostPlugin() has been removed.<br /><br />
+
+			WebGLRenderer.updateShadowMap() has been removed.<br /><br />
+
+			WebGLRenderer.setTexture is deprecated, use [page:WebGLRenderer.setTexture2D]() instead.<br /><br />
+
+			WebGLRenderer.shadowMapEnabled is now [page:WebGLRenderer.shadowMap.enabled].<br /><br />
+
+			WebGLRenderer.shadowMapType is now [page:WebGLRenderer.shadowMap.type].<br /><br />
+
+			WebGLRenderer.shadowMapCullFace is now [page:WebGLRenderer.shadowMap.cullFace].<br /><br />
+
+			WebGLRenderer.shadowMap.cullFace is deprecated. Set [page:WebGLRenderer.shadowMap.renderReverseSided] to true or false instead.
+		</div>
+
+		<h3>[page:WebGLRenderTarget]</h3>
+		<div>
+			WebGLRenderTarget.wrapS is now [page:WebGLRenderTarget.texture.wrapS].<br /><br />
+
+			WebGLRenderTarget.wrapT is now [page:WebGLRenderTarget.texture.wrapT].<br /><br />
+
+			WebGLRenderTarget.magFilter is now [page:WebGLRenderTarget.texture.magFilter].<br /><br />
+
+			WebGLRenderTarget.minFilter is now [page:WebGLRenderTarget.texture.minFilter].<br /><br />
+
+			WebGLRenderTarget.anisotropy is now [page:WebGLRenderTarget.texture.anisotropy].<br /><br />
+
+			WebGLRenderTarget.offset is now [page:WebGLRenderTarget.texture.offset].<br /><br />
+
+			WebGLRenderTarget.repeat is now [page:WebGLRenderTarget.texture.repeat].<br /><br />
+
+			WebGLRenderTarget.format is now [page:WebGLRenderTarget.texture.format].<br /><br />
+
+			WebGLRenderTarget.type is now [page:WebGLRenderTarget.texture.type].<br /><br />
+
+			WebGLRenderTarget.generateMipmaps is now [page:WebGLRenderTarget.texture.generateMipmaps].
+		</div>
+
+
+
+
+
+
+
+		<h2>Shaders</h2>
+
+		<h3>[page:UniformsUtils]</h3>
+		<div>
+			UniformsUtils.merge() has been deprecated. Use Object.assign() instead.<br /><br />
+
+			UniformsUtils.clone() has been deprecated.
+		</div>
+
+
+
+
+
+
+
+		<h2>Textures</h2>
+
+		<h3>[page:ImageUtils]</h3>
+		<div>
+			ImageUtils.loadTexture has been deprecated. Use [page:TextureLoader] instead.<br /><br />
+
+			ImageUtils.loadTextureCube has been deprecated. Use [page:CubeTextureLoader] instead.<br /><br />
+
+			ImageUtils.loadCompressedTexture has been removed. Use [page:DDSLoader] instead.<br /><br />
+
+			ImageUtils.loadCompressedTextureCube has been removed. Use [page:DDSLoader] instead.
+		</div>
+
+
+
+
+		</body>
 </html>

+ 38 - 16
docs/api/extras/core/Curve.html

@@ -17,7 +17,7 @@
 
 		<h2>Examples</h2>
 
-		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
+		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]</h3>
 
 		<h2>Constructor</h2>
 
@@ -30,35 +30,57 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector getPoint]( t )</h3>
+		<h3>[method:Vector getPoint]( [page:Number t] )</h3>
 		<div>Returns a vector for point t of the curve where t is between 0 and 1. Must be implemented in the extending class.</div>
 
-		<h3>[method:Vector getPointAt]( u )</h3>
-		<div>Returns a vector for point at relative position in curve according to arc length</div>
+		<h3>[method:Vector getPointAt]( [page:Number u] )</h3>
+		<div>
+			Returns a vector for point at a relative position in curve according to arc length.
+			u is in the range [0, 1].
+		</div>
 
-		<h3>[method:Array getPoints]( divisions )</h3>
-		<div>Get sequence of points using getPoint( t ) </div>
+		<h3>[method:Array getPoints]( [page:integer divisions] )</h3>
+		<div>
+			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
+
+			Returns a set of divisions + 1 points using getPoint( t ).
+		</div>
 
 		<h3>[method:Array getSpacedPoints]( divisions )</h3>
-		<div>Get sequence of equi-spaced points using getPointAt( u )</div>
+		<div>
+			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
+
+			Returns a set of divisions + 1 equi-spaced points using getPointAt( u ).
+		</div>
 
 		<h3>[method:Float getLength]()</h3>
-		<div>Get total curve arc length</div>
+		<div>Get total curve arc length.</div>
 
 		<h3>[method:Array getLengths]( divisions )</h3>
-		<div>Get list of cumulative segment lengths</div>
+		<div>Get list of cumulative segment lengths.</div>
 
 		<h3>[method:null updateArcLengths]()</h3>
-		<div>Update the cumlative segment distance cache</div>
+		<div>Update the cumlative segment distance cache.</div>
 
-		<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>[method:Float getUtoTmapping]( [page:Number u], distance )</h3>
+		<div>
+			Given u in the range ( 0 .. 1 ), returns [page:Number t] also in the range ( 0 .. 1 ).
+			u and t can then be used to give you points which are equidistant from the ends of the curve,
+			using [page:.getPoint].
+		 </div>
 
-		<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>[method:Vector getTangent]( [page:Number 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>[method:Vector getTangentAt]( u )</h3>
-		<div>Returns tangent at equidistant point u on the curve</div>
+		<h3>[method:Vector getTangentAt]( [page:Number u] )</h3>
+		<div>
+			Returns tangent at a point which is equidistant to the ends of the curve from the
+			point given in [page:.getTangent].
+		</div>
 
 		<h3>[method:Object computeFrenetFrames]( segments, closed )</h3>
 		<div>

+ 23 - 82
docs/api/extras/core/CurvePath.html

@@ -13,7 +13,7 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		An abstract base class further extending [page:Curve]. A CurvePath is simply an array of connected curves,
+		An abstract base class extending [page:Curve]. A CurvePath is simply an array of connected curves,
 		but retains the api of a curve.
 		</div>
 
@@ -28,112 +28,53 @@
 
 
 		<h2>Properties</h2>
-
+		<div>See the base [page:Curve] class for common properties.</div>
 
 		<h3>[property:array curves]</h3>
-		<div>
-		The array of [page:Curve]s
-		</div>
-
-		<h3>[property:array bends]</h3>
-		<div>
-		An array of [page:Curve]s used to transform and bend the curve using [page:CurvePath.getWrapPoints].
-		</div>
+		<div>The array of [page:Curve Curves].</div>
 
 		<h3>[property:boolean autoClose]</h3>
-		<div>
-		Whether or not to automatically close the path.
-		</div>
+		<div>Whether or not to automatically close the path.</div>
 
-		<h2>Methods</h2>
 
 
-		<h3>[method:Array getWrapPoints]( [page:Array vertices], [page:Curve curve] )</h3>
-		<div>
-		vertices -- An array of [page:Vector2]s to modify<br />
-		curve -- An array of 2d [page:Curve]s
-		</div>
-		<div>
-		Modifies the array of vertices by warping it by the curve. The curve parameter also accepts objects with similar
-		interfaces such as [page:CurvePath], [page:Path], [page:SplineCurve], etc. Returns the original vertices after
-		modification.
-		</div>
 
-		<h3>[method:null addWrapPath]( [page:Curve curve] )</h3>
-		<div>
-		curve -- A [page:Curve] or object with a similar interface.
-		</div>
-		<div>
-		Pushes a curve onto the bends array.
-		</div>
+
+		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common methods.</div>
+
+		<h3>[method:null add]( [page:Curve curve] )</h3>
+		<div>Add a curve to the [page:.curves] array.</div>
+
+		<h3>[method:null closePath]()</h3>
+		<div>Adds a [page:LineCurve lineCurve] to close the path.</div>
 
 		<h3>[method:Geometry createGeometry]( [page:Vector3 points] )</h3>
 		<div>
-		points -- An array of [page:Vector3]s
-		</div>
-		<div>
+		points -- An array of [page:Vector3 Vector3s]<br /><br />
+
 		Creates a geometry from points
 		</div>
 
 		<h3>[method:Geometry createPointsGeometry]( [page:Integer divisions] )</h3>
 		<div>
-		divisions -- How many segments to create with [page:Vector3]s. Defaults to 12.
-		</div>
-		<div>
-		Creates a [page:Geometry] object comprised of [page:Vector3]s
-		</div>
+		divisions -- How many segments to create. Defaults to *12*.<br /><br />
 
-		<h3>[method:Geometry createSpacedPointsGeometry]( [page:Integer divisions] )</h3>
-		<div>
-		divisions -- How many segments to create with [page:Vector3]s. Defaults to 12.
+		Creates a [page:Geometry] object comprised of [page:Vector3 Vector3s], for example
+		to be used with [page:Line] or [page:Points]. Uses [page:Curve.getPoints]() for the division.
 		</div>
-		<div>
-		Creates a [page:Geometry] object comprised of [page:Vector3]s that are equidistant.
-		</div>
-
 
-		<h3>[method:null add]( [page:Curve curve] )</h3>
-		<div>
-		curve -- The [page:Curve curve] to add
-		</div>
+		<h3>[method:Geometry createSpacedPointsGeometry]( [page:Integer divisions] )</h3>
 		<div>
-		Pushes a curve onto the curves array.
-		</div>
+		divisions -- How many segments to create. Defaults to *12*.<br /><br />
 
-		<h3>[method:null closePath]()</h3>
-		<div>
-		Adds a curve to close the path.
-		</div>
-
-		<h3>[method:Object getBoundingBox]()</h3>
-		<div>
-		Returns an object with the keys minX, minY, maxX, maxY, (if 3d: maxZ, minZ)
+		Creates a [page:Geometry] object comprised of [page:Vector3]s that are equidistant, for example
+		to be used with [page:Line] or [page:Points].	Uses [page:Curve.getSpacedPoints]() for the division.
 		</div>
 
 		<h3>[method:Float getCurveLengths]()</h3>
-		<div>
-		Adds together the length of the curves
-		</div>
+		<div>Adds together the lengths of the curves in the [page:.curves] array.</div>
 
-		<h3>[method:Array getTransformedPoints]( [page:Integer segments], [page:Array bends] )</h3>
-		<div>
-		segments -- The number of segments to create using the getPoints()<br />
-		bends -- (optional) An array of [page:Curve]s used to transform the points. Defaults to this.bends if blank.
-		</div>
-		<div>
-		Uses this CurvePath to generate a series of points transformed by the curves in the bends array. Returns an
-		array of [page:Vector2]s.
-		</div>
-
-		<h3>[method:Array getTransformedSpacedPoints]( [page:Integer segments], [page:Array bends] )</h3>
-		<div>
-		segments -- The number of segments to create using the getPoints()<br />
-		bends -- (optional) Defaults to this.bends if blank. An array of [page:Curve]s used to transform the points.
-		</div>
-		<div>
-		Uses this CurvePath to generate a series equidistant points that are then transformed by the curves in the bends.
-	    Returns an array of [page:Vector2]s.
-		</div>
 
 		<h2>Source</h2>
 

+ 26 - 3
docs/api/extras/core/Font.html

@@ -11,9 +11,9 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		Create a set of [page:Shape Shape]s representing a font loaded in JSON format.<br /><br />
+		Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
 
-		Used internally by the [page:FontLoader].
+		This is used internally by the [page:FontLoader].
 		</div>
 
 		<h2>Constructor</h2>
@@ -22,7 +22,30 @@
 		<div>
 		data -- JSON data representing the font.<br /><br />
 
-		This constructor creates a new [name], which is an array of [page:Shape Shape]s.
+		This constructor creates a new [name], which is an array of [page:Shape Shapes].
+		</div>
+
+		<h2>Properties</h2>
+
+		<h3>[property:array data]</h3>
+		<div>The JSON data passed in the constructor.</div>
+
+		<h3>[property:Boolean isFont]</h3>
+		<div>
+			Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally by the renderer for optimisation.
+		</div>
+
+		<h2>Methods</h2>
+
+		<h3>[method:null generateShapes]( [page:String text], [page:Float size], [page:Integer divisions] )</h3>
+		<div>
+			[page:String text] -- string of text.<br />
+			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
+			[page:Integer divisions] -- (optional) fineness of the [page:Shape Shapes]. Default is *5*.<br />
+
+			Creates an array of [page:Shape Shapes] representing the text in the font.
 		</div>
 
 		<h2>Source</h2>

+ 81 - 66
docs/api/extras/core/Path.html

@@ -13,111 +13,126 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		A 2d path representation, comprising of points, lines, and cubes, similar to the html5 2d canvas api.
+		A 2d path representation, comprising of points, lines, and cubes, similar to the 2D Canvas API.
 		It extends [page:CurvePath].
 		</div>
 
+		<h2>Example</h2>
+
+		<code>
+var v1 = new THREE.Vector3();
+var v2 = new THREE.Vector3(1, 45, 6);
+var v3 = new THREE.Vector3(34, 34, 676);
+
+var vectors = [v1, v2, v3];
+
+var path = new THREE.Path(vectors);
+		</code>
+
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [page:Array points] )</h3>
 		<div>
-		points -- array of Vector2
-		</div>
-		<div>
-		Creates a Path from the points. The first vector defines the offset. After that the lines get defined.
+		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+
+		Creates a Path from the points. The first point defines the offset, then successive points
+		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+
+		If no points are specified, an empty path is created and the [page:.currentPoint] is set to
+		the origin.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:CurvePath] class for common properties.</div>
 
+		<h3>[property:array currentPoint]</h3>
+		<div>The current offset of the path. Any new [page:Curve] added will start here.</div>
 
-		<h3>[property:array actions]</h3>
-		<div>
-		The possible actions that define the path.
-		</div>
 
 		<h2>Methods</h2>
+		<div>See the base [page:CurvePath] class for common methods.</div>
 
-		<h3>[method:null fromPoints]( [page:Array vector2s] )</h3>
+		<h3>[method:null absarc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
 		<div>
-		Adds to the Path from the points. The first vector defines the offset. After that the lines get defined.
+			x, y -- The absolute center of the arc.<br />
+			radius -- The radius of the arc.<br />
+			startAngle -- The start angle in radians.<br />
+			endAngle -- The end angle in radians.<br />
+			clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
+
+			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</div>
 
-		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
-		<div>This moves the offset to x and y</div>
+		<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
+		<div>
+			x, y -- The absolute center of the ellipse.<br />
+			xRadius -- The radius of the ellipse in the x axis.<br />
+			yRadius -- The radius of the ellipse in the y axis.<br />
+			startAngle -- The start angle in radians.<br />
+			endAngle -- The end angle in radians.<br />
+			clockwise -- Sweep the ellipse clockwise. Defaults to false.<br />
+			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0.<br /><br />
+
+			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
+		</div>
 
-		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
-		<div>This creates a line from the offset to X and Y and updates the offset to X and Y.</div>
+		<h3>[method:null arc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
+		<div>
+		x, y -- The center of the arc offset from the last call.<br />
+		radius -- The radius of the arc.<br />
+		startAngle -- The start angle in radians.<br />
+		endAngle -- The end angle in radians.<br />
+		clockwise -- Sweep the arc clockwise. Defaults to *false*.<br /><br />
 
-		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
-		<div>This creates a quadratic curve from the offset to x and y with cpX and cpY as control point and updates the offset to x and y.</div>
+		Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
+		</div>
 
-		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
-		<div>This creates a bezier curve from the last offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the offset to x and y.</div>
 
-		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
-		<div>points - An array of [page:Vector2]s</div>
-		<div>Connects a new [page:SplineCurve] onto the path.</div>
+		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
+		<div>This creates a bezier curve from [page:.currentPoint] with cp1X, cp1Y and cp1X, cp1Y as control points and updates [page:.currentPoint] to x and y.</div>
 
-		<h3>[method:null arc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
+		<h3>[method:null fromPoints]( [page:Array vector2s] )</h3>
 		<div>
-		x, y -- The center of the arc offset from the last call
-		radius -- The radius of the arc
-		startAngle -- The start angle in radians
-		endAngle -- The end angle in radians
-		clockwise -- Sweep the arc clockwise. Defaults to false
-		</div>
-		<div>Draw an arc offset from the last call</div>
+			points --  array of [page:Vector2 Vector2s].<br /><br />
 
-		<h3>[method:null absarc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
-		<div>
-		x, y -- The absolute center of the arc
-		radius -- The radius of the arc
-		startAngle -- The start angle in radians
-		endAngle -- The end angle in radians
-		clockwise -- Sweep the arc clockwise. Defaults to false
+			Adds to the from the points. Points	are added to the [page:CurvePath.curves curves]
+			array as [page:LineCurve LineCurves].
 		</div>
-		<div>Draw an arc absolutely positioned</div>
 
 		<h3>[method:null ellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
 		<div>
-		x, y -- The center of the ellipse offset from the last call
-		xRadius -- The radius of the ellipse in the x axis
-		yRadius -- The radius of the ellipse in the y axis
-		startAngle -- The start angle in radians
-		endAngle -- The end angle in radians
-		clockwise -- Sweep the ellipse clockwise. Defaults to false
-		rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0
+			x, y -- The center of the ellipse offset from the last call.<br />
+			xRadius -- The radius of the ellipse in the x axis.<br />
+			yRadius -- The radius of the ellipse in the y axis.<br />
+			startAngle -- The start angle in radians.<br />
+			endAngle -- The end angle in radians.<br />
+			clockwise -- Sweep the ellipse clockwise. Defaults to *false*.<br />
+			rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to *0*.<br /><br />
+
+			Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
 		</div>
-		<div>Draw an ellipse offset from the last call</div>
 
-		<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
-		<div>
-		x, y -- The absolute center of the ellipse
-		xRadius -- The radius of the ellipse in the x axis
-		yRadius -- The radius of the ellipse in the y axis
-		startAngle -- The start angle in radians
-		endAngle -- The end angle in radians
-		clockwise -- Sweep the ellipse clockwise. Defaults to false
-		rotation -- The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. Optional, defaults to 0
-		</div>
-		<div>Draw an ellipse absolutely positioned</div>
+		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
+		<div>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</div>
 
-		<h3>[method:Array toShapes]( [page:Boolean isCCW], [page:Boolean noHoles] )</h3>
-		<div>
-		isCCW -- Changes how solids and holes are generated<br/>
-		noHoles -- Whether or not to generate holes
-		</div>
+
+		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
+		<div>Move the [page:.currentPoint] to x, y.</div>
+
+
+		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
+		<div>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</div>
+
+		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
 		<div>
-		Converts the Path into an array of Shapes. By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). If isCCW is set to true,
-		then those are flipped. If the paramater noHoles is set to true then all paths are set as solid shapes and isCCW is ignored.
-		<br/>
+			points - An array of [page:Vector2 Vector2s]<br /><br />
 
+			Connects a new [page:SplineCurve] onto the path.
 		</div>
 
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 15 - 49
docs/api/extras/core/Shape.html

@@ -52,71 +52,37 @@
 
 
 		<h2>Properties</h2>
-
+		<div>See the base [page:Path] class for common properties.</div>
 
 		<h3>[property:array holes]</h3>
-		<div>
-		An array of [page:Path paths] that define the holes in the shape.
-		</div>
+		<div>An array of [page:Path paths] that define the holes in the shape.</div>
 
 		<h2>Methods</h2>
-
-
-		<h3>[method:ShapeGeometry makeGeometry]( [page:Object options] )</h3>
-		<div>
-		options -- This is passed as the second argument to [page:ShapeGeometry ShapeGeometry]
-		</div>
-		<div>
-		Convenience method to return ShapeGeometry
-		</div>
+		<div>See the base [page:Path] class for common methods.</div>
 
 		<h3>[method:Array extractAllPoints]( [page:Integer divisions] )</h3>
 		<div>
-		divisions -- The number of divisions to create on the shape
-		</div>
-		<div>
-		Get points of shape and holes (keypoints based on segments parameter)
-		</div>
+		divisions -- The fineness of the result.<br /><br />
 
-		<h3>[method:ExtrudeGeometry extrude]( [page:Object options] )</h3>
-		<div>
-		options -- This is passed as the second argument to [page:ExtrudeGeometry ExtrudeGeometry]
-		</div>
-		<div>
-		Convenience method to return ExtrudeGeometry
+		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
+		<code>
+{
+	shape
+	holes
+}
+		</code>
+		where shape and holes are arrays of [page:Vector2 Vector2s].
 		</div>
 
 		<h3>[method:Object extractPoints]( [page:Integer divisions] )</h3>
-		<div>
-		divisions -- The number of divisions to create on the shape
-		</div>
-		<div>
-		Returns an object with a *shape* and *holes* property that each reference an array of [page:Vector2 Vector2s].
-		</div>
+		<div>This is identical to [page:.extractAllPoints].</div>
 
-		<h3>[method:Object extractAllSpacedPoints]( [page:Integer divisions] )</h3>
-		<div>
-		divisions -- The number of divisions to create on the shape
-		</div>
-		<div>
-		Returns an object with a *shape* and *holes* property that each reference an array of [page:Vector2 Vector2s]. The
-		points will all be equally spaced along the shape.
-		</div>
 
 		<h3>[method:Array getPointsHoles]( [page:Integer divisions] )</h3>
 		<div>
-		divisions -- The number of divisions to create on the shape
-		</div>
-		<div>
-		Get an array of [page Vector2 Vector2s] that represent the holes in the shape.
-		</div>
+		divisions -- The fineness of the result.<br /><br />
 
-		<h3>[method:Array getSpacedPointsHoles]( [page:Integer divisions] )</h3>
-		<div>
-		divisions -- The number of divisions to create on the shape
-		</div>
-		<div>
-		Get an array of equally spaced [page Vector2 Vector2s] that represent the holes in the shape.
+		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
 		</div>
 
 		<h2>Source</h2>

+ 21 - 10
docs/api/extras/curves/CatmullRomCurve3.html

@@ -12,7 +12,8 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Create a smooth 3d spline curve from a series of points using the Catmull-Rom algorithm</div>
+		<div class="desc">Create a smooth 3d spline curve from a series of points using the
+			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</div>
 
 		<h2>Example</h2>
 
@@ -30,6 +31,9 @@ var geometry = new THREE.Geometry();
 geometry.vertices = curve.getPoints( 50 );
 
 var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+// Create the final object to add to the scene
+var curveObject = new THREE.Line( geometry, material );
 </code>
 
 		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
@@ -37,23 +41,30 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [page:Array points] )</h3>
 		<div>points – An array of [page:Vector3] points</div>
 
+
+
+
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
 		<h3>[property:Array points]</h3>
-		
-		<h3>[property:Boolean closed] – curve loops back onto itself when true. False by default.</h3>
-		
-		<h3>[property:String type] - possible values are `centripetal` (default), `chordal` and `catmullrom`
-			
-		<h3>[property:float tension] - when type is `catmullrom`, defines catmullrom's tension. Defaults to 0.5
+		<div>The array of array of [page:Vector3] points that define the curve.</div>
 
-		<h2>Methods</h2>
+		<h3>[property:Boolean closed]</h3>
+		<div>The curve will loop back onto itself when this is true. False by default</div>
+
+		<h3>[property:String type]</h3>
+		<div>Possible values are `centripetal` (default), `chordal` and `catmullrom`.</div>
+
+		<h3>[property:float tension]</h3>
+		<div>When [page:.type] is `catmullrom`, defines catmullrom's tension. Defaults is *0.5*.</div>
 
-		<h3>See [page:Curve] for inherited methods</h3>
+
+		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common methods.</div>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 0 - 55
docs/api/extras/curves/ClosedSplineCurve3.html

@@ -1,55 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		[page:Curve] &rarr;
-
-		<h1>[name]</h1>
-
-		<div class="desc">Create a smooth 3d spline curve from a series of points that loops back onto itself. THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3</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>

+ 18 - 12
docs/api/extras/curves/CubicBezierCurve.html

@@ -13,17 +13,19 @@
 		<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>.
+			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>,
+			defined by a start point, endpoint and two control points.
 		</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 )
+	new THREE.Vector2( -10, 0, 0 ),
+	new THREE.Vector2( -5, 15, 0 ),
+	new THREE.Vector2( 20, 15, 0 ),
+	new THREE.Vector2( 10, 0, 0 )
 );
 
 var path = new THREE.Path( curve.getPoints( 50 ) );
@@ -31,7 +33,7 @@ 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
+// Create the final object to add to the scene
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
@@ -40,26 +42,30 @@ var curveObject = new THREE.Line( geometry, material );
 
 		<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/>
+			[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.
 		</div>
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
 		<h3>[property:Vector2 v0]</h3>
+		<div>The starting point.</div>
 
 		<h3>[property:Vector2 v1]</h3>
+		<div>The first control point.</div>
 
 		<h3>[property:Vector2 v2]</h3>
+		<div>The second control point.</div>
 
 		<h3>[property:Vector2 v3]</h3>
+		<div>The ending point.</div>
 
 
 		<h2>Methods</h2>
-
-		<h3>See [page:Curve] for inherited methods</h3>
+		<div>See the base [page:Curve] class for common Methods.</div>
 
 		<h2>Source</h2>
 

+ 18 - 11
docs/api/extras/curves/CubicBezierCurve3.html

@@ -13,7 +13,9 @@
 		<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>.
+			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>,
+			defined by a start point, endpoint and two control points.
 		</div>
 
 		<h2>Example</h2>
@@ -31,7 +33,7 @@ geometry.vertices = curve.getPoints( 50 );
 
 var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-// Create the final Object3d to add to the scene
+// Create the final object to add to the scene
 var curveObject = new THREE.Line( geometry, material );
 
 </code>
@@ -41,26 +43,31 @@ var curveObject = new THREE.Line( geometry, material );
 
 		<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/>
+			[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.
 		</div>
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
-		<h3>[property:Vector3 v0]</h3>
+		<h3>[property:Vector2 v0]</h3>
+		<div>The starting point.</div>
 
-		<h3>[property:Vector3 v1]</h3>
+		<h3>[property:Vector2 v1]</h3>
+		<div>The first control point.</div>
 
-		<h3>[property:Vector3 v2]</h3>
+		<h3>[property:Vector2 v2]</h3>
+		<div>The second control point.</div>
 
-		<h3>[property:Vector3 v3]</h3>
+		<h3>[property:Vector2 v3]</h3>
+		<div>The ending point.</div>
 
 
 		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common Methods.</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]

+ 40 - 16
docs/api/extras/curves/EllipseCurve.html

@@ -12,7 +12,10 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Creates a 2d curve in the shape of an ellipse.</div>
+		<div class="desc">
+			Creates a 2d curve in the shape of an ellipse. Setting the
+			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
+		</div>
 
 		<h2>Example</h2>
 
@@ -22,14 +25,14 @@ var curve = new THREE.EllipseCurve(
 	10, 10,           // xRadius, yRadius
 	0,  2 * Math.PI,  // aStartAngle, aEndAngle
 	false,            // aClockwise
-	0                 // aRotation 
+	0                 // aRotation
 );
 
 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
+// Create the final object to add to the scene
 var ellipse = new THREE.Line( geometry, material );
 </code>
 
@@ -38,33 +41,54 @@ var ellipse = new THREE.Line( geometry, material );
 
 		<h3>[name]( [page:Float aX], [page:Float aY], [page:Float xRadius], [page:Float yRadius], [page:Radians aStartAngle], [page:Radians aEndAngle], [page:Boolean aClockwise], [page:Radians aRotation] )</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/>
-			aRotation – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional)<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.
+			[page:Float aX] – The X center of the ellipse.<br/>
+			[page:Float aY] – The Y center of the ellipse.<br/>
+			[page:Float xRadius] – The radius of the ellipse in the x direction.<br/>
+			[page:Float yRadius] – The radius of the ellipse in the y direction.<br/>
+			[page:Radians aStartAngle] – The start angle of the curve in radians starting from the middle right side.<br/>
+			[page:Radians aEndAngle] – The end angle of the curve in radians starting from the middle right side.<br/>
+			[page:Boolean aClockwise] – Whether the ellipse is drawn clockwise.<br/>
+			[page:Radians aRotation]  – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.<br/><br/>
+
+			<em>Note:</em> 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>
+		<div>See the base [page:Curve] class for common properties.</div>
 
 		<h3>[property:Float aX]</h3>
+		<div>The X center of the ellipse.</div>
+
 		<h3>[property:Float aY]</h3>
+		<div>The Y center of the ellipse.</div>
+
 		<h3>[property:Radians xRadius]</h3>
+		<div>The radius of the ellipse in the x direction.</div>
+
 		<h3>[property:Radians yRadius]</h3>
+		<div>The radius of the ellipse in the y direction.</div>
+
 		<h3>[property:Float aStartAngle]</h3>
+		<div>The start angle of the curve in radians starting from the middle right side.</div>
+
 		<h3>[property:Float aEndAngle]</h3>
+		<div>The end angle of the curve in radians starting from the middle right side.</div>
+
 		<h3>[property:Boolean aClockwise]</h3>
+		<div>Whether the ellipse is drawn clockwise.</div>
+
 		<h3>[property:Float aRotation]</h3>
+		<div>The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.</div>
 
-		<h2>Methods</h2>
+		<h3>[property:Boolean isEllipseCurve]</h3>
+		<div>
+			Used to check whether this or derived classes are ellipses. Default is *true*.<br /><br />
 
-		<h3>See [page:Curve] for inherited methods</h3>
+			You should not change this, as it used internally for optimisation.
+		</div>
+
+		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common methods.</div>
 
 		<h2>Source</h2>
 

+ 15 - 6
docs/api/extras/curves/LineCurve.html

@@ -12,27 +12,36 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A curve representing a 2d line segment</div>
+		<div class="desc">A curve representing a 2d line segment.</div>
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [page:Vector2 v1], [page:Vector2 v2] )</h3>
 		<div>
-			v1 – The start point<br/>
-			v2 - The end point
+			[page:Vector2 v1] – The start point.<br/>
+			[page:Vector2 v2] - The end point.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
+
+		<h3>[property:Boolean isLineCurve]</h3>
+		<div>
+			Used to check whether this or derived classes are LineCurves. Default is *true*.<br /><br />
+
+			You should not change this, as it used internally for optimisation.
+		</div>
 
 		<h3>[property:Vector2 v1]</h3>
-		<h3>[property:Vector2 v2]</h3>
+		<div>The start point.</div>
 
+		<h3>[property:Vector2 v2]</h3>
+		<div>The end point</div>
 
 		<h2>Methods</h2>
-
-		<h3>See [page:Curve] for inherited methods</h3>
+		<div>See the base [page:Curve] class for common methods.</div>
 
 
 		<h2>Source</h2>

+ 8 - 6
docs/api/extras/curves/LineCurve3.html

@@ -12,27 +12,29 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A curve representing a 3d line segment</div>
+		<div class="desc">A curve representing a 3d line segment.</div>
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [page:Vector3 v1], [page:Vector3 v2] )</h3>
 		<div>
-			v1 – The start point<br/>
-			v2 - The end point
+			[page:Vector3 v1] – The start point.<br/>
+			[page:Vector3 v2] - The end point.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
 		<h3>[property:Vector3 v1]</h3>
-		<h3>[property:Vector3 v2]</h3>
+		<div>The start point.</div>
 
+		<h3>[property:Vector3 v2]</h3>
+		<div>The end point.</div>
 
 		<h2>Methods</h2>
-
-		<h3>See [page:Curve] for inherited methods</h3>
+		<div>See the base [page:Curve] class for common methods.</div>
 
 		<h2>Source</h2>
 

+ 15 - 12
docs/api/extras/curves/QuadraticBezierCurve.html

@@ -13,16 +13,18 @@
 		<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>.
+			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>,
+			defined by a startpoint, endpoint and a single control point.
 		</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 )
+	new THREE.Vector2( -10, 0 ),
+	new THREE.Vector2( 20, 15 ),
+	new THREE.Vector2( 10, 0 )
 );
 
 var path = new THREE.Path( curve.getPoints( 50 ) );
@@ -30,7 +32,7 @@ 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
+//Create the final object to add to the scene
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
@@ -39,26 +41,27 @@ var curveObject = new THREE.Line( geometry, material );
 
 		<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/>
+			[page:Vector2 v0] – The startpoint.<br/>
+			[page:Vector2 v1] – The control point.<br/>
+			[page:Vector2 v2] – The endpoint.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
 
 		<h3>[property:Vector2 v0]</h3>
+		<div>The startpoint.</div>
 
 		<h3>[property:Vector2 v1]</h3>
+		<div>The control point.</div>
 
 		<h3>[property:Vector2 v2]</h3>
-
+		<div>The endpoint.</div>
 
 		<h2>Methods</h2>
-
-
-		<h3>See [page:Curve] for inherited methods</h3>
+		<div>See the base [page:Curve] class for common methods.</div>
 
 		<h2>Source</h2>
 

+ 10 - 6
docs/api/extras/curves/QuadraticBezierCurve3.html

@@ -13,7 +13,9 @@
 		<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>.
+			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>,
+			defined by a startpoint, endpoint and a single control point.
 		</div>
 
 		<h2>Example</h2>
@@ -30,7 +32,7 @@ geometry.vertices = curve.getPoints( 50 );
 
 var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-// Create the final Object3d to add to the scene
+// Create the final object to add to the scene
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
@@ -47,18 +49,20 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
+
 
 		<h3>[property:Vector3 v0]</h3>
+		<div>The startpoint.</div>
 
 		<h3>[property:Vector3 v1]</h3>
+		<div>The control point.</div>
 
 		<h3>[property:Vector3 v2]</h3>
-
+		<div>The endpoint.</div>
 
 		<h2>Methods</h2>
-
-
-		<h3>See [page:Curve] for inherited methods</h3>
+		<div>See the base [page:Curve] class for common methods.</div>
 
 		<h2>Source</h2>
 

+ 12 - 4
docs/api/extras/curves/SplineCurve.html

@@ -12,7 +12,10 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Create a smooth 2d spline curve from a series of points</div>
+		<div class="desc">
+		Create a smooth 2d spline curve from a series of points. Internally this uses
+		[page:CurveUtils.interpolate] to create the curve.
+		</div>
 
 		<h2>Example</h2>
 
@@ -31,7 +34,7 @@ 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
+// Create the final object to add to the scene
 var splineObject = new THREE.Line( geometry, material );
 </code>
 
@@ -39,16 +42,21 @@ var splineObject = new THREE.Line( geometry, material );
 
 
 		<h3>[name]( [page:Array points] )</h3>
-		<div>points – An array of [page:Vector2] points</div>
+		<div>points – An array of [page:Vector2] points that define the curve.</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Curve] class for common properties.</div>
 
 		<h3>[property:Array points]</h3>
+		<div>The array of [page:Vector3] points that define the curve.</div>
+
+
 
 		<h2>Methods</h2>
+		<div>See the base [page:Curve] class for common methods.</div>
+
 
-		<h3>See [page:Curve] for inherited methods</h3>
 
 		<h2>Source</h2>
 

+ 14 - 6
docs/api/extras/curves/SplineCurve3.html

@@ -12,11 +12,19 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Create a smooth 3d spline curve from a series of points</div>
+		<div class="desc">
+			Create a smooth 3d spline curve from a series of points. Internally this uses
+		[page:CurveUtils.interpolate] to create the curve.<br /><br />
+
+		Note that this will be deprecated. Please use a [page:CatmullRomCurve3] instead.
+
+	</div>
 
 		<h2>Example</h2>
 
-<code>
+		<div>[example:webgl_geometry_extrude_splines geometry / extrude / splines ] (choose PipeSpline)</div>
+
+		<code>
 //Create a closed bent a sine-like wave
 var curve = new THREE.SplineCurve3( [
 	new THREE.Vector3( -10, 0, 10 ),
@@ -31,18 +39,18 @@ geometry.vertices = curve.getPoints( 50 );
 
 var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
-//Create the final Object3d to add to the scene
+//Create the final object to add to the scene
 var splineObject = new THREE.Line( geometry, material );
-</code>
+	</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>
+		<div>points – An array of [page:Vector3] points that define the curve.</div>
 
 
 		<h2>Properties</h2>

+ 32 - 30
docs/api/extras/helpers/ArrowHelper.html

@@ -12,12 +12,21 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">An 3D arrow Object.</div>
+		<div class="desc">An 3D arrow object for visualizing directions.</div>
 
 
 		<h2>Example</h2>
 
-		<code>var dir = new THREE.Vector3( 1, 0, 0 );
+		<div>[example:webgl_geometries WebGL / geometries]</div>
+		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
+		<div>[example:webgl_shadowmesh WebGL / shadowmesh]</div>
+
+		<code>
+		var dir = new THREE.Vector3( 1, 2, 0 );
+
+		//normalize the direction vector (convert to vector of length 1)
+		dir.normalize();
+
 		var origin = new THREE.Vector3( 0, 0, 0 );
 		var length = 1;
 		var hex = 0xffff00;
@@ -33,59 +42,52 @@
 
 		<h3>[name]([page:Vector3 dir], [page:Vector3 origin], [page:Number length], [page:Number hex], [page:Number headLength], [page:Number headWidth] )</h3>
 		<div>
-		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
+		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
+		[page:Vector3 origin] -- Point at which the arrow starts.<br />
+		[page:Number length] -- length of the arrow. Default is *1*.<br />
+		[page:Number hex] -- hexadecimal value to define color. Default is 0xffff00.<br />
+		[page:Number headLength] -- The length of the head of the arrow. Default is 0.2 * length.<br />
+		[page:Number headWidth] -- The length of the width of the arrow. Default is 0.2 * headLength.
 		</div>
-		<div>
-		This creates an arrow starting in origin in the direction dir for a certain length. It is also possible to change color.
-		</div>
-
 
 		<h2>Properties</h2>
-
+		<div>See the base [page:Object3D] class for common properties.</div>
 
 
 		<h3>[property:Line line]</h3>
-		<div>
-		Contains the line part of the arrowHelper.
-		</div>
+		<div>Contains the line part of the arrowHelper.</div>
 
 		<h3>[property:Mesh cone]</h3>
-		<div>
-		Contains the cone part of the arrowHelper.
-		</div>
+		<div>Contains the cone part of the arrowHelper.</div>
+
+
+
 
 		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common methods.</div>
 
 
 
 		<h3>[method:null setColor]([page:Number hex])</h3>
 		<div>
-		hex -- The hexadicmal value of the color
-		</div>
-		<div>
+		hex -- The hexadicmal value of the color.<br /><br />
+
 		Sets the color of the arrowHelper.
 		</div>
 
 		<h3>[method:null setLength]([page:Number length], [page:Number headLength], [page:Number headWidth])</h3>
 		<div>
-		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>
+		length -- The desired length.<br />
+		headLength -- The length of the head of the arrow.<br />
+		headWidth -- The length of the width of the arrow.<br /><br />
+
 		Sets the length of the arrowhelper.
 		</div>
 
 		<h3>[method:null setDirection]([page:Vector3 dir])</h3>
 		<div>
-		dir -- The desired direction. Must be a unit vector.
-		</div>
-		<div>
+		dir -- The desired direction. Must be a unit vector.<br /><br />
+
 		Sets the direction of the arrowhelper.
 		</div>
 

+ 20 - 9
docs/api/extras/helpers/AxisHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 
@@ -18,21 +18,32 @@
 
 		<h2>Example</h2>
 
-                <code>var axisHelper = new THREE.AxisHelper( 5 );
-		scene.add( axisHelper );
-                </code>
+		<div>[example:webgl_geometries WebGL / geometries]</div>
+		<div>[example:webgl_geometries2 WebGL / geometries2]</div>
+		<div>[example:webgl_geometry_convex WebGL / geometry / convex]</div>
+		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]</div>
+
+
+
+		<code>
+var axisHelper = new THREE.AxisHelper( 5 );
+scene.add( axisHelper );
+    </code>
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Number size])</h3>
+		<h3>[name]( [page:Number size] )</h3>
 		<div>
-		size -- Define the size of the line representing the axes.
-		</div>
-		<div>
-		Creates an axisHelper with lines of length size.
+		[page:Number size] -- (optional )size of the lines representing the axes. Default is *1*.
 		</div>
 
+		<h2>Properties</h2>
+		<div>See the base [page:LineSegments] class for common properties.</div>
+
+		<h2>Methods</h2>
+		<div>See the base [page:LineSegments] class for common methods.</div>
+
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 13 - 16
docs/api/extras/helpers/BoundingBoxHelper.html

@@ -27,42 +27,39 @@
 		bbox.update();
 		scene.add( bbox );
 		</code>
-		<div>Note that this helper will create a wireframe [page:Mesh] object with a [page:BoxGeometry]; the resulting bounding box object will therefore have face diagonals. You may want to use [page:BoxHelper], which generates a [page:Line] object without face diagonals.</div>
+		<div>
+			Note that this helper will create a wireframe [page:Mesh] object with a [page:BoxGeometry];
+			the resulting bounding box object will therefore have face diagonals. You may want to
+			use [page:BoxHelper], which generates a [page:LineSegments] object without face diagonals.
+		</div>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Object3D object], [page:Number hex])</h3>
+		<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.
+		[page:Object3D object] -- Object3D -- the object3D to show the world-axis-aligned boundingbox.<br />
+		[page:Number hex] -- hexadecimal value that defines the box's color. Default is 0x888888.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Mesh] class for common properties.</div>
 
 
 
 		<h3>[property:Object3D object]</h3>
-		<div>
-		Contains the object3D to show the world-axis-aligned boundingbox.
-		</div>
+		<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>
+		<div>Contains the bounding box of the object.</div>
 
 		<h2>Methods</h2>
+		<div>See the base [page:LineSegments] class for common methods.</div>
 
 		<h3>[method:null update]()</h3>
-		<div>
-		Updates the BoundingBoxHelper based on the object property.
-		</div>
+		<div>Updates the BoundingBoxHelper based on the object property.</div>
 
 
 		<h2>Source</h2>

+ 26 - 9
docs/api/extras/helpers/BoxHelper.html

@@ -8,40 +8,57 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 
-		<div class="desc">Helper object to show a wireframe box (with no face diagonals) around an object</div>
+		<div class="desc">
+			Helper object to show the world-axis-aligned bounding box around an object.
+
+			Note that the object must have a [page:Geometry] or [page:BufferGeometry] for this to work,
+			so it won't work with [page:Sprite Sprites].
+		</div>
 
 
 		<h2>Example</h2>
 
-		<code>var sphere = new THREE.SphereGeometry();
+		<div>[example:webgl_helpers WebGL / helpers]</div>
+		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
+		<div>[example:webgl_buffergeometry_drawcalls advanced / buffergeometry / drawcalls]</div>
+
+
+		<code>
+		var sphere = new THREE.SphereGeometry();
 		var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
-		var box = new THREE.BoxHelper( object );
+		var box = new THREE.BoxHelper( object, 0xffff00 );
 		scene.add( box );
 		</code>
 
 
 		<h2>Constructor</h2>
 
+
 		<h3>[name]( [page:Object3D object], [page:Color color] )</h3>
 		<div>
-		object -- Object3D -- the object3D to show the world-axis-aligned boundingbox.<br />
-		color -- The color of the helper. This can be a [page:Color], a hexadecimal value and an CSS-Color name. Default is 0xffff00
+		[page:Object3D object]  -- the object3D to show the world-axis-aligned boundingbox.<br />
+		[page:Color color] --  (optional) hexadecimal value that defines the box's color. Default is 0xffff00.<br /><br />
+
+		Creates a new wireframe box that bounds the passed object. Internally this uses [page:Box3.setFromObject]
+		to calculate the dimensions. Note that this includes any children.
 		</div>
-		<div>Creates a new wireframe box matching the size of the passed box.</div>
 
 		<h2>Properties</h2>
+		<div>See the base [page:LineSegments] class for common properties.</div>
 
-		<div>(none)</div>
 
 		<h2>Methods</h2>
+		<div>See the base [page:LineSegments] class for common methods.</div>
 
 		<h3>[method:null update]( [page:Object3D object] )</h3>
 		<div>
-		Updates the helper's geometry to match the dimensions of the [page:Geometry.boundingBox bounding box] of the passed object's geometry.
+			Updates the helper's geometry to match the dimensions of the
+		 	of the passed object, including any children. See [page:Box3.setFromObject].
+		</div>
 
 		<h2>Source</h2>
 

+ 37 - 15
docs/api/extras/helpers/CameraHelper.html

@@ -8,48 +8,70 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 
 		<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.
+		This helps with visualizing what a camera contains in its frustum.<br />
+		It visualizes the frustum of a camera using a [page:LineSegments].
 		</div>
 
+		<h2>Example</h2>
+
+		<div>[example:webgl_camera WebGL / camera]</div>
+		<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
+
+		<code>
+var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
+
+var helper = new THREE.CameraHelper( cameraPerspective );
+scene.add( helper );
+		</code>
+
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:Camera camera])</h3>
-		<div>
-		camera -- The camera to visualize.
-		</div>
+		<h3>[name]( [page:Camera camera] )</h3>
 		<div>
+		[page:Camera camera] -- The camera to visualize.<br /><br />
+
 		This create a new [Name] for the specified camera.
 		</div>
 
 
+
 		<h2>Properties</h2>
+		<div>See the base [page:LineSegments] class for common properties.</div>
 
 
-		<h3>[property:object pointMap]</h3>
-		<div>
-		This contains the points to viualize the cameraHelper
-		</div>
 
 		<h3>[property:Camera camera]</h3>
+		<div>The camera being visualized.</div>
+
+		<h3>[property:object pointMap]</h3>
+		<div>This contains the points used to visualize the camera.</div>
+
+		<h3>[property:object matrix]</h3>
+		<div>Reference to the [page:Object3D.matrixWorld camera.matrixWorld].</div>
+
+		<h3>[property:object matrixAutoUpdate]</h3>
 		<div>
-		The camera to visualize.
+			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
+			camera's [page:Object3D.matrixWorld matrixWorld].
 		</div>
 
+
+
+
+
 		<h2>Methods</h2>
+		<div>See the base [page:LineSegments] class for common methods.</div>
 
 
 		<h3>[method:null update]()</h3>
-		<div>
-		Updates the helper based on the projectionMatrix of the camera.
-		</div>
+		<div>Updates the helper based on the projectionMatrix of the camera.</div>
 
 		<h2>Source</h2>
 

+ 35 - 19
docs/api/extras/helpers/DirectionalLightHelper.html

@@ -12,47 +12,63 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Visualize a [page:DirectionalLight]'s effect on the scene</div>
+		<div class="desc">
+			Helper object to assist with visualizing a [page:DirectionalLight]'s effect on the scene.
+
+			This consists of plane and a line representing the light's position and direction.
+		</div>
+
+		<h2>Example</h2>
+
+		<code>
+		var light = new THREE.DirectionalLight( 0xFFFFFF );
+
+		var helper = new THREE.DirectionalLightHelper( light, 5 );
+
+		scene.add( helper );
+		</code>
 
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]([page:DirectionalLight light], [page:Number size])</h3>
-		<div>
-		light -- [page:DirectionalLight] -- Light to visualize <br />
-		size -- dimensions of the plane
-		</div>
+		<h3>[name]( [page:DirectionalLight light], [page:Number size] )</h3>
 		<div>
-		Creates a line and plane to visualize the light's position and direction
+		[page:DirectionalLight light]-- The light to be visualized. <br />
+		[page:Number size] -- (optional) dimensions of the plane. Default is *1*.<br /><br />
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
 
 
 		<h3>[property:Line lightPlane]</h3>
-		<div>
-		Contains the line mesh showing the location of the directional light.
-		</div>
+		<div>Contains the line mesh showing the location of the directional light.</div>
 
 		<h3>[property:DirectionalLight light]</h3>
-		<div>
-		Contains the directionalLight.
-		</div>
+		<div>Reference to the [page:DirectionalLight directionalLight] being visualized.</div>
 
-		<h3>[property:Line targetLine]</h3>
+		<h3>[property:object matrix]</h3>
+		<div>Reference to the light's [page:Object3D.matrixWorld matrixWorld].</div>
+
+		<h3>[property:object matrixAutoUpdate]</h3>
 		<div>
-		Contains the line mesh that shows the direction of the light.
+			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
+			light's [page:Object3D.matrixWorld matrixWorld].
 		</div>
 
+
+
 		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
 
+		<h3>[method:null dispose]()</h3>
+		<div>Dispose of the directionalLightHelper.</div>
 
-		<h3>.[method:null update]()</h3>
-		<div>
-		Updates the helper to match the position and direction of the [page:.light].
-		</div>
+
+		<h3>[method:null update]()</h3>
+		<div>Updates the helper to match the position and direction of the [page:.light directionalLight] being visualized.</div>
 
 		<h2>Source</h2>
 

+ 30 - 12
docs/api/extras/helpers/FaceNormalsHelper.html

@@ -8,47 +8,65 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 
-		<div class="desc">Renders [page:ArrowHelper arrows] to visualize an object's [page:Face3 face] normals. Requires that the object's geometry be an instance of [page:Geometry] (does not work with [page:BufferGeometry]), and that face normals have been specified on all [page:Face3 faces] or calculated with [page:Geometry.computeFaceNormals computeFaceNormals].</div>
+		<div class="desc">
+			Renders [page:ArrowHelper arrows] to visualize an object's [page:Face3 face] normals.
+			Requires  that face normals have been specified on all 	[page:Face3 faces] or calculated with [page:Geometry.computeFaceNormals computeFaceNormals].</div>
+
+			Note that this only works with the objects whose geometry is an instance of [page:Geometry].
+			For [page:BufferGeometry] use a [page:VertexNormalsHelper] instead.
+		<div>
+
 
 		<h2>Example</h2>
 
+		<div>[example:webgl_helpers WebGL / helpers]</div>
+
 		<code>
 		geometry = new THREE.BoxGeometry( 10, 10, 10, 2, 2, 2 );
 		material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
-		object = new THREE.Mesh( geometry, material );
+		box = new THREE.Mesh( geometry, material );
 
-		edges = new THREE.FaceNormalsHelper( object, 2, 0x00ff00, 1 );
+		helper = new THREE.FaceNormalsHelper( box, 2, 0x00ff00, 1 );
 
 		scene.add( object );
-		scene.add( edges );
+		scene.add( helper );
 		</code>
-		[example:webgl_helpers Example using various helpers]
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [page:Object3D object], [page:Number size], [page:Color color], [page:Number linewidth] )</h3>
 		<div>
-		object -- object for which to render face normals<br />
-		size -- size (length) of the arrows<br />
-		color -- color of the arrows<br />
-		linewidth -- width of the arrow lines
+		[page:Object3D object] -- object for which to render face normals.<br />
+		[page:Number size] -- (optional) length of the arrows. Default is *1*.<br />
+		[page:Hex color] -- (optional) hex color of the arrows. Default is *0xffff00*.<br />
+		[page:Number linewidth] -- (optional) width of the arrow lines.  Default is *1*.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:LineSegments] class for common properties.</div>
 
-		<h3>[property:Object3D object]</h3>
+		<h3>[property:object matrixAutoUpdate]</h3>
 		<div>
-		The attached object
+			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
+			objects's [page:Object3D.matrixWorld matrixWorld].
 		</div>
 
+		<h3>[property:Object3D object]</h3>
+		<div>The object for which the face normals are being visualized.</div>
+
+		<h3>[property:Number size]</h3>
+		<div>Length of the arrows. Default is *1*.</div>
+
+
 
 		<h2>Methods</h2>
+		<div>See the base [page:LineSegments] class for common methods.</div>
 
 
 		<h3>[method:null update]()</h3>

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

@@ -18,9 +18,9 @@
 		<h2>Example</h2>
 
 		<code>var size = 10;
-		var step = 1;
+		var divisions = 10;
 
-		var gridHelper = new THREE.GridHelper( size, step );
+		var gridHelper = new THREE.GridHelper( size, divisions );
 		scene.add( gridHelper );
 		</code>
 		[example:webgl_helpers Example using various helpers]
@@ -28,15 +28,15 @@
 
 		<h2>Constructor</h2>
 
-		<h3>[name]( [page:number size], [page:Number step], [page:Color colorCenterLine], [page:Color colorGrid] )</h3>
+		<h3>[name]( [page:number size], [page:Number divisions], [page:Color colorCenterLine], [page:Color colorGrid] )</h3>
 		<div>
 		size -- The size of the grid <br />
-		step -- The size of the step between 2 lines <br />
+		divisions -- The number of divisions across the grid <br />
 		colorCenterLine -- The color of the centerline. This can be a [page:Color], a hexadecimal value and an CSS-Color name. Default is 0x444444 <br />
 		colorGrid -- The color of the lines of the grid. This can be a [page:Color], a hexadecimal value and an CSS-Color name. Default is 0x888888
 		</div>
 		<div>
-		Creates a new [name] of size 'size' and with steps of size 'step'. Colors are optional.
+		Creates a new [name] of size 'size' and divided into 'divisions' segments per side. Colors are optional.
 		</div>
 
 		<h2>Source</h2>

+ 31 - 14
docs/api/extras/helpers/HemisphereLightHelper.html

@@ -12,40 +12,57 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Creates a visual aid for a [page:HemisphereLight HemisphereLight].</div>
+		<div class="desc">
+			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
+		</div>
+
+		<h3>Example</h3>
+
+		<code>
+var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
+
+var helper = new THREE.HemisphereLightHelper( light, 5 );
+
+scene.add( helper );
+		</code>
 
 
 		<h2>Constructor</h2>
 
 		<h3>[name]([page:HemisphereLight light], [page:Number sphereSize])</h3>
 		<div>
-		light -- The HemisphereLight. <br />
-		sphereSize -- The size of the sphere that shows the location.
-		</div>
-		<div>
-		Creates an helper for the hemispherelight.
+		[page:HemisphereLight light] -- The light being visualized. <br />
+		[page:Number sphereSize] -- The size of the sphere used to visualize te light.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
+
+		<h3>[property:HemisphereLight light]</h3>
+		<div>Reference to the HemisphereLight being visualized.</div>
 
 		<h3>[property:Mesh lightSphere]</h3>
-		<div>
-		The sphere mesh that shows the location of the hemispherelight.
-		</div>
+		<div>The sphere mesh that shows the location of the hemispherelight.</div>
 
-		<h3>[property:HemisphereLight light]</h3>
+		<h3>[property:object matrix]</h3>
+		<div>Reference to the hemisphereLight's [page:Object3D.matrixWorld matrixWorld].</div>
+
+		<h3>[property:object matrixAutoUpdate]</h3>
 		<div>
-		Contains the HemisphereLight.
+			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
+			hemisphereLight's [page:Object3D.matrixWorld matrixWorld].
 		</div>
 
 
 		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common methods.</div>
+
+		<h3>[method:null dispose]()</h3>
+		<div>Dispose of the hemisphereLightHelper.</div>
 
 		<h3>[method:null update]()</h3>
-		<div>
-		Updates the helper to match the position and direction of the [page:.light].
-		</div>
+		<div>Updates the helper to match the position and direction of the [page:.light].</div>
 
 
 		<h2>Source</h2>

+ 28 - 10
docs/api/extras/helpers/PointLightHelper.html

@@ -12,12 +12,18 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">This displays a helper object for a [page:PointLight] </div>
+		<div class="desc">
+			This displays a helper object consisting of a spherical [page:Mesh] for visualizing
+			 a [page:PointLight].
+		 </div>
 
 
 		<h2>Example</h2>
 
-		<code>var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
+		[example:webgl_helpers WebGL /  helpers]
+
+		<code>
+		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
 		pointLight.position.set( 10, 10, 10 );
 		scene.add( pointLight );
 
@@ -25,32 +31,44 @@
 		var pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
 		scene.add( pointLightHelper );
 		</code>
-		[example:webgl_helpers Example using various helpers]
+
+
 
 
 		<h2>Constructor</h2>
 
-		<h3>[name]([page:PointLight light], [page:Float sphereSize])</h3>
+		<h3>[name]( [page:PointLight light], [page:Float sphereSize] )</h3>
 		<div>
-		light -- The [page:PointLight] to display. <br />
-		sphereSize -- The size of the sphere helper
+		[page:PointLight light] -- The light to be visualized. <br />
+		 [page:Float sphereSize] -- (optional) The size of the sphere helper. Default is *1*.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Mesh] class for common properties.</div>
 
 		<h3>[property:PointLight light]</h3>
+		<div>The [page:PointLight] that is being visualized.</div>
+
+		<h3>[property:object matrix]</h3>
+		<div>Reference to the pointLight's [page:Object3D.matrixWorld matrixWorld].</div>
+
+		<h3>[property:object matrixAutoUpdate]</h3>
 		<div>
-		The [page:PointLight] that is being represented.
+			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
+			pointLight's [page:Object3D.matrixWorld matrixWorld].
 		</div>
 
 
 		<h2>Methods</h2>
+		<div>See the base [page:Mesh] class for common methods.</div>
+
+		<h3>[method:null dispose]()</h3>
+		<div>Dispose of the pointLightHelper.</div>
+
 
 		<h3>[method:null update]()</h3>
-		<div>
-		Updates the light helper.
-		</div>
+		<div>Updates the helper to match the position of the [page:.light].</div>
 
 		<h2>Source</h2>
 

+ 73 - 0
docs/api/extras/helpers/RectAreaLightHelper.html

@@ -0,0 +1,73 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Object3D] &rarr;
+
+		<h1>[name]</h1>
+
+		<div class="desc">
+			Creates a visual aid for a [page:RectAreaLight].
+		</div>
+
+		<h3>Example</h3>
+
+		<code>
+var light = new THREE.RectAreaLight( 0xffffbb, 1.0, 5, 5 );
+
+var helper = new THREE.RectAreaLightHelper( light );
+
+scene.add( helper );
+		</code>
+
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [page:HemisphereLight light] )</h3>
+		<div>[page:HemisphereLight light] -- The light being visualized.</div>
+
+
+		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
+
+		<h3>[property:HemisphereLight light]</h3>
+		<div>Reference to the RectAreaLight being visualized.</div>
+
+		<h3>[property:Mesh lightMat]</h3>
+		<div>[page:MeshBasicMaterial] used to visualize the light. This be be rendered the same color as the [page:.light]</div>
+
+		<h3>[property:Mesh lightMesh]</h3>
+		<div>[page:Mesh] used to visualize the light. Used to show the front (light-emitting side) of the light.</div>
+
+		<h3>[property:Mesh lightShape]</h3>
+		<div>[page:ShapeGeometry] used to create the mesh's that visualize the light.</div>
+
+		<h3>[property:Mesh lightWireMat]</h3>
+		<div>[page:MeshBasicMaterial] used to visualize the light's outline. This be be rendered the same color as the [page:.light]</div>
+
+		<h3>[property:Mesh lightWireMesh]</h3>
+		<div>[page:Mesh] used to visualize the light's outline. Used to show the back (non light-emitting side) of the light.</div>
+
+
+
+		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common methods.</div>
+
+		<h3>[method:null dispose]()</h3>
+		<div>Dispose of the rectAreaLightHelper.</div>
+
+		<h3>[method:null update]()</h3>
+		<div>Updates the helper to match the position and direction of the [page:.light].</div>
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 1 - 1
docs/api/extras/helpers/SkeletonHelper.html

@@ -46,7 +46,7 @@ scene.add( helper );
 
 		<h3>[property:Array bones]</h3>
 		<div>
-		The list of bones that the helper renders as [page:Line Line]s.
+		The list of bones that the helper renders as [page:Line Lines].
 		</div>
 
 		<h3>[property:Object root]</h3>

+ 18 - 8
docs/api/extras/helpers/SpotLightHelper.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">This displays a cylinder helper object for a [page:SpotLight] </div>
+		<div class="desc">This displays a cone shaped helper object for a [page:SpotLight].</div>
 
 		<h2>Example</h2>
 		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
@@ -36,27 +36,37 @@
 
 
 		<h3>[name]([page:SpotLight light])</h3>
-		<div>
-		light -- The [page:SpotLight] to display
-		</div>
+		<div>light -- The [page:SpotLight] to be visualized.</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:Object3D] class for common properties.</div>
+
+		<h3>[property:LineSegments cone]</h3>
+		<div>[page:LineSegments] used to visualize the light.</div>
 
 
 		<h3>[property:SpotLight light]</h3>
+		<div>Reference to the [page:SpotLight] being visualized.</div>
+
+		<h3>[property:object matrix]</h3>
+		<div>Reference to the spotLight's [page:Object3D.matrixWorld matrixWorld].</div>
+
+		<h3>[property:object matrixAutoUpdate]</h3>
 		<div>
-		The [page:SpotLight]
+			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
+			spotLight's [page:Object3D.matrixWorld matrixWorld].
 		</div>
 
 
 		<h2>Methods</h2>
+		<div>See the base [page:Object3D] class for common methods.</div>
 
+		<h3>[method:null update]()</h3>
+		<div>Disposes of the light helper.</div>
 
 		<h3>[method:null update]()</h3>
-		<div>
-		Updates the light helper.
-		</div>
+		<div>Updates the light helper.</div>
 
 		<h2>Source</h2>
 

+ 33 - 15
docs/api/extras/helpers/VertexNormalsHelper.html

@@ -12,42 +12,60 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">Renders [page:ArrowHelper arrows] to visualize an object's vertex normal vectors. Requires that normals have been specified in a [page:BufferAttribute custom attribute] or have been calculated using [page:Geometry.computeVertexNormals computeVertexNormals]. </div>
+		<div class="desc">
+			Renders [page:ArrowHelper arrows] to visualize an object's vertex normal vectors.
+			Requires that normals have been specified in a [page:BufferAttribute custom attribute] or
+			have been calculated using [page:Geometry.computeVertexNormals computeVertexNormals].<br /><br />
+
+			Unline [page:FaceNormalsHelper], this works with [page:BufferGeometry].
+		</div>
 
 		<h2>Example</h2>
 
+		[example:webgl_helpers WebGL / helpers]
+
 		<code>
-		geometry = new THREE.BoxGeometry( 10, 10, 10, 2, 2, 2 );
-		material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
-		object = new THREE.Mesh( geometry, material );
+		var geometry = new THREE.BoxGeometry( 10, 10, 10, 2, 2, 2 );
+		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
+		var box = new THREE.Mesh( geometry, material );
 
-		edges = new THREE.VertexNormalsHelper( object, 2, 0x00ff00, 1 );
+		var helper = new THREE.VertexNormalsHelper( box, 2, 0x00ff00, 1 );
 
-		scene.add( object );
-		scene.add( edges );
+		scene.add( box );
+		scene.add( helper );
 		</code>
-		[example:webgl_helpers Example using various helpers]
+
 
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( [page:Object3D object], [page:Number size], [page:Color color], [page:Number linewidth] )</h3>
-		<div>object -- object for which to render vertex normals
-		size -- size (length) of the arrows
-		color -- color of the arrows
-		linewidth -- width of the arrow lines
+		<h3>[name]( [page:Object3D object], [page:Number size], [page:Hex color], [page:Number linewidth] )</h3>
+		<div>
+			[page:Object3D object] -- object for which to render vertex normals.<br />
+			[page:Number size] -- (optional) length of the arrows. Default is 1.<br />
+			[page:Hex color] -- hex color of the arrows. Default is 0xff0000.<br />
+			[page:Number linewidth] -- (optional) width of the arrow lines. Default is 1.
 		</div>
 
 
 		<h2>Properties</h2>
+		<div>See the base [page:LineSegments] class for common properties.</div>
 
-		<h3>[property:Object3D object]</h3>
+		<h3>[property:object matrixAutoUpdate]</h3>
 		<div>
-		The attached object
+			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
+			objects's [page:Object3D.matrixWorld matrixWorld].
 		</div>
 
+		<h3>[property:Object3D object]</h3>
+		<div>The object for which the vertex normals are being visualized.</div>
+
+		<h3>[property:Number size]</h3>
+		<div>Length of the arrows. Default is *1*.</div>
+
 
 		<h2>Methods</h2>
+		<div>See the base [page:LineSegments] class for common methods.</div>
 
 
 		<h3>[method:null update]()</h3>

+ 0 - 1
docs/api/extras/objects/MorphBlendMesh.html

@@ -15,7 +15,6 @@
 		<div class="desc">A mesh that can blend together multiple animated morph targets.</div>
 
 		<h2>Example</h2>
-		<div>
 		[example:webgl_morphtargets_md2_control morphtargets / md2 / controll]
 
 

+ 7 - 11
docs/api/materials/ShaderMaterial.html

@@ -45,21 +45,18 @@
 		</code>
 
 		<h3>Vertex shaders and fragment shaders</h3>
-		<p>You can specify two different types of shaders for each material:
+		<p>You can specify two different types of shaders for each material:</p>
 		<ul>
 			<li>The *vertex shader* runs first; it receives *attributes*, calculates/manipulates the position of each individual vertex, and passes additional data (*varying*s) to the fragment shader.</li>
 			<li>The *fragment shader* runs second; it sets the color of each individual "fragment" (pixel) rendered to the screen.</li>
 		</ul>
-		</p>
-		<p>
-		There are three types of variables in shaders: uniforms, attributes, and varyings:
+		<p>There are three types of variables in shaders: uniforms, attributes, and varyings:</p>
 		<ul>
 			<li>*Uniforms* are variables that have the same value for all vertices---lighting, fog, and shadow maps are examples of data that would be stored in uniforms. Uniforms can be accessed by both the vertex shader and the fragment shader.</li>
-			<li>*Attributes* are variables associated with each vertex---for instance, the vertex position, face normal, and vertex color are all examples of data that would be stored in attributes. Attributes can <emph>only</emph> be accessed within the vertex shader.</li>
+			<li>*Attributes* are variables associated with each vertex---for instance, the vertex position, face normal, and vertex color are all examples of data that would be stored in attributes. Attributes can <em>only</em> be accessed within the vertex shader.</li>
 			<li>*Varyings* are variables that are passed from the vertex shader to the fragment shader. For each fragment, the value of each varying will be smoothly interpolated from the values of adjacent vertices.</li>
 		</ul>
-		Note that <emph>within</emph> the shader itself, uniforms and attributes act like constants; you can only modify their values by passing different values to the buffers from your JavaScript code.
-		</p>
+		<p>Note that <em>within</em> the shader itself, uniforms and attributes act like constants; you can only modify their values by passing different values to the buffers from your JavaScript code.</p>
 		<h3>Built-in attributes and uniforms</h3>
 		<p>
 		[page:WebGLRenderer] provides many attributes and uniforms to shaders by default; definitions of these variables are prepended to your *fragmentShader* and *vertexShader* code by [page:WebGLProgram] when the shader is compiled; you don't need to declare them yourself. These variables are described in [page:WebGLProgram].
@@ -72,7 +69,7 @@
 		</p>
 
 		<h3>Custom attributes and uniforms</h3>
-		<p>Both custom attributes and uniforms must be declared in your GLSL shader code (within *vertexShader* and/or *fragmentShader*). Custom uniforms must be defined in <emph>both</emph> the *uniforms* property of your *ShaderMaterial*, whereas any custom attributes must be defined via [page:BufferAttribute] instances. Note that *varying*s only need to be declared within the shader code (not within the material).
+		<p>Both custom attributes and uniforms must be declared in your GLSL shader code (within *vertexShader* and/or *fragmentShader*). Custom uniforms must be defined in <em>both</em> the *uniforms* property of your *ShaderMaterial*, whereas any custom attributes must be defined via [page:BufferAttribute] instances. Note that *varying*s only need to be declared within the shader code (not within the material).
 		</p>
 
 		<p>To declare a custom attribute, please reference the [page:BufferGeometry] page for an overview, and the [page:BufferAttribute] page for a detailed look at the *BufferAttribute* API.</p>
@@ -116,8 +113,7 @@
 			</tbody>
 		</table>
 
-		Note that attribute buffers are <emph>not</emph> refreshed automatically when their values change. To update custom attributes, set the *needsUpdate* flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry] for further details).
-		</p>
+		<p>Note that attribute buffers are <em>not</em> refreshed automatically when their values change. To update custom attributes, set the *needsUpdate* flag to true on the [page:BufferAttribute] of the geometry (see [page:BufferGeometry] for further details).</p>
 
 		<p>
 		To declare a custom [page:Uniform], use the *uniforms* property:
@@ -245,7 +241,7 @@
 
 		<h3>[method:ShaderMaterial clone]() [page:ShaderMaterial this]</h3>
 		<div>
-		Generates a shallow copy of this material. Note that the vertexShader and fragmentShader are copied <emph>by reference</emph>, as are the definitions of the *attributes*; this means that clones of the material will share the same compiled [page:WebGLProgram]. However, the *uniforms* are copied <emph>by value</emph>, which allows you to have different sets of uniforms for different copies of the material.
+		Generates a shallow copy of this material. Note that the vertexShader and fragmentShader are copied <em>by reference</em>, as are the definitions of the *attributes*; this means that clones of the material will share the same compiled [page:WebGLProgram]. However, the *uniforms* are copied <em>by value</em>, which allows you to have different sets of uniforms for different copies of the material.
 		</div>
 
 		<h2>Source</h2>

+ 17 - 17
docs/api/math/Box2.html

@@ -18,7 +18,7 @@
 
 		<h3>[name]( [page:Vector2 min], [page:Vector2 max] )</h3>
 		<div>
-		min -- Lower (x, y) boundary of the box.<br />
+		min -- Lower (x, y) boundary of the box.<br>
 		max -- Upper (x, y) boundary of the box.
 		</div>
 		<div>
@@ -46,7 +46,7 @@
 
 		<h3>[method:Box2 set]( [page:Vector2 min], [page:Vector2 max] ) [page:Box2 this]</h3>
 		<div>
-		min -- Lower (x, y) boundary of the box. <br />
+		min -- Lower (x, y) boundary of the box. <br>
 		max -- Upper (x, y) boundary of the box.
 		</div>
 		<div>
@@ -63,7 +63,7 @@
 
 		<h3>[method:Vector2 clampPoint]( [page:Vector2 point], [page:Vector2 optionalTarget] ) [page:Box2 this]</h3>
 		<div>
-		point -- Position to clamp. <br />
+		point -- Position to clamp. <br>
 		optionalTarget -- If specified, the clamped result will be copied here.
 		</div>
 		<div>
@@ -99,8 +99,8 @@
 		box -- Box that will be unioned with this box.
 		</div>
 		<div>
-		Unions this box with *box* setting the upper bound of this box to the greater of the
-		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
+		Unions this box with *box* setting the upper bound of this box to the greater of the <br>
+		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -119,7 +119,7 @@
 		scalar -- Distance to expand.
 		</div>
 		<div>
-		Expands each dimension of the box by *scalar*. If negative, the dimensions of the box </br>
+		Expands each dimension of the box by *scalar*. If negative, the dimensions of the box <br>
 		will be contracted.
 		</div>
 
@@ -128,8 +128,8 @@
 		box -- Box to intersect with.
 		</div>
 		<div>
-		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser </br>
-		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' </br>
+		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser <br>
+		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -138,7 +138,7 @@
 		box -- Box to test for inclusion.
 		</div>
 		<div>
-		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly,</br>
+		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly, <br>
 		this function also returns true.
 		</div>
 
@@ -147,14 +147,14 @@
 		offset -- Direction and distance of offset.
 		</div>
 		<div>
-		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box </br>
+		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box <br>
 		*offset* units in 2D space.
 		</div>
 
 		<h3>[method:Boolean isEmpty]() [page:Box2 this]</h3>
 		<div>
-		Returns true if this box includes zero points within its bounds.</br>
-		Note that a box with equal lower and upper bounds still includes one point, the
+		Returns true if this box includes zero points within its bounds.<br>
+		Note that a box with equal lower and upper bounds still includes one point, the <br>
 		one both bounds share.
 		</div>
 
@@ -176,8 +176,8 @@
 		vector -- Amount to expand this box in each dimension.
 		</div>
 		<div>
-		Expands this box equilaterally by *vector*. The width of this box will be
-		expanded by the x component of *vector* in both directions. The height of
+		Expands this box equilaterally by *vector*. The width of this box will be <br>
+		expanded by the x component of *vector* in both directions. The height of <br>
 		this box will be expanded by the y component of *vector* in both directions.
 		</div>
 
@@ -207,7 +207,7 @@
 		point -- Point to measure distance to.
 		</div>
 		<div>
-		Returns the distance from any edge of this box to the specified point. </br>
+		Returns the distance from any edge of this box to the specified point. <br>
 		If the point lies inside of this box, the distance will be 0.
 		</div>
 
@@ -221,11 +221,11 @@
 
 		<h3>[method:Box2 setFromCenterAndSize]( [page:Vector2 center], [page:Vector2 size] ) [page:Box2 this]</h3>
 		<div>
-		center -- Desired center position of the box. <br />
+		center -- Desired center position of the box. <br>
 		size -- Desired x and y dimensions of the box.
 		</div>
 		<div>
-		Centers this box on *center* and sets this box's width and height to the values specified
+		Centers this box on *center* and sets this box's width and height to the values specified <br>
 		in *size*.
 		</div>
 

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

@@ -18,7 +18,7 @@
 
 		<h3>[name]( [page:Vector3 min], [page:Vector3 max] )</h3>
 		<div>
-		min -- Lower (x, y, z) boundary of the box.<br />
+		min -- Lower (x, y, z) boundary of the box.<br>
 		max -- Upper (x, y, z) boundary of the box.
 		</div>
 		<div>
@@ -45,7 +45,7 @@
 
 		<h3>[method:Box3 set]( [page:Vector3 min], [page:Vector3 max] ) [page:Box3 this]</h3>
 		<div>
-		min -- Lower (x, y, z) boundary of the box. <br />
+		min -- Lower (x, y, z) boundary of the box. <br>
 		max -- Upper (x, y, z) boundary of the box.
 		</div>
 		<div>
@@ -62,7 +62,7 @@
 
 		<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] ) [page:Box3 this]</h3>
 		<div>
-		point -- Position to clamp. <br />
+		point -- Position to clamp. <br>
 		optionalTarget -- If specified, the clamped result will be copied here.
 		</div>
 		<div>
@@ -106,7 +106,7 @@
 		object -- [page:Object3D] to compute the bounding box for.
 		</div>
 		<div>
-		Computes the world-axis-aligned bounding box of an object (including its children),
+		Computes the world-axis-aligned bounding box of an object (including its children), <br>
 		accounting for both the object's, and childrens', world transforms
 		</div>
 
@@ -125,8 +125,8 @@
 		box -- Box that will be unioned with this box.
 		</div>
 		<div>
-		Unions this box with *box* setting the upper bound of this box to the greater of the
-		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
+		Unions this box with *box* setting the upper bound of this box to the greater of the <br>
+		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -144,8 +144,8 @@
 		box -- Box to intersect with.
 		</div>
 		<div>
-		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser </br>
-		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' </br>
+		Returns the intersection of this and *box*, setting the upper bound of this box to the lesser <br>
+		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes' <br>
 		lower bounds.
 		</div>
 
@@ -154,7 +154,7 @@
 		box -- Box to test for inclusion.
 		</div>
 		<div>
-		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly,</br>
+		Returns true if this box includes the entirety of *box*. If this and *box* overlap exactly,<br>
 		this function also returns true.
 		</div>
 
@@ -171,14 +171,14 @@
 		offset -- Direction and distance of offset.
 		</div>
 		<div>
-		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box </br>
+		Adds *offset* to both the upper and lower bounds of this box, effectively moving this box <br>
 		*offset* units in 3D space.
 		</div>
 
 		<h3>[method:Boolean isEmpty]() [page:Box3 this]</h3>
 		<div>
-		Returns true if this box includes zero points within its bounds.</br>
-		Note that a box with equal lower and upper bounds still includes one point, the
+		Returns true if this box includes zero points within its bounds.<br>
+		Note that a box with equal lower and upper bounds still includes one point, the <br>
 		one both bounds share.
 		</div>
 
@@ -217,10 +217,10 @@
 		vector -- Amount to expand this box in each dimension.
 		</div>
 		<div>
-		Expands this box equilaterally by *vector*. The width of this box will be
-		expanded by the x component of *vector* in both directions. The height of
-		this box will be expanded by the y component of *vector* in both directions.
-		The depth of this box will be expanded by the z component of *vector* in
+		Expands this box equilaterally by *vector*. The width of this box will be <br>
+		expanded by the x component of *vector* in both directions. The height of <br>
+		this box will be expanded by the y component of *vector* in both directions. <br>
+		The depth of this box will be expanded by the z component of *vector* in <br>
 		both directions.
 		</div>
 
@@ -258,17 +258,17 @@
 		point -- Point to measure distance to.
 		</div>
 		<div>
-		Returns the distance from any edge of this box to the specified point. </br>
+		Returns the distance from any edge of this box to the specified point. <br>
 		If the point lies inside of this box, the distance will be 0.
 		</div>
 
 		<h3>[method:Box3 setFromCenterAndSize]( [page:Vector3 center], [page:Vector3 size] ) [page:Box3 this]</h3>
 		<div>
-		center -- Desired center position of the box. <br />
+		center -- Desired center position of the box. <br>
 		size -- Desired x, y and z dimensions of the box.
 		</div>
 		<div>
-		Centers this box on *center* and sets this box's width, height and depth to the values specified
+		Centers this box on *center* and sets this box's width, height and depth to the values specified <br>
 		in *size*.
 		</div>
 

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

@@ -50,7 +50,7 @@
 		nSubDivisions — number of subdivisions between control points. Default is *100*.
 		</div>
 		<div>
-			Returns an object with the two properties. The property .[page:Number total]</strong> contains
+			Returns an object with the two properties. The property .<strong>[page:Number total]</strong> contains
 			the length of the spline when using nSubDivisions. The property .[page:Array chunkLength]
 			contains an array with the total length from the beginning of the spline to the end of that chunk.
 		</div>

+ 0 - 2
docs/api/math/interpolants/CubicInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 0 - 2
docs/api/math/interpolants/DiscreteInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 0 - 2
docs/api/math/interpolants/LinearInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 0 - 2
docs/api/math/interpolants/QuaternionLinearInterpolant.html

@@ -78,8 +78,6 @@ interpolant.evaluate( 0.5 );
 		Evaluate the interpolant at position *t*.
 		</div>
 
-		</div>
-
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 1 - 1
docs/api/renderers/WebGLRenderer.html

@@ -105,7 +105,7 @@
 		<div>
 		The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
 		  from its [page:WebGLRenderer.domElement domElement][page:WebGLRenderer.domElement domElement] by default, using
-			[link:https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]()</a>.<br /><br />
+			[link:https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
 
 		You can create this manually, however it must correspond to the
 		[page:WebGLRenderer.domElement domElement] in order to render to the screen.

+ 1 - 0
docs/api/renderers/webgl/WebGLProgram.html

@@ -55,6 +55,7 @@
 		</div>
 
 		<h3>Vertex shader (conditional):</h3>
+		<div>
 		<code>
 		#ifdef USE_COLOR
 			// vertex color attribute

+ 3 - 3
docs/examples/loaders/PDBLoader.html

@@ -63,7 +63,7 @@
 		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
 		<div>
 		[page:String url] — required. URL to the <em>.pdb</em> file<br />
-		[page:Function onLoad] — Will be called when load completes. The arguments will be an [page:Geometry geometryAtoms], [page:Geometry geometryBonds] and the [page:Object JSON] structure.<br />
+		[page:Function onLoad] — Will be called when load completes. The arguments will be an [page:BufferGeometry geometryAtoms], [page:BufferGeometry geometryBonds] and the [page:Object JSON] structure.<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>
@@ -82,10 +82,10 @@
 		<h3>[method:null createModel]( [page:Object json], [page:Function callback] )</h3>
 		<div>
 		[page:Object json] — The <em>(JSON) pdb</em> structure to parse.<br />
-		[page:Function callback] — Will be called when parse completes, with three arguments: [page:Geometry geometryAtoms], [page:Geometry geometryBonds] and the original [page:Object json].<br />
+		[page:Function callback] — Will be called when parse completes, with three arguments: [page:BufferGeometry geometryAtoms], [page:BufferGeometry geometryBonds] and the original [page:Object json].<br />
 		</div>
 		<div>
-		Parse a <em>(JSON) pdb</em> structure and return two [page:Geometry]: one for atoms, one for bonds.<br />
+		Parse a <em>(JSON) pdb</em> structure and return two [page:BufferGeometry]: one for atoms, one for bonds.<br />
 		</div>
 
 

+ 1 - 1
docs/examples/renderers/CanvasRenderer.html

@@ -64,7 +64,7 @@
     <h3>[property:Object info]</h3>
 
 		<div>
-			An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
+			An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:
 			<ul>
 				<li>render:
 					<ul>

+ 8 - 9
docs/index.html

@@ -226,7 +226,7 @@
 		<script>
 
 			function extractQuery() {
-				var p = window.location.search.indexOf( '?q=' )
+				var p = window.location.search.indexOf( '?q=' );
 				if( p !== -1 ) {
 					return window.location.search.substr( 3 );
 				} 
@@ -284,7 +284,7 @@
 								goTo( s, c, p );
 								e.preventDefault();
 							} )
-						} )( section, category, page[ 0 ] )
+						} )( section, category, page[ 0 ] );
 						a.textContent = page[ 0 ];
 						li.appendChild( a );
 						ul.appendChild( li );
@@ -306,7 +306,7 @@
 
 			}
 
-			panel.appendChild( content )
+			panel.appendChild( content );
 
 			function layoutList() {
 
@@ -315,7 +315,6 @@
 					Array.prototype.slice.apply( el.children ).forEach( function( item ) {
 						if( !item.classList.contains( 'filtered' ) ) {
 							collapsed = false;
-							return;
 						}
 					} );
 					if( collapsed ) {
@@ -344,7 +343,7 @@
 				} else {
 					window.history.replaceState( {} , '', window.location.pathname );
 				}
-				if( selected ) window.location.hash = selected
+				if( selected ) window.location.hash = selected;
 
 				var exp = new RegExp( filterInput.value, 'gi' );
 				for( var j in nameCategoryMap ) {
@@ -387,7 +386,7 @@
 
 					// Resolve links of the form 'Class.member'
 					if(section.indexOf(MEMBER_DELIMITER) !== -1) {
-						parts = section.split(MEMBER_DELIMITER)
+						parts = section.split(MEMBER_DELIMITER);
 						section = parts[0];
 						member = parts[1];
 					}
@@ -401,7 +400,7 @@
 
 				var title = 'three.js - documentation - ' + section + ' - ' + name;
 				var url = encodeUrl(section) + DELIMITER + encodeUrl( category ) + DELIMITER + encodeUrl(name) + (!!member ? MEMBER_DELIMITER + encodeUrl(member) : '');
-				selected = url
+				selected = url;
 
 				window.location.hash = url;
 				window.document.title = title;
@@ -415,7 +414,7 @@
 			function goToHash() {
 
 				var hash = window.location.hash.substring( 1 ).split(DELIMITER);
-				var member = hash[2].split(MEMBER_DELIMITER)
+				var member = hash[2].split(MEMBER_DELIMITER);
 				goTo( decodeUrl(hash[0]), decodeUrl(hash[1]), decodeUrl(member[0]), decodeUrl(member.length > 1 ? member[1] : '') );
 
 			}
@@ -435,7 +434,7 @@
 				'                                         \\/____/\\/_____/'
 			].join('\n'));
 
-			filterInput.value = extractQuery()
+			filterInput.value = extractQuery();
 			updateFilter( )
 
 		</script>

+ 8 - 3
docs/list.js

@@ -63,6 +63,11 @@ var list = {
 			[ "EventDispatcher", "api/core/EventDispatcher" ],
 			[ "Face3", "api/core/Face3" ],
 			[ "Geometry", "api/core/Geometry" ],
+			[ "InstancedBufferAttribute", "api/core/InstancedBufferAttribute" ],
+			[ "InstancedBufferGeometry", "api/core/InstancedBufferGeometry" ],
+			[ "InstancedInterleavedBuffer", "api/core/InstancedInterleavedBuffer" ],
+			[ "InterleavedBuffer", "api/core/InterleavedBuffer" ],
+			[ "InterleavedBufferAttribute", "api/core/InterleavedBufferAttribute" ],
 			[ "Layers", "api/core/Layers" ],
 			[ "Object3D", "api/core/Object3D" ],
 			[ "Raycaster", "api/core/Raycaster" ],
@@ -95,7 +100,6 @@ var list = {
 		"Extras / Curves": [
 			[ "ArcCurve", "api/extras/curves/ArcCurve" ],
 			[ "CatmullRomCurve3", "api/extras/curves/CatmullRomCurve3" ],
-			[ "ClosedSplineCurve3", "api/extras/curves/ClosedSplineCurve3" ],
 			[ "CubicBezierCurve", "api/extras/curves/CubicBezierCurve" ],
 			[ "CubicBezierCurve3", "api/extras/curves/CubicBezierCurve3" ],
 			[ "EllipseCurve", "api/extras/curves/EllipseCurve" ],
@@ -118,6 +122,7 @@ var list = {
 			[ "GridHelper", "api/extras/helpers/GridHelper" ],
 			[ "HemisphereLightHelper", "api/extras/helpers/HemisphereLightHelper" ],
 			[ "PointLightHelper", "api/extras/helpers/PointLightHelper" ],
+			[ "RectAreaLightHelper", "api/extras/helpers/RectAreaLightHelper" ],
 			[ "SkeletonHelper", "api/extras/helpers/SkeletonHelper" ],
 			[ "SpotLightHelper", "api/extras/helpers/SpotLightHelper" ],
 			[ "VertexNormalsHelper", "api/extras/helpers/VertexNormalsHelper" ]
@@ -202,7 +207,7 @@ var list = {
 			[ "Loader", "api/loaders/Loader" ],
 			[ "MaterialLoader", "api/loaders/MaterialLoader" ],
 			[ "ObjectLoader", "api/loaders/ObjectLoader" ],
-			[ "TextureLoader", "api/loaders/TextureLoader" ],
+			[ "TextureLoader", "api/loaders/TextureLoader" ]
 		],
 
 		"Loaders / Managers": [
@@ -349,7 +354,7 @@ var list = {
 			[ "CanvasRenderer", "examples/renderers/CanvasRenderer" ]
 		]
 
-	},
+	}
 
 };
 

+ 3 - 3
docs/manual/introduction/Matrix-transformations.html

@@ -42,13 +42,13 @@
 				object.matrix.setPosition(start_position);
 				object.matrixAutoUpdate = false;
 				</code>
-				Note that *matrixAutoUpdate* <emph>must</emph> be set to *false* in this case, and you should make sure <emph>not</emph> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
+				Note that *matrixAutoUpdate* <em>must</em> be set to *false* in this case, and you should make sure <em>not</em> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
 			</li>
 		</ol>
 
 		<h2>Object and world matrices</h2>
 		<p>
-		An object's [page:Object3D.matrix matrix] stores the object's transformation <emph>relative</emph> to the object's [page:Object3D.parent parent]; to get the object's transformation in <emph>world</emph> coordinates, you must access the object's [page:Object3D.matrixWorld].
+		An object's [page:Object3D.matrix matrix] stores the object's transformation <em>relative</em> to the object's [page:Object3D.parent parent]; to get the object's transformation in <em>world</em> coordinates, you must access the object's [page:Object3D.matrixWorld].
 		</p>
 		<p>
 		When either the parent or the child object's transformation changes, you can request that the child object's [page:Object3D.matrixWorld matrixWorld] be updated by calling [page:Object3D.updateMatrixWorld updateMatrixWorld]().
@@ -56,7 +56,7 @@
 
 		<h2>Rotation and Quaternion</h2>
 		<p>
-		Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <emph>always</emph> stored in the object's [page:Object3D.quaternion quaternion].
+		Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <em>always</em> stored in the object's [page:Object3D.quaternion quaternion].
 		</p>
 		<p>
 		Previous versions of the library included a *useQuaternion* property which, when set to false, would cause the object's [page:Object3D.matrix matrix] to be calculated from an Euler angle. This practice is deprecated---instead, you should use the [page:Object3D.setRotationFromEuler setRotationFromEuler] method, which will update the quaternion.

+ 1 - 1
docs/page.js

@@ -104,7 +104,7 @@ var onDocumentLoad = function ( event ) {
 
 		prettyPrint();
 
-	}
+	};
 
 	document.head.appendChild( prettify );
 

+ 5 - 8
docs/scenes/bones-browser.html

@@ -118,7 +118,7 @@
 
 				return geometry;
 
-			};
+			}
 
 			function createBones ( sizing ) {
 
@@ -140,7 +140,7 @@
 
 				return bones;
 
-			};
+			}
 
 			function createMesh ( geometry, bones ) {
 
@@ -165,7 +165,7 @@
 
 				return mesh;
 
-			};
+			}
 
 			function setupDatGui () {
 
@@ -234,7 +234,7 @@
 				mesh.scale.multiplyScalar( 1 );
 				scene.add( mesh );
 
-			};
+			}
 
 			function render () {
 
@@ -242,9 +242,6 @@
 
 				var time = Date.now() * 0.001;
 
-				var bone = mesh;
-
-
 				//Wiggle the bones
 				if ( state.animateBones ) {
 
@@ -260,7 +257,7 @@
 
 				renderer.render( scene, camera );
 
-			};
+			}
 
 			initScene();
 			render();

+ 1 - 3
docs/scenes/geometry-browser.html

@@ -72,7 +72,7 @@
 			scene.add( lights[ 1 ] );
 			scene.add( lights[ 2 ] );
 
-			var mesh = new THREE.Object3D()
+			var mesh = new THREE.Object3D();
 
 			mesh.add( new THREE.LineSegments(
 
@@ -109,8 +109,6 @@
 
 				requestAnimationFrame( render );
 
-				var time = Date.now() * 0.001;
-
 				if ( ! options.fixed ) {
 
 					mesh.rotation.x += 0.005;

+ 20 - 20
docs/scenes/js/geometry.js

@@ -205,7 +205,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -251,7 +251,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -296,7 +296,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -339,7 +339,7 @@ var guis = {
 			heightSegments : 1,
 			openEnded : false,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -380,7 +380,7 @@ var guis = {
 			radius : 10,
 			segments : 32,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -410,7 +410,7 @@ var guis = {
 			radius : 10,
 			segments : 32,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -438,7 +438,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -464,7 +464,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -490,7 +490,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -516,7 +516,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -551,7 +551,7 @@ var guis = {
 		var data = {
 			segments : 12,
 			phiStart : 0,
-			phiLength : twoPi,
+			phiLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -587,7 +587,7 @@ var guis = {
 		var data = {
 			segments : 12,
 			phiStart : 0,
-			phiLength : twoPi,
+			phiLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -614,7 +614,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -640,7 +640,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -730,7 +730,7 @@ var guis = {
 			thetaSegments : 8,
 			phiSegments : 8,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -764,7 +764,7 @@ var guis = {
 			thetaSegments : 8,
 			phiSegments : 8,
 			thetaStart : 0,
-			thetaLength : twoPi,
+			thetaLength : twoPi
 		};
 
 		function generateGeometry() {
@@ -799,7 +799,7 @@ var guis = {
 			phiStart : 0,
 			phiLength : twoPi,
 			thetaStart : 0,
-			thetaLength : Math.PI,
+			thetaLength : Math.PI
 		};
 
 		function generateGeometry() {
@@ -835,7 +835,7 @@ var guis = {
 			phiStart : 0,
 			phiLength : twoPi,
 			thetaStart : 0,
-			thetaLength : Math.PI,
+			thetaLength : Math.PI
 		};
 
 		function generateGeometry() {
@@ -866,7 +866,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {
@@ -892,7 +892,7 @@ var guis = {
 
 		var data = {
 			radius : 10,
-			detail : 0,
+			detail : 0
 		};
 
 		function generateGeometry() {

+ 4 - 6
docs/scenes/js/material.js

@@ -75,7 +75,7 @@ var constants = {
 
 	}
 
-}
+};
 
 function getObjectsKeys( obj ) {
 
@@ -180,8 +180,6 @@ function generateMorphTargets ( mesh, geometry ) {
 
 	geometry.morphTargets.push( { name: "target1", vertices: vertices } );
 
-	geometry.update
-
 }
 
 function handleColorChange ( color ) {
@@ -214,7 +212,7 @@ function needsUpdate ( material, geometry ) {
 
 	};
 
-};
+}
 
 function updateMorphs ( torus, material ) {
 
@@ -245,7 +243,7 @@ function guiScene ( gui, scene ) {
 	var data = {
 		background : "#000000",
 		"ambient light" : ambientLight.color.getHex()
-	}
+	};
 
 	var color = new THREE.Color();
 	var colorConvert = handleColorChange( color );
@@ -258,7 +256,7 @@ function guiScene ( gui, scene ) {
 
 	} );
 
-	folder.addColor( data, "ambient light" ).onChange( handleColorChange( ambientLight.color ) )
+	folder.addColor( data, "ambient light" ).onChange( handleColorChange( ambientLight.color ) );
 
 	guiSceneFog( folder, scene );
 

+ 29 - 8
examples/css3d_molecules.html

@@ -349,10 +349,22 @@
 					var offset = geometry.center();
 					geometryBonds.translate( offset.x, offset.y, offset.z );
 
-					for ( var i = 0; i < geometry.vertices.length; i ++ ) {
+					var positions = geometry.getAttribute( 'position' );
+					var colors = geometry.getAttribute( 'color' );
+
+					var position = new THREE.Vector3();
+					var color = new THREE.Color();
+
+					for ( var i = 0; i < positions.count; i ++ ) {
+
+						position.x = positions.getX( i );
+						position.y = positions.getY( i );
+						position.z = positions.getZ( i );
+
+						color.r = colors.getX( i );
+						color.g = colors.getY( i );
+						color.b = colors.getZ( i );
 
-						var position = geometry.vertices[ i ];
-						var color = geometry.colors[ i ];
 						var element = geometry.elements[ i ];
 
 						if ( ! colorSpriteMap[ element ] ) {
@@ -368,7 +380,7 @@
 
 						}
 
-						colorSprite = colorSpriteMap[ element ];
+						var colorSprite = colorSpriteMap[ element ];
 
 						var atom = document.createElement( 'img' );
 						atom.src = colorSprite;
@@ -386,10 +398,20 @@
 
 					}
 
-					for ( var i = 0; i < geometryBonds.vertices.length; i += 2 ) {
+					positions = geometryBonds.getAttribute( 'position' );
 
-						var start = geometryBonds.vertices[ i ];
-						var end = geometryBonds.vertices[ i + 1 ];
+					var start = new THREE.Vector3();
+					var end = new THREE.Vector3();
+
+					for ( var i = 0; i < positions.count; i += 2 ) {
+
+						start.x = positions.getX( i );
+						start.y = positions.getY( i );
+						start.z = positions.getZ( i );
+
+						end.x = positions.getX( i + 1 );
+						end.y = positions.getY( i + 1 );
+						end.z = positions.getZ( i + 1 );
 
 						start.multiplyScalar( 75 );
 						end.multiplyScalar( 75 );
@@ -397,7 +419,6 @@
 						tmpVec1.subVectors( end, start );
 						var bondLength = tmpVec1.length() - 50;
 
-
 						//
 
 						var bond = document.createElement( 'div' );

+ 3 - 3
examples/index.html

@@ -244,7 +244,7 @@
 		<script>
 
 		function extractQuery() {
-			var p = window.location.search.indexOf( '?q=' )
+			var p = window.location.search.indexOf( '?q=' );
 			if( p !== -1 ) {
 				return window.location.search.substr( 3 );
 			}
@@ -383,7 +383,7 @@
 			} else {
 				window.history.replaceState( {} , '', window.location.pathname );
 			}
-			if( selected ) window.location.hash = selected
+			if( selected ) window.location.hash = selected;
 
 			var exp = new RegExp( v, 'gi' );
 
@@ -473,7 +473,7 @@
 
 		}
 
-		filterInput.value = extractQuery()
+		filterInput.value = extractQuery();
 		updateFilter( )
 
 		</script>

+ 2 - 3
examples/js/BlendCharacter.js

@@ -39,7 +39,6 @@ THREE.BlendCharacter = function () {
 			scope.material.skinning = true;
 
 			scope.mixer = new THREE.AnimationMixer( scope );
-			scope.mixer = scope.mixer;
 
 			// Create the animations
 			for ( var i = 0; i < scope.geometry.animations.length; ++ i ) {
@@ -129,7 +128,7 @@ THREE.BlendCharacter = function () {
 
 		return this.mixer.clipAction( animName ).getEffectiveWeight();
 
-	}
+	};
 
 	this.pauseAll = function() {
 
@@ -154,7 +153,7 @@ THREE.BlendCharacter = function () {
 
 		this.visible = boolean;
 
-	}
+	};
 
 };
 

+ 3 - 3
examples/js/Encodings.js

@@ -5,7 +5,7 @@
 
 THREE.Encodings = function() {
   if( THREE.toHalf === undefined ) throw new Error("THREE.Encodings is required for HDRCubeMapLoader when loading half data.");
-}
+};
 
 THREE.Encodings.RGBEByteToRGBFloat = function( sourceArray, sourceOffset, destArray, destOffset ) {
   var e = sourceArray[sourceOffset+3];
@@ -14,7 +14,7 @@ THREE.Encodings.RGBEByteToRGBFloat = function( sourceArray, sourceOffset, destAr
   destArray[destOffset+0] = sourceArray[sourceOffset+0] * scale;
   destArray[destOffset+1] = sourceArray[sourceOffset+1] * scale;
   destArray[destOffset+2] = sourceArray[sourceOffset+2] * scale;
-}
+};
 
 THREE.Encodings.RGBEByteToRGBHalf = function( sourceArray, sourceOffset, destArray, destOffset ) {
   var e = sourceArray[sourceOffset+3];
@@ -23,4 +23,4 @@ THREE.Encodings.RGBEByteToRGBHalf = function( sourceArray, sourceOffset, destArr
   destArray[destOffset+0] = THREE.toHalf( sourceArray[sourceOffset+0] * scale );
   destArray[destOffset+1] = THREE.toHalf( sourceArray[sourceOffset+1] * scale );
   destArray[destOffset+2] = THREE.toHalf( sourceArray[sourceOffset+2] * scale );
-}
+};

+ 3 - 3
examples/js/GPUComputationRenderer.js

@@ -258,7 +258,7 @@ function GPUComputationRenderer( sizeX, sizeY, renderer ) {
 
 		materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + " )";
 
-	};
+	}
 	this.addResolutionDefine = addResolutionDefine;
 
 
@@ -277,7 +277,7 @@ function GPUComputationRenderer( sizeX, sizeY, renderer ) {
 		addResolutionDefine( material );
 
 		return material;
-	};
+	}
 	this.createShaderMaterial = createShaderMaterial;
 
 	this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
@@ -367,4 +367,4 @@ function GPUComputationRenderer( sizeX, sizeY, renderer ) {
 
 	}
 
-}
+}

+ 18 - 17
examples/js/GPUParticleSystem.js

@@ -200,7 +200,7 @@ THREE.GPUParticleSystem = function(options) {
 
 	self.random = function() {
 		return ++i >= self.rand.length ? self.rand[i = 1] : self.rand[i];
-	}
+	};
 
 	var textureLoader = new THREE.TextureLoader();
 
@@ -252,7 +252,7 @@ THREE.GPUParticleSystem = function(options) {
 
 		}
 
-	}
+	};
 
 	this.spawnParticle = function(options) {
 
@@ -265,7 +265,7 @@ THREE.GPUParticleSystem = function(options) {
 
 		currentContainer.spawnParticle(options);
 
-	}
+	};
 
 	this.update = function(time) {
 		for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
@@ -277,7 +277,7 @@ THREE.GPUParticleSystem = function(options) {
 
 	this.init();
 
-}
+};
 
 THREE.GPUParticleSystem.prototype = Object.create(THREE.Object3D.prototype);
 THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;
@@ -299,14 +299,14 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
 	THREE.Object3D.apply(this, arguments);
 
 	// construct a couple small arrays used for packing variables into floats etc
-	var UINT8_VIEW = new Uint8Array(4)
-	var FLOAT_VIEW = new Float32Array(UINT8_VIEW.buffer)
+	var UINT8_VIEW = new Uint8Array(4);
+	var FLOAT_VIEW = new Float32Array(UINT8_VIEW.buffer);
 
 	function decodeFloat(x, y, z, w) {
-		UINT8_VIEW[0] = Math.floor(w)
-		UINT8_VIEW[1] = Math.floor(z)
-		UINT8_VIEW[2] = Math.floor(y)
-		UINT8_VIEW[3] = Math.floor(x)
+		UINT8_VIEW[0] = Math.floor(w);
+		UINT8_VIEW[1] = Math.floor(z);
+		UINT8_VIEW[2] = Math.floor(y);
+		UINT8_VIEW[3] = Math.floor(x);
 		return FLOAT_VIEW[0]
 	}
 
@@ -329,7 +329,7 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
 		if (b > 0) b--;
 
 		return [r, g, b];
-	};
+	}
 
 	self.particles = [];
 	self.deadParticles = [];
@@ -366,7 +366,7 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
 	self.particleShaderGeo.addAttribute('particlePositionsStartTime', new THREE.BufferAttribute(self.particlePositionsStartTime, 4).setDynamic(true));
 	self.particleShaderGeo.addAttribute('particleVelColSizeLife', new THREE.BufferAttribute(self.particleVelColSizeLife, 4).setDynamic(true));
 
-	self.posStart = self.particleShaderGeo.getAttribute('particlePositionsStartTime')
+	self.posStart = self.particleShaderGeo.getAttribute('particlePositionsStartTime');
 	self.velCol = self.particleShaderGeo.getAttribute('particleVelColSizeLife');
 
 	self.particleShaderMat = self.GPUParticleSystem.particleShaderMat;
@@ -388,6 +388,7 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
 		lifetime = 0.,
 		size = 0.,
 		sizeRandomness = 0.,
+		smoothPosition = false,
 		i;
 
 	var maxVel = 2;
@@ -409,8 +410,8 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
 		turbulence = options.turbulence !== undefined ? options.turbulence : 1.0;
 		lifetime = options.lifetime !== undefined ? options.lifetime : 5.0;
 		size = options.size !== undefined ? options.size : 10;
-		sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0.0,
-			smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
+		sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0.0;
+		smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
 
 		if (self.DPR !== undefined) size *= self.DPR;
 
@@ -467,7 +468,7 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
 
 		self.particleUpdate = true;
 
-	}
+	};
 
 	this.update = function(time) {
 
@@ -497,11 +498,11 @@ THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
 			self.offset = 0;
 			self.count = 0;
 		}
-	}
+	};
 
 	this.init();
 
-}
+};
 
 THREE.GPUParticleContainer.prototype = Object.create(THREE.Object3D.prototype);
 THREE.GPUParticleContainer.prototype.constructor = THREE.GPUParticleContainer;

+ 3 - 3
examples/js/MarchingCubes.js

@@ -412,7 +412,7 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
 
 		}
 
-	};
+	}
 
 	this.begin = function () {
 
@@ -493,8 +493,8 @@ THREE.MarchingCubes = function ( resolution, material, enableUvs, enableColors )
 
 		for ( z = min_z; z < max_z; z ++ ) {
 
-			z_offset = this.size2 * z,
-			fz = z / this.size - ballz,
+			z_offset = this.size2 * z;
+			fz = z / this.size - ballz;
 			fz2 = fz * fz;
 
 			for ( y = min_y; y < max_y; y ++ ) {

+ 1 - 1
examples/js/Mirror.js

@@ -119,7 +119,7 @@ THREE.Mirror = function ( renderer, camera, options ) {
 	this.renderTarget2 = new THREE.WebGLRenderTarget( width, height, parameters );
 
 	var mirrorShader = THREE.ShaderLib[ "mirror" ];
-	var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
+	var mirrorUniforms = Object.assign( {}, mirrorShader.uniforms );
 
 	this.material = new THREE.ShaderMaterial( {
 

+ 10 - 10
examples/js/Ocean.js

@@ -31,9 +31,9 @@
 	this.geometrySize = optionalParameter( options.GEOMETRY_SIZE, 2000 );
 	this.resolution = optionalParameter( options.RESOLUTION, 64 );
 	this.floatSize = optionalParameter( options.SIZE_OF_FLOAT, 4 );
-	this.windX = optionalParameter( options.INITIAL_WIND[ 0 ], 10.0 ),
-	this.windY = optionalParameter( options.INITIAL_WIND[ 1 ], 10.0 ),
-	this.size = optionalParameter( options.INITIAL_SIZE, 250.0 ),
+	this.windX = optionalParameter( options.INITIAL_WIND[ 0 ], 10.0 );
+	this.windY = optionalParameter( options.INITIAL_WIND[ 1 ], 10.0 );
+	this.size = optionalParameter( options.INITIAL_SIZE, 250.0 );
 	this.choppiness = optionalParameter( options.INITIAL_CHOPPINESS, 1.5 );
 
 	//
@@ -91,7 +91,7 @@
 
 	// 1 - Horizontal wave vertices used for FFT
 	var oceanHorizontalShader = THREE.ShaderLib[ "ocean_subtransform" ];
-	var oceanHorizontalUniforms = THREE.UniformsUtils.clone( oceanHorizontalShader.uniforms );
+	var oceanHorizontalUniforms = Object.assign( {}, oceanHorizontalShader.uniforms );
 	this.materialOceanHorizontal = new THREE.ShaderMaterial( {
 		uniforms: oceanHorizontalUniforms,
 		vertexShader: fullscreeenVertexShader.vertexShader,
@@ -104,7 +104,7 @@
 
 	// 2 - Vertical wave vertices used for FFT
 	var oceanVerticalShader = THREE.ShaderLib[ "ocean_subtransform" ];
-	var oceanVerticalUniforms = THREE.UniformsUtils.clone( oceanVerticalShader.uniforms );
+	var oceanVerticalUniforms = Object.assign( {}, oceanVerticalShader.uniforms );
 	this.materialOceanVertical = new THREE.ShaderMaterial( {
 		uniforms: oceanVerticalUniforms,
 		vertexShader: fullscreeenVertexShader.vertexShader,
@@ -117,7 +117,7 @@
 
 	// 3 - Initial spectrum used to generate height map
 	var initialSpectrumShader = THREE.ShaderLib[ "ocean_initial_spectrum" ];
-	var initialSpectrumUniforms = THREE.UniformsUtils.clone( initialSpectrumShader.uniforms );
+	var initialSpectrumUniforms = Object.assign( {}, initialSpectrumShader.uniforms );
 	this.materialInitialSpectrum = new THREE.ShaderMaterial( {
 		uniforms: initialSpectrumUniforms,
 		vertexShader: fullscreeenVertexShader.vertexShader,
@@ -129,7 +129,7 @@
 
 	// 4 - Phases used to animate heightmap
 	var phaseShader = THREE.ShaderLib[ "ocean_phase" ];
-	var phaseUniforms = THREE.UniformsUtils.clone( phaseShader.uniforms );
+	var phaseUniforms = Object.assign( {}, phaseShader.uniforms );
 	this.materialPhase = new THREE.ShaderMaterial( {
 		uniforms: phaseUniforms,
 		vertexShader: fullscreeenVertexShader.vertexShader,
@@ -140,7 +140,7 @@
 
 	// 5 - Shader used to update spectrum
 	var spectrumShader = THREE.ShaderLib[ "ocean_spectrum" ];
-	var spectrumUniforms = THREE.UniformsUtils.clone( spectrumShader.uniforms );
+	var spectrumUniforms = Object.assign( {}, spectrumShader.uniforms );
 	this.materialSpectrum = new THREE.ShaderMaterial( {
 		uniforms: spectrumUniforms,
 		vertexShader: fullscreeenVertexShader.vertexShader,
@@ -152,7 +152,7 @@
 
 	// 6 - Shader used to update spectrum normals
 	var normalShader = THREE.ShaderLib[ "ocean_normals" ];
-	var normalUniforms = THREE.UniformsUtils.clone( normalShader.uniforms );
+	var normalUniforms = Object.assign( {}, normalShader.uniforms );
 	this.materialNormal = new THREE.ShaderMaterial( {
 		uniforms: normalUniforms,
 		vertexShader: fullscreeenVertexShader.vertexShader,
@@ -164,7 +164,7 @@
 
 	// 7 - Shader used to update normals
 	var oceanShader = THREE.ShaderLib[ "ocean_main" ];
-	var oceanUniforms = THREE.UniformsUtils.clone( oceanShader.uniforms );
+	var oceanUniforms = Object.assign( {}, oceanShader.uniforms );
 	this.materialOcean = new THREE.ShaderMaterial( {
 		uniforms: oceanUniforms,
 		vertexShader: oceanShader.vertexShader,

+ 4 - 4
examples/js/RollerCoaster.js

@@ -265,19 +265,19 @@ var RollerCoasterLiftersGeometry = function ( curve, size ) {
 			var point1 = shape[ j ];
 			var point2 = shape[ ( j + 1 ) % jl ];
 
-			vector1.copy( point1 )
+			vector1.copy( point1 );
 			vector1.applyQuaternion( quaternion );
 			vector1.add( fromPoint );
 
-			vector2.copy( point2 )
+			vector2.copy( point2 );
 			vector2.applyQuaternion( quaternion );
 			vector2.add( fromPoint );
 
-			vector3.copy( point2 )
+			vector3.copy( point2 );
 			vector3.applyQuaternion( quaternion );
 			vector3.add( toPoint );
 
-			vector4.copy( point1 )
+			vector4.copy( point1 );
 			vector4.applyQuaternion( quaternion );
 			vector4.add( toPoint );
 

+ 12 - 12
examples/js/ShaderSkin.js

@@ -22,10 +22,7 @@ THREE.ShaderSkin = {
 
 	'skinSimple' : {
 
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
+		uniforms: Object.assign(
 
 			{
 
@@ -51,9 +48,12 @@ THREE.ShaderSkin = {
 
 				"uWrapRGB": { value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) }
 
-			}
+			},
+
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ]
 
-		] ),
+		),
 
 		fragmentShader: [
 
@@ -305,10 +305,7 @@ THREE.ShaderSkin = {
 
 	'skin' : {
 
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
+		uniforms: Object.assign(
 
 			{
 
@@ -333,9 +330,12 @@ THREE.ShaderSkin = {
 				"uRoughness": 	  		{ value: 0.15 },
 				"uSpecularBrightness": 	{ value: 0.75 }
 
-			}
+			},
+
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ]
 
-		] ),
+		),
 
 		fragmentShader: [
 

+ 6 - 5
examples/js/ShaderTerrain.js

@@ -15,10 +15,8 @@ THREE.ShaderTerrain = {
 
 	'terrain' : {
 
-		uniforms: THREE.UniformsUtils.merge( [
+		uniforms: Object.assign(
 
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
 
 			{
 
@@ -49,9 +47,12 @@ THREE.ShaderTerrain = {
 
 				"uOffset": { value: new THREE.Vector2( 0, 0 ) }
 
-			}
+			},
+
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ]
 
-		] ),
+		),
 
 		fragmentShader: [
 

+ 3 - 3
examples/js/SkyShader.js

@@ -98,7 +98,7 @@ THREE.ShaderLib[ 'sky' ] = {
 			// mie coefficients
 			"vBetaM = totalMie(lambda, turbidity) * mieCoefficient;",
 
-		"}",
+		"}"
 
 	].join( "\n" ),
 
@@ -201,7 +201,7 @@ THREE.ShaderLib[ 'sky' ] = {
 			"gl_FragColor.rgb = retColor;",
 
 			"gl_FragColor.a = 1.0;",
-		"}",
+		"}"
 
 	].join( "\n" )
 
@@ -210,7 +210,7 @@ THREE.ShaderLib[ 'sky' ] = {
 THREE.Sky = function () {
 
 	var skyShader = THREE.ShaderLib[ "sky" ];
-	var skyUniforms = THREE.UniformsUtils.clone( skyShader.uniforms );
+	var skyUniforms = Object.assign( {}, skyShader.uniforms );
 
 	var skyMat = new THREE.ShaderMaterial( {
 		fragmentShader: skyShader.fragmentShader,

+ 2 - 2
examples/js/UCSCharacter.js

@@ -8,8 +8,8 @@ THREE.UCSCharacter = function() {
 
 	this.root = new THREE.Object3D();
 
-	this.numSkins;
-	this.numMorphs;
+	this.numSkins = undefined;
+	this.numMorphs = undefined;
 
 	this.skins = [];
 	this.materials = [];

+ 2 - 3
examples/js/Volume.js

@@ -75,7 +75,6 @@ THREE.Volume = function( xLength, yLength, zLength, type, arrayBuffer ) {
 			case 'uint32' :
 			case 'uint' :
 			case 'unsigned int' :
-			case 'uint32' :
 			case 'uint32_t' :
 				this.data = new Uint32Array( arrayBuffer );
 				break;
@@ -188,7 +187,7 @@ THREE.Volume = function( xLength, yLength, zLength, type, arrayBuffer ) {
 	 * @member {Array} RASDimensions This array holds the dimensions of the volume in the RAS space
 	 */
 
-}
+};
 
 THREE.Volume.prototype = {
 
@@ -445,4 +444,4 @@ THREE.Volume.prototype = {
 
 	}
 
-}
+};

+ 2 - 2
examples/js/VolumeSlice.js

@@ -85,7 +85,7 @@ THREE.VolumeSlice = function( volume, index, axis ) {
 	 */
 
 
-}
+};
 
 THREE.VolumeSlice.prototype = {
 
@@ -214,4 +214,4 @@ THREE.VolumeSlice.prototype = {
 
 	}
 
-}
+};

+ 6 - 5
examples/js/WaterShader.js

@@ -9,8 +9,8 @@
 
 THREE.ShaderLib[ 'water' ] = {
 
-	uniforms: THREE.UniformsUtils.merge( [
-		THREE.UniformsLib[ "fog" ], {
+	uniforms: Object.assign(
+		 {
 			"normalSampler":    { value: null },
 			"mirrorSampler":    { value: null },
 			"alpha":            { value: 1.0 },
@@ -22,8 +22,9 @@ THREE.ShaderLib[ 'water' ] = {
 			"sunDirection":     { value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
 			"eye":              { value: new THREE.Vector3() },
 			"waterColor":       { value: new THREE.Color( 0x555555 ) }
-		}
-	] ),
+		},
+		THREE.UniformsLib[ "fog" ]
+	),
 
 	vertexShader: [
 		'uniform mat4 textureMatrix;',
@@ -169,7 +170,7 @@ THREE.Water = function ( renderer, camera, scene, options ) {
 	this.renderTarget2 = new THREE.WebGLRenderTarget( width, height );
 
 	var mirrorShader = THREE.ShaderLib[ "water" ];
-	var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
+	var mirrorUniforms = Object.assign( {}, mirrorShader.uniforms );
 
 	this.material = new THREE.ShaderMaterial( {
 		fragmentShader: mirrorShader.fragmentShader,

+ 23 - 1
examples/js/animation/CCDIKSolver.js

@@ -69,7 +69,27 @@ THREE.CCDIKSolver.prototype = {
 
 	},
 
-	update: function () {
+	/*
+	 * save the bone matrices before solving IK.
+	 * they're used for generating VMD and VPD.
+	 */
+	_saveOriginalBonesInfo: function () {
+
+		var bones = this.mesh.skeleton.bones;
+
+		for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+			var bone = bones[ i ];
+
+			if ( bone.userData.ik === undefined ) bone.userData.ik = {};
+
+			bone.userData.ik.originalMatrix = bone.matrix.toArray();
+
+		}
+
+	},
+
+	update: function ( saveOriginalBones ) {
 
 		var q = new THREE.Quaternion();
 
@@ -91,6 +111,8 @@ THREE.CCDIKSolver.prototype = {
 
 		this.mesh.updateMatrixWorld( true );
 
+		if ( saveOriginalBones === true ) this._saveOriginalBonesInfo();
+
 		for ( var i = 0, il = iks.length; i < il; i++ ) {
 
 			var ik = iks[ i ];

+ 3 - 3
examples/js/animation/MMDPhysics.js

@@ -634,7 +634,7 @@ THREE.MMDPhysics.ResourceHelper.prototype = {
 		q.setW( w );
 		return q;
 
-	},
+	}
 
 };
 
@@ -678,7 +678,7 @@ THREE.MMDPhysics.RigidBody.prototype = {
 
 			}
 
-		};
+		}
 
 		var helper = this.helper;
 		var params = this.params;
@@ -871,7 +871,7 @@ THREE.MMDPhysics.RigidBody.prototype = {
 
 		thQ.set( q.x(), q.y(), q.z(), q.w() );
 		thQ2.setFromRotationMatrix( this.bone.matrixWorld );
-		thQ2.conjugate()
+		thQ2.conjugate();
 		thQ2.multiply( thQ );
 
 		//this.bone.quaternion.multiply( thQ2 );

+ 1 - 1
examples/js/cameras/CinematicCamera.js

@@ -121,7 +121,7 @@ THREE.CinematicCamera.prototype.initPostProcessing = function () {
 
 		var bokeh_shader = THREE.BokehShader;
 
-		this.postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
+		this.postprocessing.bokeh_uniforms = Object.assign( {}, bokeh_shader.uniforms );
 
 		this.postprocessing.bokeh_uniforms[ "tColor" ].value = this.postprocessing.rtTextureColor.texture;
 		this.postprocessing.bokeh_uniforms[ "tDepth" ].value = this.postprocessing.rtTextureDepth.texture;

+ 1 - 1
examples/js/controls/DragControls.js

@@ -232,4 +232,4 @@ THREE.DragControls = function( _camera, _objects, _domElement ) {
 
 	}
 
-}
+};

+ 3 - 3
examples/js/controls/EditorControls.js

@@ -13,9 +13,9 @@ THREE.EditorControls = function ( object, domElement ) {
 
 	this.enabled = true;
 	this.center = new THREE.Vector3();
-	this.panSpeed = 0.001
-	this.zoomSpeed = 0.001
-	this.rotationSpeed = 0.005
+	this.panSpeed = 0.001;
+	this.zoomSpeed = 0.001;
+	this.rotationSpeed = 0.005;
 
 	// internals
 

+ 1 - 1
examples/js/controls/FirstPersonControls.js

@@ -269,7 +269,7 @@ THREE.FirstPersonControls = function ( object, domElement ) {
 		window.removeEventListener( 'keydown', _onKeyDown, false );
 		window.removeEventListener( 'keyup', _onKeyUp, false );
 
-	}
+	};
 
 	var _onMouseMove = bind( this, this.onMouseMove );
 	var _onMouseDown = bind( this, this.onMouseDown );

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff