Selaa lähdekoodia

Docs: cleanup and typos (#23383)

* Lint some doc files

* Typos fix

* More lint

* Empty commit to trigger event
Shai Daniel Ghelberg 3 vuotta sitten
vanhempi
commit
d89b29826d
100 muutettua tiedostoa jossa 134 lisäystä ja 134 poistoa
  1. 1 1
      docs/api/ar/animation/AnimationUtils.html
  2. 1 1
      docs/api/ar/animation/KeyframeTrack.html
  3. 1 1
      docs/api/ar/audio/AudioAnalyser.html
  4. 1 1
      docs/api/ar/audio/AudioContext.html
  5. 1 1
      docs/api/ar/cameras/Camera.html
  6. 2 2
      docs/api/ar/cameras/CubeCamera.html
  7. 1 1
      docs/api/en/animation/AnimationAction.html
  8. 2 2
      docs/api/en/animation/AnimationUtils.html
  9. 1 1
      docs/api/en/animation/KeyframeTrack.html
  10. 1 1
      docs/api/en/constants/Materials.html
  11. 1 1
      docs/api/en/core/BufferAttribute.html
  12. 1 1
      docs/api/en/core/EventDispatcher.html
  13. 1 1
      docs/api/en/extras/Earcut.html
  14. 1 1
      docs/api/en/extras/ShapeUtils.html
  15. 1 1
      docs/api/en/extras/curves/CatmullRomCurve3.html
  16. 1 1
      docs/api/en/extras/curves/CubicBezierCurve.html
  17. 1 1
      docs/api/en/extras/curves/CubicBezierCurve3.html
  18. 1 1
      docs/api/en/extras/curves/EllipseCurve.html
  19. 1 1
      docs/api/en/extras/curves/QuadraticBezierCurve.html
  20. 1 1
      docs/api/en/extras/curves/QuadraticBezierCurve3.html
  21. 1 1
      docs/api/en/extras/curves/SplineCurve.html
  22. 1 1
      docs/api/en/geometries/CircleGeometry.html
  23. 1 1
      docs/api/en/lights/AmbientLightProbe.html
  24. 1 1
      docs/api/en/lights/PointLight.html
  25. 1 1
      docs/api/en/lights/shadows/DirectionalLightShadow.html
  26. 1 1
      docs/api/en/lights/shadows/SpotLightShadow.html
  27. 1 1
      docs/api/en/loaders/FileLoader.html
  28. 1 1
      docs/api/en/loaders/ObjectLoader.html
  29. 4 4
      docs/api/en/loaders/managers/LoadingManager.html
  30. 1 1
      docs/api/en/materials/MeshBasicMaterial.html
  31. 1 1
      docs/api/en/materials/MeshDepthMaterial.html
  32. 1 1
      docs/api/en/materials/MeshDistanceMaterial.html
  33. 1 1
      docs/api/en/materials/MeshLambertMaterial.html
  34. 1 1
      docs/api/en/materials/MeshPhongMaterial.html
  35. 1 1
      docs/api/en/materials/MeshPhysicalMaterial.html
  36. 1 1
      docs/api/en/materials/MeshStandardMaterial.html
  37. 1 1
      docs/api/en/materials/MeshToonMaterial.html
  38. 1 1
      docs/api/en/materials/ShaderMaterial.html
  39. 1 1
      docs/api/en/materials/SpriteMaterial.html
  40. 1 1
      docs/api/en/math/Line3.html
  41. 2 2
      docs/api/en/math/Quaternion.html
  42. 1 1
      docs/api/en/math/Sphere.html
  43. 1 1
      docs/api/en/math/Triangle.html
  44. 1 1
      docs/api/en/math/Vector3.html
  45. 3 3
      docs/api/en/math/Vector4.html
  46. 1 1
      docs/api/en/renderers/WebGLCubeRenderTarget.html
  47. 2 2
      docs/api/en/renderers/WebGLRenderer.html
  48. 1 1
      docs/api/en/renderers/webgl/WebGLProgram.html
  49. 2 2
      docs/api/en/textures/DepthTexture.html
  50. 2 2
      docs/api/ko/animation/AnimationAction.html
  51. 1 1
      docs/api/ko/animation/AnimationUtils.html
  52. 1 1
      docs/api/ko/animation/KeyframeTrack.html
  53. 1 1
      docs/api/ko/cameras/ArrayCamera.html
  54. 1 1
      docs/api/ko/core/EventDispatcher.html
  55. 2 2
      docs/api/ko/core/InstancedBufferAttribute.html
  56. 1 1
      docs/api/ko/extras/curves/CatmullRomCurve3.html
  57. 1 1
      docs/api/ko/extras/curves/CubicBezierCurve.html
  58. 1 1
      docs/api/ko/extras/curves/CubicBezierCurve3.html
  59. 1 1
      docs/api/ko/extras/curves/EllipseCurve.html
  60. 1 1
      docs/api/ko/extras/curves/QuadraticBezierCurve.html
  61. 1 1
      docs/api/ko/extras/curves/QuadraticBezierCurve3.html
  62. 1 1
      docs/api/ko/extras/curves/SplineCurve.html
  63. 1 1
      docs/api/zh/animation/AnimationUtils.html
  64. 1 1
      docs/api/zh/constants/Materials.html
  65. 1 1
      docs/api/zh/core/BufferAttribute.html
  66. 1 1
      docs/api/zh/core/Clock.html
  67. 1 1
      docs/api/zh/core/EventDispatcher.html
  68. 1 1
      docs/api/zh/extras/curves/CatmullRomCurve3.html
  69. 1 1
      docs/api/zh/extras/curves/CubicBezierCurve.html
  70. 1 1
      docs/api/zh/extras/curves/CubicBezierCurve3.html
  71. 1 1
      docs/api/zh/extras/curves/EllipseCurve.html
  72. 1 1
      docs/api/zh/extras/curves/QuadraticBezierCurve.html
  73. 1 1
      docs/api/zh/extras/curves/QuadraticBezierCurve3.html
  74. 1 1
      docs/api/zh/extras/curves/SplineCurve.html
  75. 1 1
      docs/api/zh/helpers/DirectionalLightHelper.html
  76. 1 1
      docs/api/zh/lights/LightProbe.html
  77. 2 2
      docs/api/zh/loaders/managers/LoadingManager.html
  78. 1 1
      docs/api/zh/materials/MeshToonMaterial.html
  79. 2 2
      docs/api/zh/materials/ShaderMaterial.html
  80. 2 2
      docs/api/zh/math/Vector4.html
  81. 1 1
      docs/api/zh/renderers/WebGLCubeRenderTarget.html
  82. 1 1
      docs/api/zh/renderers/WebGLRenderer.html
  83. 1 1
      docs/api/zh/renderers/webgl/WebGLProgram.html
  84. 2 2
      docs/api/zh/textures/DepthTexture.html
  85. 1 1
      docs/examples/en/animations/CCDIKSolver.html
  86. 2 2
      docs/examples/en/loaders/3DMLoader.html
  87. 1 1
      docs/examples/en/loaders/DRACOLoader.html
  88. 6 6
      docs/examples/en/loaders/KTX2Loader.html
  89. 1 1
      docs/examples/en/math/Lut.html
  90. 1 1
      docs/examples/en/math/convexhull/ConvexHull.html
  91. 5 5
      docs/examples/en/utils/BufferGeometryUtils.html
  92. 3 3
      docs/examples/ko/controls/PointerLockControls.html
  93. 1 1
      docs/examples/ko/controls/TrackballControls.html
  94. 4 4
      docs/examples/ko/controls/TransformControls.html
  95. 1 1
      docs/examples/zh/animations/CCDIKSolver.html
  96. 1 1
      docs/examples/zh/math/Lut.html
  97. 1 1
      docs/examples/zh/math/convexhull/ConvexHull.html
  98. 2 2
      docs/manual/ar/introduction/Creating-text.html
  99. 2 2
      docs/manual/ar/introduction/How-to-update-things.html
  100. 2 2
      docs/manual/ar/introduction/Installation.html

+ 1 - 1
docs/api/ar/animation/AnimationUtils.html

@@ -27,7 +27,7 @@
 		يحول مصفوفة إلى نوع معين.
 		يحول مصفوفة إلى نوع معين.
 		</p>
 		</p>
 
 
-		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
+		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
 		<p>
 		<p>
 		تستخدم لتحليل تنسيقات AOS keyframe.
 		تستخدم لتحليل تنسيقات AOS keyframe.
 		</p>
 		</p>

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

@@ -191,7 +191,7 @@
 
 
 		<h3>[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
 		<h3>[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
 		<p>
 		<p>
-			يزيل الإطارات الرئيسية قبل *startTime* وبعد *endTime* ، بدون تغيير أي قيم في النطاق  [*startTime*, *endTime*].
+			يزيل الإطارات الرئيسية قبل *startTime* وبعد *endTime* ، بدون تغيير أي قيم في النطاق [*startTime*, *endTime*].
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean validate]()</h3>
 		<h3>[method:Boolean validate]()</h3>

+ 1 - 1
docs/api/ar/audio/AudioAnalyser.html

@@ -85,7 +85,7 @@
 
 
 		<h3>[method:Number getAverageFrequency]()</h3>
 		<h3>[method:Number getAverageFrequency]()</h3>
 		<p>
 		<p>
-		تقوم بإرجاع  متوسط ​​الترددات المعادة بطريقة [page:AudioAnalyser.getFrequencyData getFrequencyData].
+		تقوم بإرجاع متوسط ​​الترددات المعادة بطريقة [page:AudioAnalyser.getFrequencyData getFrequencyData].
 		</p>
 		</p>
 
 
 		<h2>المصدر (Source)</h2>
 		<h2>المصدر (Source)</h2>

+ 1 - 1
docs/api/ar/audio/AudioContext.html

@@ -13,7 +13,7 @@
 		<p class="desc">
 		<p class="desc">
 		هذا يحتوي على طرق لإعداد [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
 		هذا يحتوي على طرق لإعداد [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
 
 
-		تستخدم داخليا من قبل فئتي [page: AudioListener AudioListener] و [page:AudioLoader AudioLoader].<br /><br />
+		تستخدم داخليا من قبل فئتي [page:AudioListener AudioListener] و [page:AudioLoader AudioLoader].<br /><br />
 
 
 		يستخدم هذا [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		يستخدم هذا [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		</p>
 		</p>

+ 1 - 1
docs/api/ar/cameras/Camera.html

@@ -27,7 +27,7 @@
 
 
 
 
 		<h2>الخصائص (Properties)</h2>
 		<h2>الخصائص (Properties)</h2>
-		<p>راجع الفئة [page: Object3D] الأساسية للممتلكات العامة.</p>
+		<p>راجع الفئة [page:Object3D] الأساسية للممتلكات العامة.</p>
 
 
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>

+ 2 - 2
docs/api/ar/cameras/CubeCamera.html

@@ -60,7 +60,7 @@
 		</p>
 		</p>
 
 
 		<h2>الخصائص (Properties)</h2>
 		<h2>الخصائص (Properties)</h2>
-		<p>راجع فئة [page: Object3D] الأساسية للخصائص العامة.</p>
+		<p>راجع فئة [page:Object3D] الأساسية للخصائص العامة.</p>
 
 
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
 		<p>
 		<p>
@@ -68,7 +68,7 @@
 		</p>
 		</p>
 
 
 		<h2>الوظائف (Methods)</h2>
 		<h2>الوظائف (Methods)</h2>
-		<p>راجع فئة [page: Object3D] الأساسية للخصائص العامة.</p>
+		<p>راجع فئة [page:Object3D] الأساسية للخصائص العامة.</p>
 
 
 		<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
 		<p>

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

@@ -121,7 +121,7 @@
 		<p>
 		<p>
 			The degree of influence of this action (in the interval [0, 1]). Values between 0 (no impact)
 			The degree of influence of this action (in the interval [0, 1]). Values between 0 (no impact)
 			and 1 (full impact) can be used to blend between several actions. Default is 1. <br /><br />
 			and 1 (full impact) can be used to blend between several actions. Default is 1. <br /><br />
-			Properties/methods concerning  *weight* are:
+			Properties/methods concerning *weight* are:
 			[page:.crossFadeFrom crossFadeFrom],
 			[page:.crossFadeFrom crossFadeFrom],
 			[page:.crossFadeTo crossFadeTo],
 			[page:.crossFadeTo crossFadeTo],
 			[page:.enabled enabled],
 			[page:.enabled enabled],

+ 2 - 2
docs/api/en/animation/AnimationUtils.html

@@ -19,7 +19,7 @@
 
 
 		<h3>[method:Array arraySlice]( array, from, to )</h3>
 		<h3>[method:Array arraySlice]( array, from, to )</h3>
 		<p>
 		<p>
-		This is the same as  Array.prototype.slice, but also works on typed arrays.
+		This is the same as Array.prototype.slice, but also works on typed arrays.
 		</p>
 		</p>
 
 
 		<h3>[method:Array convertArray]( array, type, forceClone )</h3>
 		<h3>[method:Array convertArray]( array, type, forceClone )</h3>
@@ -27,7 +27,7 @@
 		Converts an array to a specific type.
 		Converts an array to a specific type.
 		</p>
 		</p>
 
 
-		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
+		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
 		<p>
 		<p>
 		Used for parsing AOS keyframe formats.
 		Used for parsing AOS keyframe formats.
 		</p>
 		</p>

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

@@ -92,7 +92,7 @@
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
 		<p>
 		<p>
-			The track's name can refer to  morph targets or [page:SkinnedMesh bones] or possibly other values within an animated object. See
+			The track's name can refer to morph targets or [page:SkinnedMesh bones] or possibly other values within an animated object. See
 			[page:PropertyBinding.parseTrackName] for the forms of strings that can be parsed for property
 			[page:PropertyBinding.parseTrackName] for the forms of strings that can be parsed for property
 			binding:
 			binding:
 		</p>
 		</p>

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

@@ -123,7 +123,7 @@
 		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
 		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
 		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
 		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
 		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
 		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
-		[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
+		[page:Materials InvertStencilOp] will perform a bitwise inversion of the current stencil value.<br />
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/core/BufferAttribute.html

@@ -38,7 +38,7 @@
 		in the buffer maps to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance
 		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
 		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
 		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
-		 from -32768 - +32767  to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
+		 from -32768 - +32767 to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
 		 will be converted to floats unmodified, i.e. 32767 becomes 32767.0f.
 		 will be converted to floats unmodified, i.e. 32767 becomes 32767.0f.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/en/core/EventDispatcher.html

@@ -11,7 +11,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			JavaScript events for custom objects.<br />
 			JavaScript events for custom objects.<br />
-			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
+			[link:https://github.com/mrdoob/eventdispatcher.js EventDispatcher on GitHub]
 		</p>
 		</p>
 
 
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>

+ 1 - 1
docs/api/en/extras/Earcut.html

@@ -21,7 +21,7 @@
 		holeIndices -- An array of hole indices if any.<br />
 		holeIndices -- An array of hole indices if any.<br />
 		dim -- The number of coordinates per vertex in the input array.<br /><br />
 		dim -- The number of coordinates per vertex in the input array.<br /><br />
 
 
-		Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices. 
+		Triangulates the given shape definition by returning an array of triangles. A triangle is defined by three consecutive integers representing vertex indices.
 		</p>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 1 - 1
docs/api/en/extras/ShapeUtils.html

@@ -31,7 +31,7 @@
 		pts -- points defining a 2D polygon<br /><br />
 		pts -- points defining a 2D polygon<br /><br />
 
 
 		Note that this is a linear function so it is necessary to calculate separately for
 		Note that this is a linear function so it is necessary to calculate separately for
-		x, y  components of a polygon.<br /><br />
+		x, y components of a polygon.<br /><br />
 
 
 		Used internally by [page:Path Path],
 		Used internally by [page:Path Path],
 		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry].
 		[page:ExtrudeGeometry ExtrudeGeometry] and [page:ShapeGeometry ShapeGeometry].

+ 1 - 1
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

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

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/CubicBezierCurve3.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

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

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const ellipse = new THREE.Line( geometry, material );
 		const ellipse = new THREE.Line( geometry, material );

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

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/en/extras/curves/QuadraticBezierCurve3.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

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

@@ -31,7 +31,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const splineObject = new THREE.Line( geometry, material );
 		const splineObject = new THREE.Line( geometry, material );

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

@@ -13,7 +13,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			[name] is a simple shape of Euclidean geometry.
 			[name] is a simple shape of Euclidean geometry.
-			It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
+			It is constructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
 			It is built counter-clockwise from a start angle and a given central angle.
 			It is built counter-clockwise from a start angle and a given central angle.
 			It can also be used to create regular polygons, where the number of segments determines the number of sides.
 			It can also be used to create regular polygons, where the number of segments determines the number of sides.
 		</p>
 		</p>

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data 
+			Light probes are an alternative way of adding light to a 3D scene. AmbientLightProbe is the light estimation data
 			of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
 			of a single ambient light in the scene. For more information about light probes, go to [page:LightProbe].
 		</p>
 		</p>
 
 

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

@@ -101,7 +101,7 @@ scene.add( light );
 			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 
 
 			 The lightShadow's [page:LightShadow.camera camera]
 			 The lightShadow's [page:LightShadow.camera camera]
-			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
+			is set to a [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
 			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
 			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
 			clipping plane at 0.5 and	[page:PerspectiveCamera.far far] clipping plane at 500.
 			clipping plane at 0.5 and	[page:PerspectiveCamera.far far] clipping plane at 500.
 		</p>
 		</p>

+ 1 - 1
docs/api/en/lights/shadows/DirectionalLightShadow.html

@@ -78,7 +78,7 @@
 
 
 			The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
 			The default is an [page:OrthographicCamera] with [page:OrthographicCamera.left left] and
 			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
 			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
-			and  [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
+			and [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
 			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
 			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/en/lights/shadows/SpotLightShadow.html

@@ -67,7 +67,7 @@
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
 			other objects from the light's perspective will be in shadow.<br /><br />
 			other objects from the light's perspective will be in shadow.<br /><br />
 
 
-			The default is a  [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
+			The default is a [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
 			The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
 			The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
 			[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
 			[page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
 			[page:PerspectiveCamera.aspect aspect] property will track the aspect of the
 			[page:PerspectiveCamera.aspect aspect] property will track the aspect of the

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

@@ -12,7 +12,7 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A low level class for loading resources with Fetch, used internaly by most loaders.
+			A low level class for loading resources with Fetch, used internally by most loaders.
 			It can also be used directly to load any file type that does not have a loader.
 			It can also be used directly to load any file type that does not have a loader.
 		</p>
 		</p>
 
 

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

@@ -90,7 +90,7 @@
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 		[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br /><br />
 		[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br /><br />
 
 
-		Parse a <em>JSON</em> structure and return a threejs object.
+		Parse a <em>JSON</em> structure and return a three.js object.
 		This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
 		This is used internally by [page:.load]() but can also be used directly to parse a previously loaded JSON structure.
 		</p>
 		</p>
 
 

+ 4 - 4
docs/api/en/loaders/managers/LoadingManager.html

@@ -123,8 +123,8 @@
 			This function will be called when loading starts.
 			This function will be called when loading starts.
 			The arguments are:<br />
 			The arguments are:<br />
 			[page:String url] — The url of the item just loaded.<br />
 			[page:String url] — The url of the item just loaded.<br />
-			[page:Integer itemsLoaded] — the number  of items already loaded so far.<br />
-			[page:Iteger itemsTotal] — the total amount of items to be loaded.<br /><br />
+			[page:Integer itemsLoaded] — the number of items already loaded so far.<br />
+			[page:Integer itemsTotal] — the total amount of items to be loaded.<br /><br />
 
 
 			By default this is undefined.
 			By default this is undefined.
 		</p>
 		</p>
@@ -140,8 +140,8 @@
 		This function will be called when an item is complete.
 		This function will be called when an item is complete.
 		The arguments are:<br />
 		The arguments are:<br />
 		[page:String url] — The url of the item just loaded.<br />
 		[page:String url] — The url of the item just loaded.<br />
-		[page:Integer itemsLoaded] — the number  of items already loaded so far.<br />
-		[page:Iteger itemsTotal] — the total amount of items to be loaded.<br /><br />
+		[page:Integer itemsLoaded] — the number of items already loaded so far.<br />
+		[page:Integer itemsTotal] — the total amount of items to be loaded.<br /><br />
 
 
 		By default this is undefined, unless passed in the constructor.
 		By default this is undefined, unless passed in the constructor.
 		</p>
 		</p>

+ 1 - 1
docs/api/en/materials/MeshBasicMaterial.html

@@ -90,7 +90,7 @@
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Float reflectivity]</h3>
 		<h3>[property:Float reflectivity]</h3>
 		<p>
 		<p>

+ 1 - 1
docs/api/en/materials/MeshDepthMaterial.html

@@ -82,7 +82,7 @@
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Boolean wireframe]</h3>
 		<h3>[property:Boolean wireframe]</h3>
 		<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>
 		<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>

+ 1 - 1
docs/api/en/materials/MeshDistanceMaterial.html

@@ -93,7 +93,7 @@
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 		<p>Whether the material is affected by fog. Default is *false*.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Float nearDistance]</h3>
 		<h3>[property:Float nearDistance]</h3>
 		<p>
 		<p>

+ 1 - 1
docs/api/en/materials/MeshLambertMaterial.html

@@ -117,7 +117,7 @@
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
-		<p>The color map. Default is  null.</p>
+		<p>The color map. Default is null.</p>
 
 
 		<h3>[property:Float reflectivity]</h3>
 		<h3>[property:Float reflectivity]</h3>
 		<p>How much the environment map affects the surface; also see [page:.combine].</p>
 		<p>How much the environment map affects the surface; also see [page:.combine].</p>

+ 1 - 1
docs/api/en/materials/MeshPhongMaterial.html

@@ -131,7 +131,7 @@
 
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
 		<p>
-		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
+		Set emissive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
 		set the emissive color to something other than black.
 		</p>
 		</p>

+ 1 - 1
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -177,7 +177,7 @@
 
 
 		<h3>[property:Texture specularColorMap]</h3>
 		<h3>[property:Texture specularColorMap]</h3>
 		<p>
 		<p>
-			The RGB channels of this teture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is *null*.
+			The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is *null*.
 		</p>
 		</p>
 
 
 		<h3>[property:Float transmission]</h3>
 		<h3>[property:Float transmission]</h3>

+ 1 - 1
docs/api/en/materials/MeshStandardMaterial.html

@@ -156,7 +156,7 @@
 
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
 		<p>
-		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
+		Set emissive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
 		set the emissive color to something other than black.
 		</p>
 		</p>

+ 1 - 1
docs/api/en/materials/MeshToonMaterial.html

@@ -112,7 +112,7 @@
 
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
 		<p>
-		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
+		Set emissive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
 		set the emissive color to something other than black.
 		</p>
 		</p>

+ 1 - 1
docs/api/en/materials/ShaderMaterial.html

@@ -30,7 +30,7 @@
 			</li>
 			</li>
 			<li>
 			<li>
 				As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
 				As of THREE r72, directly assigning attributes in a ShaderMaterial is no longer supported.
-				A [page:BufferGeometry] instance  must be used instead, using [page:BufferAttribute] instances to define custom attributes.
+				A [page:BufferGeometry] instance must be used instead, using [page:BufferAttribute] instances to define custom attributes.
 			</li>
 			</li>
 			<li>
 			<li>
 				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances
 				As of THREE r77, [page:WebGLRenderTarget] or [page:WebGLCubeRenderTarget] instances

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

@@ -60,7 +60,7 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>
+		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is multiplied by the color.</p>
 
 
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
 		<p>The texture map. Default is null.</p>
 		<p>The texture map. Default is null.</p>

+ 1 - 1
docs/api/en/math/Line3.html

@@ -68,7 +68,7 @@
 		[page:Vector3 point] - the point for which to return a point parameter. <br />
 		[page:Vector3 point] - the point for which to return a point parameter. <br />
 		[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
 		[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
 
 
-		Returns a point parameter based on the closest point as projected on the line segement.
+		Returns a point parameter based on the closest point as projected on the line segment.
 		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
 		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
 		</p>
 		</p>
 
 

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

@@ -122,7 +122,7 @@
 		<h3>[method:this normalize]()</h3>
 		<h3>[method:this normalize]()</h3>
 		<p>
 		<p>
 			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
 			[link:https://en.wikipedia.org/wiki/Normalized_vector Normalizes] this quaternion - that is,
-		calculated the quaternion that performs the same rotation as this one, but has  [page:.length length]
+		calculated the quaternion that performs the same rotation as this one, but has [page:.length length]
 		equal to *1*.
 		equal to *1*.
 		</p>
 		</p>
 
 
@@ -225,7 +225,7 @@
 		[page:Integer dstOffset] - An offset into the output array.<br />
 		[page:Integer dstOffset] - An offset into the output array.<br />
 		[page:Array src0] - The source array of the starting quaternion.<br />
 		[page:Array src0] - The source array of the starting quaternion.<br />
 		[page:Integer srcOffset0] - An offset into the array *src0*.<br />
 		[page:Integer srcOffset0] - An offset into the array *src0*.<br />
-		[page:Array src1] - The source array of the target quatnerion.<br />
+		[page:Array src1] - The source array of the target quaternion.<br />
 		[page:Integer srcOffset1] - An offset into the array *src1*.<br />
 		[page:Integer srcOffset1] - An offset into the array *src1*.<br />
 		[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
 		[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
 		</p>
 		</p>

+ 1 - 1
docs/api/en/math/Sphere.html

@@ -135,7 +135,7 @@
 		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
 		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
 		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
 		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
 
 
-		Computes the minimum bounding sphere for an array of [page:Array points]. If  [page:Vector3 optionalCenter]is given,
+		Computes the minimum bounding sphere for an array of [page:Array points]. If [page:Vector3 optionalCenter]is given,
 		it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
 		it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
 		[page:Array points] is calculated.
 		[page:Array points] is calculated.
 		</p>
 		</p>

+ 1 - 1
docs/api/en/math/Triangle.html

@@ -49,7 +49,7 @@
 
 
 		<h3>[method:Triangle clone]()</h3>
 		<h3>[method:Triangle clone]()</h3>
 		<p>
 		<p>
-			Returns a new triangle with the same [page:.a a], [page:.b b] and  [page:.c c] properties as this one.
+			Returns a new triangle with the same [page:.a a], [page:.b b] and [page:.c c] properties as this one.
 		</p>
 		</p>
 
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>

+ 1 - 1
docs/api/en/math/Vector3.html

@@ -412,7 +412,7 @@
 		<p>Subtracts [page:Vector3 v] from this vector.</p>
 		<p>Subtracts [page:Vector3 v] from this vector.</p>
 
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</p>
+		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] components.</p>
 
 
 		<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<h3>[method:this subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>
 		<p>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</p>

+ 3 - 3
docs/api/en/math/Vector4.html

@@ -261,9 +261,9 @@
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
 		<p>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</p>
 
 
-		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
+		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaternion q] )</h3>
 		<p>
 		<p>
-			[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
+			[page:Quaternion q] - a normalized [page:Quaternion]<br /><br />
 
 
 			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
 			Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector to the
 			quaternion's axis and [page:.w w] to the angle.
 			quaternion's axis and [page:.w w] to the angle.
@@ -315,7 +315,7 @@
 		<p>Subtracts [page:Vector4 v] from this vector.</p>
 		<p>Subtracts [page:Vector4 v] from this vector.</p>
 
 
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
 		<h3>[method:this subScalar]( [param:Float s] )</h3>
-		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</p>
+		<p>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components.</p>
 
 
 		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<h3>[method:this subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>
 		<p>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</p>

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

@@ -39,7 +39,7 @@
 		[page:Boolean generateMipmaps] - default is *false*.<br />
 		[page:Boolean generateMipmaps] - default is *false*.<br />
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
 		[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
-		[page:Number anisotropy] - default is *1*. See [page:Texture.anistropy]<br />
+		[page:Number anisotropy] - default is *1*. See [page:Texture.anisotropy]<br />
 		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
 		[page:Constant encoding] - default is [page:Textures LinearEncoding]. <br />
 		[page:Boolean depthBuffer] - default is *true*.<br />
 		[page:Boolean depthBuffer] - default is *true*.<br />
 		[page:Boolean stencilBuffer] - default is *false*.<br /><br />
 		[page:Boolean stencilBuffer] - default is *false*.<br /><br />

+ 2 - 2
docs/api/en/renderers/WebGLRenderer.html

@@ -132,7 +132,7 @@
 		- [page:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*.
 		- [page:Integer maxVertexUniforms]: The value of *gl.MAX_VERTEX_UNIFORM_VECTORS*.
 		   The maximum number of uniforms that can be used in a vertex shader.<br />
 		   The maximum number of uniforms that can be used in a vertex shader.<br />
 		- [page:String precision]: The shader precision currently being used by the renderer.<br />
 		- [page:String precision]: The shader precision currently being used by the renderer.<br />
-		- [page:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
+		- [page:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertex textures can be used).<br />
 		</p>
 		</p>
 
 
 		<h3>[property:Array clippingPlanes]</h3>
 		<h3>[property:Array clippingPlanes]</h3>
@@ -423,7 +423,7 @@
 		<p>Sets the clear color and opacity.</p>
 		<p>Sets the clear color and opacity.</p>
 
 
 		<h3>[method:undefined setPixelRatio]( [param:number value] )</h3>
 		<h3>[method:undefined setPixelRatio]( [param:number value] )</h3>
-		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
+		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output canvas.</p>
 
 
 		<h3>[method:undefined setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
 		<h3>[method:undefined setRenderTarget]( [param:WebGLRenderTarget renderTarget], [param:Integer activeCubeFace], [param:Integer activeMipmapLevel] )</h3>
 		<p>
 		<p>

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

@@ -141,7 +141,7 @@
 		<p>The vertex shader.</p>
 		<p>The vertex shader.</p>
 
 
 		<h3>[property:WebGLShader fragmentShader]</h3>
 		<h3>[property:WebGLShader fragmentShader]</h3>
-		<p>The frament shader.</p>
+		<p>The fragment shader.</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 

+ 2 - 2
docs/api/en/textures/DepthTexture.html

@@ -30,7 +30,7 @@
 
 
 		[page:Number height] -- height of the texture.<br />
 		[page:Number height] -- height of the texture.<br />
 
 
-		[page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType] when unsing [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using  [page:Textures DepthStencilFormat].
+		[page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
 		See [page:Textures type constants] for other choices.<br />
 		See [page:Textures type constants] for other choices.<br />
 
 
 		[page:Constant mapping] --
 		[page:Constant mapping] --
@@ -72,7 +72,7 @@
 
 
 		<h3>[page:Texture.type .type]</h3>
 		<h3>[page:Texture.type .type]</h3>
 		<p>
 		<p>
-		Default is [page:Textures THREE.UnsignedShortType] when unsing [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
+		Default is [page:Textures THREE.UnsignedShortType] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
 		See [page:Textures format constants] for details.<br />
 		See [page:Textures format constants] for details.<br />
 		</p>
 		</p>
 
 

+ 2 - 2
docs/api/ko/animation/AnimationAction.html

@@ -208,7 +208,7 @@
 			[page:.timeScale timeScale] 는 0이 아니여야 하고, ([page:.startAt start] 지연되지 않아야 합니다. <br /><br />
 			[page:.timeScale timeScale] 는 0이 아니여야 하고, ([page:.startAt start] 지연되지 않아야 합니다. <br /><br />
 
 
 			참고: *isRunning* 이 true 이여도 애니메이션이 실제 동작한다는 것을 의미하지는 않습니다.
 			참고: *isRunning* 이 true 이여도 애니메이션이 실제 동작한다는 것을 의미하지는 않습니다.
-			[page : .weight weight] 가 0이 아닌 값으로 추가로 설정된 경우에만 해당됩니다.
+			[page:.weight weight] 가 0이 아닌 값으로 추가로 설정된 경우에만 해당됩니다.
 
 
 		</p>
 		</p>
 
 
@@ -310,7 +310,7 @@
 
 
 			애니메이션 액션의 동기화는 [page:.time time] 및 [page:.timeScale timeScale] 값을 다른 작업의 값으로 대응되어 설정됩니다 (예약 된 워핑 중지). <br /><br />
 			애니메이션 액션의 동기화는 [page:.time time] 및 [page:.timeScale timeScale] 값을 다른 작업의 값으로 대응되어 설정됩니다 (예약 된 워핑 중지). <br /><br />
 
 
-			참고: 다른 작업들의 *time* 및 *timeScale* 의  향후 변경 사항은 감지되지 않습니다.
+			참고: 다른 작업들의 *time* 및 *timeScale* 의 향후 변경 사항은 감지되지 않습니다.
 		</p>
 		</p>
 
 
 		<h3>[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
 		<h3>[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>

+ 1 - 1
docs/api/ko/animation/AnimationUtils.html

@@ -27,7 +27,7 @@
 		배열을 특정 타입으로 변환합니다.
 		배열을 특정 타입으로 변환합니다.
 		</p>
 		</p>
 
 
-		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
+		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
 		<p>
 		<p>
 		AOS 키프레임 포맷을 파싱하는데에 사용합니다.
 		AOS 키프레임 포맷을 파싱하는데에 사용합니다.
 		</p>
 		</p>

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

@@ -89,7 +89,7 @@
 
 
 		<p>
 		<p>
 			트랙의 이름은 노드의 이름을 사용하거나 노드의 uuid(믹서에 전달된 씬 그래프 노드의 서브트리 안에 있어야 하지만)를 사용해서 노드를 특정할 수 있습니다.
 			트랙의 이름은 노드의 이름을 사용하거나 노드의 uuid(믹서에 전달된 씬 그래프 노드의 서브트리 안에 있어야 하지만)를 사용해서 노드를 특정할 수 있습니다.
-			혹은 만약 트랙 이름이 .으로 시작한다면, 트랙은  믹서에 전달된 루트 노드를 적용할 것입니다.
+			혹은 만약 트랙 이름이 .으로 시작한다면, 트랙은 믹서에 전달된 루트 노드를 적용할 것입니다.
 		</p>
 		</p>
 
 
 		<p>
 		<p>

+ 1 - 1
docs/api/ko/cameras/ArrayCamera.html

@@ -13,7 +13,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			[name]은 미리 설정해놓은 카메라로 장면을 효율적으로 렌더릴할 때 사용될 수 있습니다. VR 장면을 렌더링할 때 중요한 퍼포먼스적 측면이기도 합니다.<br />
 			[name]은 미리 설정해놓은 카메라로 장면을 효율적으로 렌더릴할 때 사용될 수 있습니다. VR 장면을 렌더링할 때 중요한 퍼포먼스적 측면이기도 합니다.<br />
-			[name] 인스턴스는 항상 하위 카메라들의 배열을 가지고 있습니다. 
+			[name] 인스턴스는 항상 하위 카메라들의 배열을 가지고 있습니다.
 			각 하위 카메라에는 이 카메라로 렌더링되는 뷰포트 부분을 결정하는 *뷰포트* 속성을 반드시 정의해야 합니다.
 			각 하위 카메라에는 이 카메라로 렌더링되는 뷰포트 부분을 결정하는 *뷰포트* 속성을 반드시 정의해야 합니다.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/ko/core/EventDispatcher.html

@@ -11,7 +11,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			커스텀 객체를 위한 자바스크립트 이벤트입니다.<br />
 			커스텀 객체를 위한 자바스크립트 이벤트입니다.<br />
-			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
+			[link:https://github.com/mrdoob/eventdispatcher.js EventDispatcher on GitHub]
 		</p>
 		</p>
 
 
 		<h2>코드 예제</h2>
 		<h2>코드 예제</h2>

+ 2 - 2
docs/api/ko/core/InstancedBufferAttribute.html

@@ -25,8 +25,8 @@
 
 
 		<h3>[property:Number meshPerAttribute]</h3>
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>
 		<p>
-			이 버퍼 속성의 값이 얼마나 자주 반복되어야 하는지를 정의합니다. 
-			값이 1이라면 각 인스턴스 속성이 한 개의 인스턴스로만 사용됩니다. 
+			이 버퍼 속성의 값이 얼마나 자주 반복되어야 하는지를 정의합니다.
+			값이 1이라면 각 인스턴스 속성이 한 개의 인스턴스로만 사용됩니다.
 			값이 2라면 각 값은 두 개의 연속적인 인스턴스(그 후로)에 사용됩니다. 기본값은 *1*입니다.
 			값이 2라면 각 값은 두 개의 연속적인 인스턴스(그 후로)에 사용됩니다. 기본값은 *1*입니다.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/api/ko/extras/curves/CatmullRomCurve3.html

@@ -28,7 +28,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/ko/extras/curves/CubicBezierCurve.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/ko/extras/curves/CubicBezierCurve3.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/ko/extras/curves/EllipseCurve.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const ellipse = new THREE.Line( geometry, material );
 		const ellipse = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/ko/extras/curves/QuadraticBezierCurve.html

@@ -28,7 +28,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/ko/extras/curves/QuadraticBezierCurve3.html

@@ -28,7 +28,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/ko/extras/curves/SplineCurve.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const splineObject = new THREE.Line( geometry, material );
 		const splineObject = new THREE.Line( geometry, material );

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

@@ -27,7 +27,7 @@
 		将数组转换为某种特定类型。
 		将数组转换为某种特定类型。
 		</p>
 		</p>
 
 
-		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName  )</h3>
+		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
 		<p>
 		<p>
 		用于解析AOS关键帧格式。
 		用于解析AOS关键帧格式。
 		</p>
 		</p>

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

@@ -122,7 +122,7 @@
 		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
 		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
 		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
 		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
 		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
 		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
-		[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
+		[page:Materials InvertStencilOp] will perform a bitwise inversion of the current stencil value.<br />
 		</p>
 		</p>
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>

+ 1 - 1
docs/api/zh/core/BufferAttribute.html

@@ -156,7 +156,7 @@
 		对 [page:BufferAttribute.array array],调用	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
 		对 [page:BufferAttribute.array array],调用	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
 		方法。<br /><br />
 		方法。<br /><br />
 
 
-		特别的, 对将 [page:Array value] 转为  [page:TypedArray] 的要求详见上述链接。
+		特别的, 对将 [page:Array value] 转为 [page:TypedArray] 的要求详见上述链接。
 		</p>
 		</p>
 
 
 		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
 		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>

+ 1 - 1
docs/api/zh/core/Clock.html

@@ -37,7 +37,7 @@
 
 
 		<h3>[property:Float oldTime]</h3>
 		<h3>[property:Float oldTime]</h3>
 		<p>
 		<p>
-			存储时钟最后一次调用  [page:Clock.start start], [page:Clock.getElapsedTime getElapsedTime] 或 [page:Clock.getDelta getDelta] 方法的时间。
+			存储时钟最后一次调用 [page:Clock.start start], [page:Clock.getElapsedTime getElapsedTime] 或 [page:Clock.getDelta getDelta] 方法的时间。
  		</p>
  		</p>
 
 
 		<h3>[property:Float elapsedTime]</h3>
 		<h3>[property:Float elapsedTime]</h3>

+ 1 - 1
docs/api/zh/core/EventDispatcher.html

@@ -11,7 +11,7 @@
 
 
 		<p class="desc">
 		<p class="desc">
 			自定义对象的 JavaScript 事件。<br />
 			自定义对象的 JavaScript 事件。<br />
-			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
+			[link:https://github.com/mrdoob/eventdispatcher.js EventDispatcher on GitHub]
 		</p>
 		</p>
 
 
 		<h2>代码示例</h2>
 		<h2>代码示例</h2>

+ 1 - 1
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/zh/extras/curves/EllipseCurve.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const ellipse = new THREE.Line( geometry, material );
 		const ellipse = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/zh/extras/curves/QuadraticBezierCurve.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		//Create the final object to add to the scene
 		//Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/zh/extras/curves/QuadraticBezierCurve3.html

@@ -29,7 +29,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const curveObject = new THREE.Line( geometry, material );
 		const curveObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/zh/extras/curves/SplineCurve.html

@@ -30,7 +30,7 @@
 		const points = curve.getPoints( 50 );
 		const points = curve.getPoints( 50 );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 		const geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-		const material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		// Create the final object to add to the scene
 		// Create the final object to add to the scene
 		const splineObject = new THREE.Line( geometry, material );
 		const splineObject = new THREE.Line( geometry, material );

+ 1 - 1
docs/api/zh/helpers/DirectionalLightHelper.html

@@ -65,7 +65,7 @@
 
 
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		<p>请到基类  [page:Object3D] 页面查看公共方法.</p>
+		<p>请到基类 [page:Object3D] 页面查看公共方法.</p>
 
 
 		<h3>[method:undefined dispose]()</h3>
 		<h3>[method:undefined dispose]()</h3>
 		<p>销毁该平行光辅助对象.</p>
 		<p>销毁该平行光辅助对象.</p>

+ 1 - 1
docs/api/zh/lights/LightProbe.html

@@ -47,7 +47,7 @@
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>
 		<p>
-				See the base [page:Light Light] class for common properties. 
+				See the base [page:Light Light] class for common properties.
 				[page:Light.color color] 属性当前未做评估,因此不生效。
 				[page:Light.color color] 属性当前未做评估,因此不生效。
 		</p>
 		</p>
 
 

+ 2 - 2
docs/api/zh/loaders/managers/LoadingManager.html

@@ -122,7 +122,7 @@
 			有如下参数:<br />
 			有如下参数:<br />
 			[page:String url] — 被加载的项的url。<br />
 			[page:String url] — 被加载的项的url。<br />
 			[page:Integer itemsLoaded] — 目前已加载项的个数。<br />
 			[page:Integer itemsLoaded] — 目前已加载项的个数。<br />
-			[page:Iteger itemsTotal] — 总共所需要加载项的个数。<br /><br />
+			[page:Integer itemsTotal] — 总共所需要加载项的个数。<br /><br />
 
 
 			该函数默认为undefined。
 			该函数默认为undefined。
 		</p>
 		</p>
@@ -138,7 +138,7 @@
 			有如下参数:<br />
 			有如下参数:<br />
 		[page:String url] — 被加载的项的url。<br />
 		[page:String url] — 被加载的项的url。<br />
 		[page:Integer itemsLoaded] — 目前已加载项的个数。<br />
 		[page:Integer itemsLoaded] — 目前已加载项的个数。<br />
-		[page:Iteger itemsTotal] — 总共所需要加载项的个数。<br /><br />
+		[page:Integer itemsTotal] — 总共所需要加载项的个数。<br /><br />
 
 
 			默认情况下,该函数为undefined,除非在构造函数中传入。
 			默认情况下,该函数为undefined,除非在构造函数中传入。
 		</p>
 		</p>

+ 1 - 1
docs/api/zh/materials/MeshToonMaterial.html

@@ -112,7 +112,7 @@
 
 
 		<h3>[property:Texture emissiveMap]</h3>
 		<h3>[property:Texture emissiveMap]</h3>
 		<p>
 		<p>
-		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
+		Set emissive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
 		set the emissive color to something other than black.
 		</p>
 		</p>

+ 2 - 2
docs/api/zh/materials/ShaderMaterial.html

@@ -158,8 +158,8 @@
 		<div>
 		<div>
 			<p>
 			<p>
 				自定义attributes和uniforms必须在GLSL着色器代码中声明(在 *vertexShader* 和/或 *fragmentShader* 中)。
 				自定义attributes和uniforms必须在GLSL着色器代码中声明(在 *vertexShader* 和/或 *fragmentShader* 中)。
-				自定义uniforms必须定义为 *ShaderMaterial* 的  *uniforms* 属性,
-				而任何自定义attribtes必须通过[page:BufferAttribute]实例来定义。
+				自定义uniforms必须定义为 *ShaderMaterial* 的 *uniforms* 属性,
+				而任何自定义attributes必须通过[page:BufferAttribute]实例来定义。
 				注意 *varying*s 只需要在shader代码中声明(而不必在材质中)。
 				注意 *varying*s 只需要在shader代码中声明(而不必在材质中)。
 			</p>
 			</p>
 			<p> 要声明一个自定义属性,更多细节请参考[page:BufferGeometry]页面,
 			<p> 要声明一个自定义属性,更多细节请参考[page:BufferGeometry]页面,

+ 2 - 2
docs/api/zh/math/Vector4.html

@@ -260,9 +260,9 @@
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<h3>[method:this set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>设置该向量的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]分量。</p>
 		<p>设置该向量的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]分量。</p>
 
 
-		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
+		<h3>[method:this setAxisAngleFromQuaternion]( [param:Quaternion q] )</h3>
 		<p>
 		<p>
-			[page:Quaterion q] - 归一化的[page:Quaterion](四元数)<br /><br />
+			[page:Quaternion q] - 归一化的[page:Quaternion](四元数)<br /><br />
 
 
 			将该向量的[page:.x x]、[page:.y y]和[page:.z z]分量设置为四元数的轴,
 			将该向量的[page:.x x]、[page:.y y]和[page:.z z]分量设置为四元数的轴,
 			[page:.w w]分量设置为四元数的角度。
 			[page:.w w]分量设置为四元数的角度。

+ 1 - 1
docs/api/zh/renderers/WebGLCubeRenderTarget.html

@@ -36,7 +36,7 @@
 		[page:Boolean generateMipmaps] - 默认是*false*.<br />
 		[page:Boolean generateMipmaps] - 默认是*false*.<br />
 		[page:Constant format] - 默认是[page:Textures RGBAFormat]. <br />
 		[page:Constant format] - 默认是[page:Textures RGBAFormat]. <br />
 		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <br />
 		[page:Constant type] - 默认是[page:Textures UnsignedByteType]. <br />
-		[page:Number anisotropy] - 默认是 *1*. 参见[page:Texture.anistropy]<br />
+		[page:Number anisotropy] - 默认是 *1*. 参见[page:Texture.anisotropy]<br />
 		[page:Constant encoding] - 默认是[page:Textures LinearEncoding]. <br />
 		[page:Constant encoding] - 默认是[page:Textures LinearEncoding]. <br />
 		[page:Boolean depthBuffer] - 默认是*true*.<br />
 		[page:Boolean depthBuffer] - 默认是*true*.<br />
 		[page:Boolean stencilBuffer] - default is *false*.<br /><br />
 		[page:Boolean stencilBuffer] - default is *false*.<br /><br />

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

@@ -44,7 +44,7 @@
 
 
 		[page:String powerPreference] - 提示用户代理怎样的配置更适用于当前WebGL环境。 可能是*"high-performance"*, *"low-power"* 或 *"default"*。默认是*"default"*.
 		[page:String powerPreference] - 提示用户代理怎样的配置更适用于当前WebGL环境。 可能是*"high-performance"*, *"low-power"* 或 *"default"*。默认是*"default"*.
 		详见[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec]<br />
 		详见[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec]<br />
-			
+
 		[page:Boolean failIfMajorPerformanceCaveat] - 检测渲染器是否会因性能过差而创建失败。默认为false。详见 [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.<br />
 		[page:Boolean failIfMajorPerformanceCaveat] - 检测渲染器是否会因性能过差而创建失败。默认为false。详见 [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.<br />
 
 
 		[page:Boolean depth] - 绘图缓存是否有一个至少6位的深度缓存([link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] )。
 		[page:Boolean depth] - 绘图缓存是否有一个至少6位的深度缓存([link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] )。

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

@@ -131,7 +131,7 @@
 		<p>The vertex shader.</p>
 		<p>The vertex shader.</p>
 
 
 		<h3>[property:WebGLShader fragmentShader]</h3>
 		<h3>[property:WebGLShader fragmentShader]</h3>
-		<p>The frament shader.</p>
+		<p>The fragment shader.</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 

+ 2 - 2
docs/api/zh/textures/DepthTexture.html

@@ -29,7 +29,7 @@
 
 
 		[page:Number height] -- 纹理的高度。<br />
 		[page:Number height] -- 纹理的高度。<br />
 
 
-		[page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType] when unsing [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using  [page:Textures DepthStencilFormat].
+		[page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
 		请参阅[page:Textures type constants](类型常量)来了解其他选项。<br />
 		请参阅[page:Textures type constants](类型常量)来了解其他选项。<br />
 
 
 		[page:Constant mapping] --
 		[page:Constant mapping] --
@@ -71,7 +71,7 @@
 
 
 		<h3>[page:Texture.type .type]</h3>
 		<h3>[page:Texture.type .type]</h3>
 		<p>
 		<p>
-		Default is [page:Textures THREE.UnsignedShortType] when unsing [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
+		Default is [page:Textures THREE.UnsignedShortType] when using [page:Textures DepthFormat] and [page:Textures THREE.UnsignedInt248Type] when using [page:Textures DepthStencilFormat].
 		请参阅[page:Textures format constants]来了解详细信息。<br />
 		请参阅[page:Textures format constants]来了解详细信息。<br />
 		</p>
 		</p>
 
 

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

@@ -57,7 +57,7 @@
 		<ul>
 		<ul>
 			<li>[page:Integer target] — Target bone.</li>
 			<li>[page:Integer target] — Target bone.</li>
 			<li>[page:Integer effector] — Effector bone.</li>
 			<li>[page:Integer effector] — Effector bone.</li>
-			<li>[page:Array links] — An array of [page: Object] specifying link bones.
+			<li>[page:Array links] — An array of [page:Object] specifying link bones.
 			<ul>
 			<ul>
 				<li>[page:Integer index] — Link bone.</li>
 				<li>[page:Integer index] — Link bone.</li>
 				<li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>
 				<li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>

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

@@ -196,7 +196,7 @@
 
 
 			console.log('Loaded rhino3dm.');
 			console.log('Loaded rhino3dm.');
 			const rhino = m; // global
 			const rhino = m; // global
-			
+
 			// create Rhino Document and add a point to it
 			// create Rhino Document and add a point to it
 			const doc = new rhino.File3dm();
 			const doc = new rhino.File3dm();
 			const ptA = [0, 0, 0];
 			const ptA = [0, 0, 0];
@@ -209,7 +209,7 @@
 			loader.parse( buffer, function ( object ) {
 			loader.parse( buffer, function ( object ) {
 
 
 				scene.add( object );
 				scene.add( object );
-			
+
 			} );
 			} );
 
 
 		})
 		})

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

@@ -30,7 +30,7 @@
 			It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating multiple
 			It is recommended to create one DRACOLoader instance and reuse it to avoid loading and creating multiple
 			decoder instances.
 			decoder instances.
 		</p>
 		</p>
-		
+
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 
 
 		<code>
 		<code>

+ 6 - 6
docs/examples/en/loaders/KTX2Loader.html

@@ -34,17 +34,17 @@
 		ktx2Loader.setTranscoderPath( 'examples/js/libs/basis/' );
 		ktx2Loader.setTranscoderPath( 'examples/js/libs/basis/' );
 		ktx2Loader.detectSupport( renderer );
 		ktx2Loader.detectSupport( renderer );
 		ktx2Loader.load( 'diffuse.ktx2', function ( texture ) {
 		ktx2Loader.load( 'diffuse.ktx2', function ( texture ) {
-		
+
 			var material = new THREE.MeshStandardMaterial( { map: texture } );
 			var material = new THREE.MeshStandardMaterial( { map: texture } );
-		
+
 		}, function () {
 		}, function () {
-		
+
 			console.log( 'onProgress' );
 			console.log( 'onProgress' );
-		
+
 		}, function ( e ) {
 		}, function ( e ) {
-		
+
 			console.error( e );
 			console.error( e );
-		
+
 		} );
 		} );
 		</code>
 		</code>
 
 

+ 1 - 1
docs/examples/en/math/Lut.html

@@ -25,7 +25,7 @@
 
 
 		<h3>[name]( [param:String colormap], [param:Number count] )</h3>
 		<h3>[name]( [param:String colormap], [param:Number count] )</h3>
 		<p>
 		<p>
-		colormap - Sets a colormap from predefined colormaps. Available colormaps are : *rainbow*, *cooltowarm*, *blackbody*, *grayscale*. Default is *rainbow*.<br />
+		colormap - Sets a colormap from predefined colormaps. Available colormaps are: *rainbow*, *cooltowarm*, *blackbody*, *grayscale*. Default is *rainbow*.<br />
 		count - Sets the number of colors used to represent the data array. Default is *32*.
 		count - Sets the number of colors used to represent the data array. Default is *32*.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/examples/en/math/convexhull/ConvexHull.html

@@ -177,7 +177,7 @@
 		<p>
 		<p>
 			[page:Face face] - The given face.<br /><br />
 			[page:Face face] - The given face.<br /><br />
 
 
-			Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list.
+			Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertex list.
 		</p>
 		</p>
 
 
 		<h3>[method:this removeVertexFromFace]( [param:VertexNode vertex], [param:Face face]	)</h3>
 		<h3>[method:this removeVertexFromFace]( [param:VertexNode vertex], [param:Face face]	)</h3>

+ 5 - 5
docs/examples/en/utils/BufferGeometryUtils.html

@@ -78,13 +78,13 @@
 		<p>
 		<p>
 		object -- Instance of [page:Mesh Mesh] | [page:Line Line] | [page:Points Points].<br /><br />
 		object -- Instance of [page:Mesh Mesh] | [page:Line Line] | [page:Points Points].<br /><br />
 
 
-		Returns the current attributes (Position and Normal) of a morphed/skinned [page:Object3D Object3D] whose geometry is a 
-		[page:BufferGeometry BufferGeometry], together with the original ones: An Object with 4 properties: 
+		Returns the current attributes (Position and Normal) of a morphed/skinned [page:Object3D Object3D] whose geometry is a
+		[page:BufferGeometry BufferGeometry], together with the original ones: An Object with 4 properties:
 		`positionAttribute`, `normalAttribute`, `morphedPositionAttribute` and `morphedNormalAttribute`.
 		`positionAttribute`, `normalAttribute`, `morphedPositionAttribute` and `morphedNormalAttribute`.
 
 
-		Helpful for Raytracing or Decals (i.e. a [page:DecalGeometry DecalGeometry] applied to a morphed Object 
-		with a [page:BufferGeometry BufferGeometry] will use the original BufferGeometry, not the morphed/skinned one, 
-		generating an incorrect result. 
+		Helpful for Raytracing or Decals (i.e. a [page:DecalGeometry DecalGeometry] applied to a morphed Object
+		with a [page:BufferGeometry BufferGeometry] will use the original BufferGeometry, not the morphed/skinned one,
+		generating an incorrect result.
 		Using this function to create a shadow Object3D the DecalGeometry can be correctly generated).
 		Using this function to create a shadow Object3D the DecalGeometry can be correctly generated).
 
 
 		</p>
 		</p>

+ 3 - 3
docs/examples/ko/controls/PointerLockControls.html

@@ -75,7 +75,7 @@
 
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
 		<p>
-			마우스 / 터치 이벤트를 수신하는 데 사용되는 HTMLDOMElement입니다. 이것은 생성자에 의해 설정되어야 합니다; 
+			마우스 / 터치 이벤트를 수신하는 데 사용되는 HTMLDOMElement입니다. 이것은 생성자에 의해 설정되어야 합니다;
 			생성자를 통해 설정되지 않을 경우 새 이벤트 리스너에 설정되지 않습니다.
 			생성자를 통해 설정되지 않을 경우 새 이벤트 리스너에 설정되지 않습니다.
 		</p>
 		</p>
 
 
@@ -97,11 +97,11 @@
 
 
 		<h2>메소드</h2>
 		<h2>메소드</h2>
 		<p>일반적인 메소드는 [page:EventDispatcher] 클래스를 참조하세요.</p>
 		<p>일반적인 메소드는 [page:EventDispatcher] 클래스를 참조하세요.</p>
-		
+
 
 
 		<h3>[method:undefined connect] ()</h3>
 		<h3>[method:undefined connect] ()</h3>
 		<p>
 		<p>
-			컨트롤의 이벤트 리스너를 추가합니다.			
+			컨트롤의 이벤트 리스너를 추가합니다.
 		</p>
 		</p>
 
 
 		<h3>[method:undefined disconnect] ()</h3>
 		<h3>[method:undefined disconnect] ()</h3>

+ 1 - 1
docs/examples/ko/controls/TrackballControls.html

@@ -159,7 +159,7 @@
 		<h3>[method:undefined checkDistances] ()</h3>
 		<h3>[method:undefined checkDistances] ()</h3>
 		<p>
 		<p>
 			컨트롤이 [minDistance, maxDistance] 범위내에 있는지 확인합니다. [page:.update update]() 에 의해 호출됩니다.
 			컨트롤이 [minDistance, maxDistance] 범위내에 있는지 확인합니다. [page:.update update]() 에 의해 호출됩니다.
-			
+
 		</p>
 		</p>
 
 
 		<h3>[method:undefined dispose] ()</h3>
 		<h3>[method:undefined dispose] ()</h3>

+ 4 - 4
docs/examples/ko/controls/TransformControls.html

@@ -16,7 +16,7 @@
 			다른 컨트롤과 달리, 해당 기능은 카메라의 장면 변환을 의미하지 않습니다.<br /><br />
 			다른 컨트롤과 달리, 해당 기능은 카메라의 장면 변환을 의미하지 않습니다.<br /><br />
 
 
 			[name] 는 연결된 3D 객체가 씬(scene) 그래프의 일부 입니다.
 			[name] 는 연결된 3D 객체가 씬(scene) 그래프의 일부 입니다.
-		
+
 		</p>
 		</p>
 
 
 		<h2>예시</h2>
 		<h2>예시</h2>
@@ -41,7 +41,7 @@
 
 
 		<h3>change</h3>
 		<h3>change</h3>
 		<p>
 		<p>
-			어떤 유형 (객체 또는 속성 변경) 의 변경이 수행할 경우 호출됩니다. 속성 변경은 이벤트 리스너를 추가 할 수 있는 별도의 이벤트입니다. 
+			어떤 유형 (객체 또는 속성 변경) 의 변경이 수행할 경우 호출됩니다. 속성 변경은 이벤트 리스너를 추가 할 수 있는 별도의 이벤트입니다.
 			이벤트의 타입은 "propertyname-changed" 입니다.
 			이벤트의 타입은 "propertyname-changed" 입니다.
 		</p>
 		</p>
 
 
@@ -62,7 +62,7 @@
 
 
 		<h2>속성</h2>
 		<h2>속성</h2>
 
 
-		<p>공통 속성은 [page: Object3D] 클래스를 참조하세요.</p>
+		<p>공통 속성은 [page:Object3D] 클래스를 참조하세요.</p>
 
 
 		<h3>[property:String axis]</h3>
 		<h3>[property:String axis]</h3>
 		<p>
 		<p>
@@ -76,7 +76,7 @@
 
 
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<h3>[property:HTMLDOMElement domElement]</h3>
 		<p>
 		<p>
-			HTMLDOMElement는 마우스 / 터치 이벤트를 사용하는데 이용됩니다. 이것은 생성자에 의해 설정되어야 합니다; 
+			HTMLDOMElement는 마우스 / 터치 이벤트를 사용하는데 이용됩니다. 이것은 생성자에 의해 설정되어야 합니다;
 			생성자를 통해 설정되지 않을 경우 새 이벤트 리스너에 설정되지 않습니다.
 			생성자를 통해 설정되지 않을 경우 새 이벤트 리스너에 설정되지 않습니다.
 		</p>
 		</p>
 
 

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

@@ -57,7 +57,7 @@
 		<ul>
 		<ul>
 			<li>[page:Integer target] — Target bone.</li>
 			<li>[page:Integer target] — Target bone.</li>
 			<li>[page:Integer effector] — Effector bone.</li>
 			<li>[page:Integer effector] — Effector bone.</li>
-			<li>[page:Array links] — An array of [page: Object] specifying link bones.
+			<li>[page:Array links] — An array of [page:Object] specifying link bones.
 			<ul>
 			<ul>
 				<li>[page:Integer index] — Link bone.</li>
 				<li>[page:Integer index] — Link bone.</li>
 				<li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>
 				<li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>

+ 1 - 1
docs/examples/zh/math/Lut.html

@@ -25,7 +25,7 @@
 
 
 		<h3>[name]( [param:String colormap], [param:Number count] )</h3>
 		<h3>[name]( [param:String colormap], [param:Number count] )</h3>
 		<p>
 		<p>
-		colormap - Sets a colormap from predefined colormaps. Available colormaps are : *rainbow*, *cooltowarm*, *blackbody*, *grayscale*. Default is *rainbow*.<br />
+		colormap - Sets a colormap from predefined colormaps. Available colormaps are: *rainbow*, *cooltowarm*, *blackbody*, *grayscale*. Default is *rainbow*.<br />
 		count - Sets the number of colors used to represent the data array. Default is *32*.
 		count - Sets the number of colors used to represent the data array. Default is *32*.
 		</p>
 		</p>
 
 

+ 1 - 1
docs/examples/zh/math/convexhull/ConvexHull.html

@@ -177,7 +177,7 @@
 		<p>
 		<p>
 			[page:Face face] - The given face.<br /><br />
 			[page:Face face] - The given face.<br /><br />
 
 
-			Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list.
+			Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertex list.
 		</p>
 		</p>
 
 
 		<h3>[method:this removeVertexFromFace]( [param:VertexNode vertex], [param:Face face]	)</h3>
 		<h3>[method:this removeVertexFromFace]( [param:VertexNode vertex], [param:Face face]	)</h3>

+ 2 - 2
docs/manual/ar/introduction/Creating-text.html

@@ -23,7 +23,7 @@
 			<code>&lt;div id="info"&gt;Description&lt;/div&gt;</code>
 			<code>&lt;div id="info"&gt;Description&lt;/div&gt;</code>
 
 
 			<p>
 			<p>
-				وإستخدم ترميز CSS لوضع موضع مطلق (position absolutely) في موضع فوق كل المواقع الأخرى باستخدام z-index  بالأخاص إذا كنت تقوم بتشغيل على كامل الشاشة three.js.
+				وإستخدم ترميز CSS لوضع موضع مطلق (position absolutely) في موضع فوق كل المواقع الأخرى باستخدام z-index بالأخاص إذا كنت تقوم بتشغيل على كامل الشاشة three.js.
 			</p>
 			</p>
 
 
 			<code>
 			<code>
@@ -92,7 +92,7 @@
 				انظر [link:https://github.com/felixmariotto/three-mesh-ui three-mesh-ui] أو [link:https://github.com/Jam3/three-bmfont-text three-bmfont-text].
 				انظر [link:https://github.com/felixmariotto/three-mesh-ui three-mesh-ui] أو [link:https://github.com/Jam3/three-bmfont-text three-bmfont-text].
 			</p>
 			</p>
 			<p>
 			<p>
-				تتوفر الخطوط في مشاريع مثل [link:https://github.com/etiennepinchon/aframe-fonts A-Frame Fonts] ، أو يمكنك إنشاء خطوطك الخاصة من أي خط .TTF ، مع التحسين لتضمين الأحرف المطلوبة  للمشروع.
+				تتوفر الخطوط في مشاريع مثل [link:https://github.com/etiennepinchon/aframe-fonts A-Frame Fonts] ، أو يمكنك إنشاء خطوطك الخاصة من أي خط .TTF ، مع التحسين لتضمين الأحرف المطلوبة للمشروع.
 			</p>
 			</p>
 			<p>
 			<p>
 				بعض الأدوات المفيدة
 				بعض الأدوات المفيدة

+ 2 - 2
docs/manual/ar/introduction/How-to-update-things.html

@@ -27,7 +27,7 @@ scene.add( object1 ); //object1 and object2 will automatically update their matr
 		<p>ومع ذلك ، إذا كنت تعلم أن الكائن سيكون ثابتًا ، فيمكنك تعطيل هذا وتحديث وضيفة التحديث يدويًا عند الحاجة فقط.</p>
 		<p>ومع ذلك ، إذا كنت تعلم أن الكائن سيكون ثابتًا ، فيمكنك تعطيل هذا وتحديث وضيفة التحديث يدويًا عند الحاجة فقط.</p>
 
 
 		<code>
 		<code>
-object.matrixAutoUpdate  = false;
+object.matrixAutoUpdate = false;
 object.updateMatrix();
 object.updateMatrix();
 		</code>
 		</code>
 
 
@@ -65,7 +65,7 @@ geometry.setDrawRange( 0, drawCount );
 const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 // line
 // line
-const line = new THREE.Line( geometry,  material );
+const line = new THREE.Line( geometry, material );
 scene.add( line );
 scene.add( line );
 			</code>
 			</code>
 		 	<p>
 		 	<p>

+ 2 - 2
docs/manual/ar/introduction/Installation.html

@@ -104,7 +104,7 @@
 		<h2>أمثلة</h2>
 		<h2>أمثلة</h2>
 
 
 		<p>
 		<p>
-			يركز جوهر three.js على أهم المكونات المكونة لمحرك ثلاثي الأبعاد.  العديد من المكونات المفيدة الأخرى - مثل الضوابط ، عناصر التحميل ، وتأثيرات ما بعد المعالجة - هي جزء من المجلد [link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm examples/jsm]. .يشار إليها باسم "أمثلة" ، لأنه بينما يمكنك استخدامها ببساطة، من المفترض أيضًا إعادة دمجها وتخصيصها. هذه المكونات تضل  متزامنة مع المكتبة الأساسية
+			يركز جوهر three.js على أهم المكونات المكونة لمحرك ثلاثي الأبعاد.  العديد من المكونات المفيدة الأخرى - مثل الضوابط ، عناصر التحميل ، وتأثيرات ما بعد المعالجة - هي جزء من المجلد [link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm examples/jsm]. .يشار إليها باسم "أمثلة" ، لأنه بينما يمكنك استخدامها ببساطة، من المفترض أيضًا إعادة دمجها وتخصيصها. هذه المكونات تضل متزامنة مع المكتبة الأساسية
 			بينما يتم الاحتفاظ بحزم الجهات الخارجية المماثلة على npm بواسطة أشخاص مختلفين وقد لا تكون محدثة.
 			بينما يتم الاحتفاظ بحزم الجهات الخارجية المماثلة على npm بواسطة أشخاص مختلفين وقد لا تكون محدثة.
 		</p>
 		</p>
 
 
@@ -167,7 +167,7 @@
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-			أولاً ، نظرًا لأن three.js مصممة للويب ، فإنها تعتمد على المتصفح وواجهات برمجة تطبيقات DOM التي لا تتواجد دائمًا في Node.js. يمكن حل بعض هذه المشكلات باستخدام (shims) مثل [link:https://github.com/stackgl/headless-gl headless-gl]، أو عن طريق استبدال مكونات مثل [page: TextureLoader] ببدائل مخصصة. قد تتشابك واجهات برمجة تطبيقات DOM الأخرى بعمق مع الكود الذي يستخدمها ، وسيكون من الصعب حلها. نرحب بطلبات السحب البسيطة والقابلة للصيانة لتحسين دعم Node.js ، لكننا نوصي بفتح مشكلة لمناقشة التحسينات التي أجريتها أولاً.
+			أولاً ، نظرًا لأن three.js مصممة للويب ، فإنها تعتمد على المتصفح وواجهات برمجة تطبيقات DOM التي لا تتواجد دائمًا في Node.js. يمكن حل بعض هذه المشكلات باستخدام (shims) مثل [link:https://github.com/stackgl/headless-gl headless-gl]، أو عن طريق استبدال مكونات مثل [page:TextureLoader] ببدائل مخصصة. قد تتشابك واجهات برمجة تطبيقات DOM الأخرى بعمق مع الكود الذي يستخدمها ، وسيكون من الصعب حلها. نرحب بطلبات السحب البسيطة والقابلة للصيانة لتحسين دعم Node.js ، لكننا نوصي بفتح مشكلة لمناقشة التحسينات التي أجريتها أولاً.
 		</p>
 		</p>
 
 
 		<p>
 		<p>

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