Răsfoiți Sursa

Docs: Clean up.

Mugen87 5 ani în urmă
părinte
comite
e06e9892bd
30 a modificat fișierele cu 99 adăugiri și 99 ștergeri
  1. 3 1
      docs/api/en/helpers/PointLightHelper.html
  2. 0 1
      docs/api/en/lights/PointLight.html
  3. 2 21
      docs/api/en/lights/SpotLight.html
  4. 3 1
      docs/api/en/loaders/BufferGeometryLoader.html
  5. 4 2
      docs/api/en/loaders/TextureLoader.html
  6. 3 1
      docs/api/en/materials/MeshDistanceMaterial.html
  7. 5 3
      docs/api/en/materials/MeshPhysicalMaterial.html
  8. 4 1
      docs/api/en/materials/ShadowMaterial.html
  9. 2 2
      docs/api/en/materials/SpriteMaterial.html
  10. 6 2
      docs/api/en/objects/InstancedMesh.html
  11. 3 1
      docs/api/en/textures/DepthTexture.html
  12. 3 1
      docs/api/zh/helpers/PointLightHelper.html
  13. 4 5
      docs/api/zh/lights/PointLight.html
  14. 3 22
      docs/api/zh/lights/SpotLight.html
  15. 3 1
      docs/api/zh/loaders/BufferGeometryLoader.html
  16. 4 2
      docs/api/zh/loaders/TextureLoader.html
  17. 3 1
      docs/api/zh/materials/MeshDistanceMaterial.html
  18. 6 3
      docs/api/zh/materials/MeshPhysicalMaterial.html
  19. 4 1
      docs/api/zh/materials/ShadowMaterial.html
  20. 2 2
      docs/api/zh/materials/SpriteMaterial.html
  21. 6 2
      docs/api/zh/objects/InstancedMesh.html
  22. 3 2
      docs/api/zh/textures/DepthTexture.html
  23. 1 1
      docs/examples/en/geometries/DecalGeometry.html
  24. 1 1
      docs/examples/en/math/Lut.html
  25. 4 5
      docs/examples/en/objects/Lensflare.html
  26. 1 1
      docs/examples/zh/geometries/DecalGeometry.html
  27. 1 1
      docs/examples/zh/math/Lut.html
  28. 4 5
      docs/examples/zh/objects/Lensflare.html
  29. 6 3
      docs/manual/en/introduction/Creating-text.html
  30. 5 4
      docs/manual/zh/introduction/Creating-text.html

+ 3 - 1
docs/api/en/helpers/PointLightHelper.html

@@ -20,7 +20,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 
 		<code>
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );

+ 0 - 1
docs/api/en/lights/PointLight.html

@@ -25,7 +25,6 @@
 		<p>
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
 			[example:webgl_lensflares lensflares ]

+ 2 - 21
docs/api/en/lights/SpotLight.html

@@ -19,30 +19,11 @@
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 		</p>
 
 
-
-
-
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<p>
-			[example:webgl_lights_spotlight View in Examples ]
-		</p>
-
-		<h2>Other Examples</h2>
-
 		<p>
 		<p>
-			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
-			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_loader_md2 loader / md2 ]<br />
-			[example:webgl_shading_physical shading / physical ]<br />
-			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-			[example:webgl_shading_physical shading / physical]<br/>
-			[example:webgl_shadowmap shadowmap]<br/>
-			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-			[example:webgl_shadowmap_viewer shadowmap / viewer]
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 		</p>
 
 
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>

+ 3 - 1
docs/api/en/loaders/BufferGeometryLoader.html

@@ -19,7 +19,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
+		<p>
+			[example:webgl_performance WebGL / performance]
+		</p>
 
 
 		<code>
 		<code>
 		// instantiate a loader
 		// instantiate a loader

+ 4 - 2
docs/api/en/loaders/TextureLoader.html

@@ -19,6 +19,10 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
+			[example:webgl_geometry_cube geometry / cube]
+		</p>
+
 		<code>
 		<code>
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 
 
@@ -26,8 +30,6 @@
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		</code>
 		</code>
 
 
-		[example:webgl_geometry_cube geometry / cube]
-
 		<h2>Example with Callbacks</h2>
 		<h2>Example with Callbacks</h2>
 
 
 		<code>
 		<code>

+ 3 - 1
docs/api/en/materials/MeshDistanceMaterial.html

@@ -21,7 +21,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		<p>
+			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		</p>
 
 
 		<script>
 		<script>
 
 

+ 5 - 3
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -37,8 +37,10 @@
 		</script>
 		</script>
 
 
 		<h2>Examples</h2>
 		<h2>Examples</h2>
-		[example:webgl_materials_variations_physical materials / variations / physical]<br />
-		[example:webgl_materials_reflectivity materials / reflectivity]
+		<p>
+			[example:webgl_materials_variations_physical materials / variations / physical]<br />
+			[example:webgl_materials_reflectivity materials / reflectivity]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
@@ -70,7 +72,7 @@
 
 
 					'STANDARD': ''
 					'STANDARD': ''
 					'PHYSICAL': '',
 					'PHYSICAL': '',
-			
+
 				};
 				};
 			</code>
 			</code>
 
 

+ 4 - 1
docs/api/en/materials/ShadowMaterial.html

@@ -17,7 +17,10 @@
 		</p>
 		</p>
 
 
 		<h3>Example</h3>
 		<h3>Example</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 
 		<code>
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );

+ 2 - 2
docs/api/en/materials/SpriteMaterial.html

@@ -15,12 +15,12 @@
 		<p class="desc">A material for a use with a [page:Sprite].</p>
 		<p class="desc">A material for a use with a [page:Sprite].</p>
 
 
 		<h2>Examples</h2>
 		<h2>Examples</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 
 		<code>
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

+ 6 - 2
docs/api/en/objects/InstancedMesh.html

@@ -18,10 +18,14 @@
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 
 		<p>
 		<p>
-			[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
+			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
+			[example:webgl_instancing_modified WebGL / instancing / modified]<br />
+			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
+			[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
+			[example:webgl_instancing_raycast WebGL / instancing / raycast]
 		</p>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 3 - 1
docs/api/en/textures/DepthTexture.html

@@ -19,7 +19,9 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		[example:webgl_depth_texture depth / texture]
+		<p>
+			[example:webgl_depth_texture depth / texture]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>

+ 3 - 1
docs/api/zh/helpers/PointLightHelper.html

@@ -20,7 +20,9 @@
 
 
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
-		[example:webgl_helpers WebGL /  helpers]
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 
 		<code>
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );

+ 4 - 5
docs/api/zh/lights/PointLight.html

@@ -24,7 +24,6 @@
 		<p>
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
-			[example:webgldeferred_animation animation ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
 			[example:webgl_lensflares lensflares ]
@@ -46,7 +45,7 @@ scene.add( light );
 			[page:Number distance] - 这个距离表示从光源到光照强度为0的位置。
 			[page:Number distance] - 这个距离表示从光源到光照强度为0的位置。
 			当设置为0时,光永远不会消失(距离无穷大)。缺省值 0.<br />
 			当设置为0时,光永远不会消失(距离无穷大)。缺省值 0.<br />
 			[page:Float decay] - 沿着光照距离的衰退量。缺省值 1。
 			[page:Float decay] - 沿着光照距离的衰退量。缺省值 1。
-			
+
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,decay = 2。<br /><br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,decay = 2。<br /><br />
 
 
 			创建一个新的点光源(PointLight)。
 			创建一个新的点光源(PointLight)。
@@ -75,7 +74,7 @@ scene.add( light );
 			光功率<br />
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
-			
+
 			该值与 [page:.intensity intensity] 直接关联
 			该值与 [page:.intensity intensity] 直接关联
   			<code>
   			<code>
 				power = intensity * 4&pi;
 				power = intensity * 4&pi;
@@ -86,9 +85,9 @@ scene.add( light );
 		<h3>[property:LightShadow shadow]</h3>
 		<h3>[property:LightShadow shadow]</h3>
 		<p>
 		<p>
 			[page:LightShadow]用与计算此光照的阴影。<br /><br />
 			[page:LightShadow]用与计算此光照的阴影。<br /><br />
-			
+
 			此对象的摄像机被设置为 [page:PerspectiveCamera.fov fov] 为90度,[page:PerspectiveCamera.aspect aspect]为1
 			此对象的摄像机被设置为 [page:PerspectiveCamera.fov fov] 为90度,[page:PerspectiveCamera.aspect aspect]为1
-			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far] 
+			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far]
 			为500的透视摄像机 [page:PerspectiveCamera]。
 			为500的透视摄像机 [page:PerspectiveCamera]。
 		</p>
 		</p>
 
 

+ 3 - 22
docs/api/zh/lights/SpotLight.html

@@ -18,30 +18,11 @@
 			该光源可以投射阴影 - 跳转至 [page:SpotLightShadow] 查看更多细节。
 			该光源可以投射阴影 - 跳转至 [page:SpotLightShadow] 查看更多细节。
 		</p>
 		</p>
 
 
-
-
-
 		<h2>示例</h2>
 		<h2>示例</h2>
 
 
-		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<p>
-			[example:webgl_lights_spotlight View in Examples ]
-		</p>
-
-		<h2>其他例子</h2>
-
 		<p>
 		<p>
-			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
-			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
-			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
-			[example:webgl_loader_md2 loader / md2 ]<br />
-			[example:webgl_shading_physical shading / physical ]<br />
-			[example:webgl_materials_bumpmap materials / bumpmap]<br/>
-			[example:webgl_shading_physical shading / physical]<br/>
-			[example:webgl_shadowmap shadowmap]<br/>
-			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
-			[example:webgl_shadowmap_viewer shadowmap / viewer]
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
 		</p>
 		</p>
 
 
 		<h2>代码示例</h2>
 		<h2>代码示例</h2>
@@ -124,7 +105,7 @@
 			光功率<br />
 			光功率<br />
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
 			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
-			
+
 			该值与 [page:.intensity intensity] 直接关联
 			该值与 [page:.intensity intensity] 直接关联
 				<code>
 				<code>
 				power = intensity * 4&pi;
 				power = intensity * 4&pi;

+ 3 - 1
docs/api/zh/loaders/BufferGeometryLoader.html

@@ -19,7 +19,9 @@
 
 
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
-		[example:webgl_geometry_colors_lookuptable WebGL / geometry / colors / lookuptable]
+		<p>
+			[example:webgl_performance WebGL / performance]
+		</p>
 
 
 		<code>
 		<code>
 		// 初始化一个加载器
 		// 初始化一个加载器

+ 4 - 2
docs/api/zh/loaders/TextureLoader.html

@@ -19,6 +19,10 @@
 
 
 		<h2>例子</h2>
 		<h2>例子</h2>
 
 
+		<p>
+			[example:webgl_geometry_cube geometry / cube]
+		</p>
+
 		<code>
 		<code>
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 
 
@@ -26,8 +30,6 @@
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		</code>
 		</code>
 
 
-		[example:webgl_geometry_cube geometry / cube]
-
 		<h2>Example with Callbacks</h2>
 		<h2>Example with Callbacks</h2>
 
 
 		<code>
 		<code>

+ 3 - 1
docs/api/zh/materials/MeshDistanceMaterial.html

@@ -21,7 +21,9 @@
 
 
 		<h2>示例</h2>
 		<h2>示例</h2>
 
 
-		[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		<p>
+			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
+		</p>
 
 
 		<script>
 		<script>
 
 

+ 6 - 3
docs/api/zh/materials/MeshPhysicalMaterial.html

@@ -35,8 +35,11 @@
 		</script>
 		</script>
 
 
 		<h2>例子(Examples)</h2>
 		<h2>例子(Examples)</h2>
-		[example:webgl_materials_variations_physical materials / variations / physical]<br />
-		[example:webgl_materials_reflectivity materials / reflectivity]
+
+		<p>
+			[example:webgl_materials_variations_physical materials / variations / physical]<br />
+			[example:webgl_materials_reflectivity materials / reflectivity]
+		</p>
 
 
 		<h2>构造函数(Constructor)</h2>
 		<h2>构造函数(Constructor)</h2>
 
 
@@ -65,7 +68,7 @@
 
 
 					'STANDARD': ''
 					'STANDARD': ''
 					'PHYSICAL': '',
 					'PHYSICAL': '',
-			
+
 				};
 				};
 			</code>
 			</code>
 			[page:WebGLRenderer]使用它来选择shaders。
 			[page:WebGLRenderer]使用它来选择shaders。

+ 4 - 1
docs/api/zh/materials/ShadowMaterial.html

@@ -17,7 +17,10 @@
 		</p>
 		</p>
 
 
 		<h3>例子(Example)</h3>
 		<h3>例子(Example)</h3>
-		[example:webgl_geometry_spline_editor geometry / spline / editor]
+	
+		<p>
+			[example:webgl_geometry_spline_editor geometry / spline / editor]
+		</p>
 
 
 		<code>
 		<code>
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );
 var planeGeometry = new THREE.PlaneGeometry( 2000, 2000 );

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

@@ -15,12 +15,12 @@
 		<p class="desc">一种使用[page:Sprite]的材质。</p>
 		<p class="desc">一种使用[page:Sprite]的材质。</p>
 
 
 		<h2>例子(Examples)</h2>
 		<h2>例子(Examples)</h2>
-		<div>
+		<p>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
-		</div>
+		</p>
 
 
 		<code>
 		<code>
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );
 var spriteMap = new THREE.TextureLoader().load( 'textures/sprite.png' );

+ 6 - 2
docs/api/zh/objects/InstancedMesh.html

@@ -18,10 +18,14 @@
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		to reduce the number of draw calls and thus improve the overall rendering performance in your application.
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h3>Examples</h3>
 
 
 		<p>
 		<p>
-			[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
+			[example:webgl_instancing_dynamic WebGL / instancing / dynamic]<br />
+			[example:webgl_instancing_modified WebGL / instancing / modified]<br />
+			[example:webgl_instancing_performance WebGL / instancing / performance]<br />
+			[example:webgl_instancing_scatter WebGL / instancing / scatter]<br />
+			[example:webgl_instancing_raycast WebGL / instancing / raycast]
 		</p>
 		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 3 - 2
docs/api/zh/textures/DepthTexture.html

@@ -17,8 +17,9 @@
 		</p>
 		</p>
 
 
 		<h2>示例</h2>
 		<h2>示例</h2>
-
-		[example:webgl_depth_texture depth / texture]
+		<p>
+			[example:webgl_depth_texture depth / texture]
+		</p>
 
 
 		<h2>构造函数</h2>
 		<h2>构造函数</h2>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>

+ 1 - 1
docs/examples/en/geometries/DecalGeometry.html

@@ -32,7 +32,7 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<p>[example:webgl_decals decals ]</p>
+		<p>[example:webgl_decals WebGL / decals]</p>
 
 
 		<code>var geometry =  new THREE.DecalGeometry( mesh, position, orientation, size );
 		<code>var geometry =  new THREE.DecalGeometry( mesh, position, orientation, size );
 		var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );

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

@@ -2,7 +2,7 @@
 <html lang="en">
 <html lang="en">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
-		<base href="../../" />
+		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="list.js"></script>
 		<script src="page.js"></script>
 		<script src="page.js"></script>
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />

+ 4 - 5
docs/examples/en/objects/Lensflare.html

@@ -19,9 +19,10 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<p>
 		<p>
-			[example:webgl_lensflares lensflares]
+			[example:webgl_lensflares WebGL / lensflares]
+		</p>
 
 
-			<code>
+		<code>
 var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
 var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
 
 
 var textureLoader = new THREE.TextureLoader();
 var textureLoader = new THREE.TextureLoader();
@@ -37,9 +38,7 @@ lensflare.addElement( new THREE.LensflareElement( textureFlare1, 512, 0 ) );
 lensflare.addElement( new THREE.LensflareElement( textureFlare2, 60, 0.6 ) );
 lensflare.addElement( new THREE.LensflareElement( textureFlare2, 60, 0.6 ) );
 
 
 light.add( lensflare );
 light.add( lensflare );
-			</code>
-
-		</p>
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 1 - 1
docs/examples/zh/geometries/DecalGeometry.html

@@ -32,7 +32,7 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<p>[example:webgl_decals decals ]</p>
+		<p>[example:webgl_decals WebGL / decals]</p>
 
 
 		<code>var geometry =  new THREE.DecalGeometry( mesh, position, orientation, size );
 		<code>var geometry =  new THREE.DecalGeometry( mesh, position, orientation, size );
 		var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );

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

@@ -2,7 +2,7 @@
 <html lang="en">
 <html lang="en">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
-		<base href="../../" />
+		<base href="../../../" />
 		<script src="list.js"></script>
 		<script src="list.js"></script>
 		<script src="page.js"></script>
 		<script src="page.js"></script>
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />

+ 4 - 5
docs/examples/zh/objects/Lensflare.html

@@ -19,9 +19,10 @@
 		<h2>示例</h2>
 		<h2>示例</h2>
 
 
 		<p>
 		<p>
-			[example:webgl_lensflares lensflares]
+			[example:webgl_lensflares WebGL / lensflares]
+		</p>
 
 
-			<code>
+		<code>
 var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
 var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
 
 
 var textureLoader = new THREE.TextureLoader();
 var textureLoader = new THREE.TextureLoader();
@@ -37,9 +38,7 @@ lensflare.addElement( new THREE.LensflareElement( textureFlare1, 512, 0 ) );
 lensflare.addElement( new THREE.LensflareElement( textureFlare2, 60, 0.6 ) );
 lensflare.addElement( new THREE.LensflareElement( textureFlare2, 60, 0.6 ) );
 
 
 light.add( lensflare );
 light.add( lensflare );
-			</code>
-
-		</p>
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 6 - 3
docs/manual/en/introduction/Creating-text.html

@@ -76,14 +76,17 @@
 			</p>
 			</p>
 
 
 			<h3>Examples</h3>
 			<h3>Examples</h3>
-			[example:webgl_geometry_text WebGL / geometry / text]<br />
-			[example:webgl_shadowmap WebGL / shadowmap]
+
+			<p>
+				[example:webgl_geometry_text WebGL / geometry / text]<br />
+				[example:webgl_shadowmap WebGL / shadowmap]
+			</p>
 
 
 			<p>
 			<p>
 				If Typeface is down, or you want to use a font that is not there, there's a tutorial
 				If Typeface is down, or you want to use a font that is not there, there's a tutorial
 				with a python script for blender that allows you to export text to Three.js's JSON format:
 				with a python script for blender that allows you to export text to Three.js's JSON format:
 				[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]
 				[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]
-				</p>
+			</p>
 
 
 		</div>
 		</div>
 
 

+ 5 - 4
docs/manual/zh/introduction/Creating-text.html

@@ -70,14 +70,15 @@
 			</p>
 			</p>
 
 
 			<h3>示例</h3>
 			<h3>示例</h3>
-			[example:webgl_geometry_text WebGL / geometry / text]<br />
-			[example:canvas_geometry_text canvas / geometry / text]<br />
-			[example:webgl_shadowmap WebGL / shadowmap]
+			<p>
+				[example:webgl_geometry_text WebGL / geometry / text]<br />
+				[example:webgl_shadowmap WebGL / shadowmap]
+			</p>
 
 
 			<p>
 			<p>
 				如果Typeface已经关闭,或者没有你所想使用的字体,这有一个教程:[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]<br>
 				如果Typeface已经关闭,或者没有你所想使用的字体,这有一个教程:[link:http://www.jaanga.com/2012/03/blender-to-threejs-create-3d-text-with.html]<br>
 				这是一个在blender上运行的python脚本,能够让你将文字导出为Three.js的JSON格式。
 				这是一个在blender上运行的python脚本,能够让你将文字导出为Three.js的JSON格式。
-				</p>
+			</p>
 
 
 		</div>
 		</div>