Mr.doob 5 years ago
parent
commit
ea2a18a223
100 changed files with 1337 additions and 1513 deletions
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build/three.js


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build/three.min.js


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build/three.module.js


+ 0 - 7
docs/api/en/cameras/Camera.html

@@ -30,13 +30,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property:Boolean isCamera]</h3>
-		<p>
-			Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally by the renderer for optimisation.
-		</p>
-
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 		The [page:Layers layers] that the camera is a member of. This is an inherited
 		The [page:Layers layers] that the camera is a member of. This is an inherited

+ 0 - 8
docs/api/en/cameras/OrthographicCamera.html

@@ -33,7 +33,6 @@
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_rtt rtt ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</p>
 		<p>[example:webgl_shadowmap shadowmap ]</p>
-		<p>[example:webgl_terrain_dynamic terrain / dynamic ]</p>
 
 
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
 scene.add( camera );</code>
 scene.add( camera );</code>
@@ -72,13 +71,6 @@ scene.add( camera );</code>
 		The valid range is between the current value of the [page:.near near] plane and infinity.
 		The valid range is between the current value of the [page:.near near] plane and infinity.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isOrthographicCamera]</h3>
-		<p>
-			Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
-
-			This should not be changed as it is used internally by the renderer for optimisation.
-		</p>
-
 		<h3>[property:Float left]</h3>
 		<h3>[property:Float left]</h3>
 		<p>Camera frustum left plane.</p>
 		<p>Camera frustum left plane.</p>
 
 

+ 0 - 7
docs/api/en/cameras/PerspectiveCamera.html

@@ -77,13 +77,6 @@ scene.add( camera );</code>
 		<h3>[property:Float fov]</h3>
 		<h3>[property:Float fov]</h3>
 		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
 		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
 
 
-		<h3>[property:Boolean isPerspectiveCamera]</h3>
-		<p>
-			Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
-
-			This should not be changed as it is used internally by the renderer for optimisation.
-		</p>
-
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
 		<p>
 		<p>

+ 0 - 79
docs/api/en/constants/DrawModes.html

@@ -1,79 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>Draw Mode Constants</h1>
-
-		<p class="desc">
-			These are valid values for [page:Mesh.drawMode], and control how the list of vertices is interpeted once sent to the GPU.
-		</p>
-
-		<h2>Draw Modes</h2>
-
-		<code>
-			THREE.TrianglesDrawMode
-		</code>
-		<p>
-			This is the default, and results in every three consecutive vertices (v0, v1, v2), (v3, v4, v5), ...
-			being interpreted as a separate triangle. <br />
-			If the number of vertices is not a multiple of 3, excess vertices are ignored.
-		</p>
-
-		<code>
-			THREE.TriangleStripDrawMode
-		</code>
-		<p>
-			This will result in a series of triangles connected in a strip, given by (v0, v1, v2), (v2, v1, v3), (v2, v3, v4), ...
-			so that every subsequent triangle shares two vertices with the previous triangle.
-		</p>
-
-		<code>
-			THREE.TriangleFanDrawMode
-		</code>
-		<p>
-			This will result in a series of triangles each sharing the first vertex (like a fan),
-			given by (v0, v1, v2), (v0, v2, v3), (v0, v3, v4), ... <br /><br />
-
-			<em>Note:</em> As of [link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10], this mode is not supported. As Chrome and Firefox
-			render WebGL using [link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE] on Windows,
-			internally this mode will be converted to a supported mode, which will likely lead to lowered
-			performance on those browsers.
-		</p>
-
-
-		<h2>Usage</h2>
-
-		<code>
-		var geometry = new THREE.BufferGeometry();
-
-		var vertices = [];
-
-		vertices.push( -10,  10, 0 );
-		vertices.push( -10, -10, 0 );
-		vertices.push(  10, -10, 0 );
-
-		// ...
-
-		geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-
-		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-
-		var mesh = new THREE.Mesh( geometry, material );
-		mesh.drawMode = THREE.TrianglesDrawMode; //default
-
-		scene.add( mesh );
-		</code>
-
-		<h2>Source</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 284 - 0
docs/api/en/constants/Textures.html

@@ -147,8 +147,14 @@
 		<h2>Formats</h2>
 		<h2>Formats</h2>
 		<code>
 		<code>
 		THREE.AlphaFormat
 		THREE.AlphaFormat
+		THREE.RedFormat
+		THREE.RedIntegerFormat
+		THREE.RGFormat
+		THREE.RGIntegerFormat
 		THREE.RGBFormat
 		THREE.RGBFormat
+		THREE.RGBIntegerFormat
 		THREE.RGBAFormat
 		THREE.RGBAFormat
+		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
 		THREE.LuminanceAlphaFormat
 		THREE.RGBEFormat
 		THREE.RGBEFormat
@@ -161,10 +167,35 @@
 
 
 		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
 		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
 
 
+		[page:constant RedFormat] discards the green and blue components and reads just the red component.<br /><br />
+
+		[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
+		[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
 		[page:constant RGBFormat] discards the alpha components and reads the red, green and blue components.<br /><br />
 
 
+		[page:constant RGBIntegerFormat] discards the alpha components and reads the red, green and blue components.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
 		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
 
 
+		[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
+		The texels are read as integers instead of floating point.
+		(can only be used with a WebGL 2 rendering context).
+		<br /><br />
+
 		[page:constant LuminanceFormat] reads each element as a single luminance component.
 		[page:constant LuminanceFormat] reads each element as a single luminance component.
 		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
 		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
 		 into an RGBA element by placing the luminance value in the red, green and blue channels,
 		 into an RGBA element by placing the luminance value in the red, green and blue channels,
@@ -238,6 +269,259 @@
 		extension. <br /><br />
 		extension. <br /><br />
 		</p>
 		</p>
 
 
+		<h2>Internal Formats</h2>
+		<code>
+		'ALPHA'
+		'RGB'
+		'RGBA'
+		'LUMINANCE'
+		'LUMINANCE_ALPHA'
+		'RED_INTEGER'
+		'R8'
+		'R8_SNORM'
+		'R8I'
+		'R8UI'
+		'R16I'
+		'R16UI'
+		'R16F'
+		'R32I'
+		'R32UI'
+		'R32F'
+		'RG8'
+		'RG8_SNORM'
+		'RG8I'
+		'RG8UI'
+		'RG16I'
+		'RG16UI'
+		'RG16F'
+		'RG32I'
+		'RG32UI'
+		'RG32F'
+		'RGB565'
+		'RGB8'
+		'RGB8_SNORM'
+		'RGB8I'
+		'RGB8UI'
+		'RGB16I'
+		'RGB16UI'
+		'RGB16F'
+		'RGB32I'
+		'RGB32UI'
+		'RGB32F'
+		'RGB9_E5'
+		'SRGB8'
+		'R11F_G11F_B10F'
+		'RGBA4'
+		'RGBA8'
+		'RGBA8_SNORM'
+		'RGBA8I'
+		'RGBA8UI'
+		'RGBA16I'
+		'RGBA16UI'
+		'RGBA16F'
+		'RGBA32I'
+		'RGBA32UI'
+		'RGBA32F'
+		'RGB5_A1'
+		'RGB10_A2'
+		'RGB10_A2UI'
+		'SRGB8_ALPHA8'
+		'DEPTH_COMPONENT16'
+		'DEPTH_COMPONENT24'
+		'DEPTH_COMPONENT32F'
+		'DEPTH24_STENCIL8'
+		'DEPTH32F_STENCIL8'
+		</code>
+
+		<p>
+
+		Heads up: changing the internal format of a texture will only affect the
+		texture when using a WebGL 2 rendering context.<br /><br />
+
+		For use with a texture's [page:Texture.internalFormat internalFormat]	property,
+		these define how elements of a texture, or *texels*, are stored on the GPU.<br /><br />
+
+		[page:constant R8] stores the red component on 8 bits.<br /><br />
+
+		[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
+
+		[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
+
+		[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
+
+		[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
+
+		[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
+
+		[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
+
+		[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RG8I] stores the red and green components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG8UI] stores the red and green components on 8 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG16I] stores the red and green components on 16 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG16UI] stores the red and green components on 16 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG16F] stores the red and green components on 16 bits each.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RG32I] stores the red and green components on 32 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RG32UI] stores the red and green components on 32 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RG32F] stores the red and green components on 32 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
+
+		[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
+		Every component is stored as floating point
+		<br /><br />
+
+		[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
+		Every component is stored as floating point
+		<br /><br />
+
+		[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
+
+		[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
+
+		[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+		[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
+		Every component is stored as normalized.
+		<br /><br />
+
+		[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as an integer.
+		<br /><br />
+
+		[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
+		Every component is stored as floating point.
+		<br /><br />
+
+		[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
+
+		[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
+
+		[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
+		Every component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
+
+		[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+
+		[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
+
+		[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
+
+		[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
+
+		[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
+		The stencil component is stored as an unsigned integer.
+		<br /><br />
+
+		[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
+		The depth component is stored as floating point, and the stencil component as an unsigned integer.
+		<br /><br />
+
+		Note that the texture must have the correct [page:Texture.type type] set,
+		as well as the correct [page:Texture.format format].
+
+		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
+		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
+		for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
+		and [page:Texture.type type].<br /><br />
+
+		For more in-depth information regarding internal formats, you can also refer directly
+		to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
+		to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
+		</p>
+
 		<h2>Encoding</h2>
 		<h2>Encoding</h2>
 		<code>
 		<code>
 		THREE.LinearEncoding
 		THREE.LinearEncoding

+ 12 - 7
docs/api/en/core/BufferAttribute.html

@@ -58,13 +58,6 @@
 		then this will count the number of such vectors stored.
 		then this will count the number of such vectors stored.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isBufferAttribute]</h3>
-		<p>
-			Used to check whether this or derived classes are BufferAttributes. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Integer itemSize]</h3>
 		<h3>[property:Integer itemSize]</h3>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 
 
@@ -113,6 +106,18 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
+		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
+		<p>Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
+		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+
+		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.</p>
+
 		<h3>[method:BufferAttribute clone]() </h3>
 		<h3>[method:BufferAttribute clone]() </h3>
 		<p>Return a copy of this bufferAttribute.</p>
 		<p>Return a copy of this bufferAttribute.</p>
 
 

+ 0 - 7
docs/api/en/core/BufferGeometry.html

@@ -132,13 +132,6 @@
 			Default is *null*.
 			Default is *null*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isBufferGeometry]</h3>
-		<p>
-			Used to check whether this or derived classes are BufferGeometries. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Object morphAttributes]</h3>
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 		<p>
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
 			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].

+ 0 - 7
docs/api/en/core/Geometry.html

@@ -98,13 +98,6 @@
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this geometry instance.</p>
 		<p>Unique number for this geometry instance.</p>
 
 
-		<h3>[property:Boolean isGeometry]</h3>
-		<p>
-			Used to check whether this or derived classes are Geometries. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:array lineDistances]</h3>
 		<h3>[property:array lineDistances]</h3>
 		<p>
 		<p>
 		An array containing distances between vertices for Line geometries.
 		An array containing distances between vertices for Line geometries.

+ 0 - 5
docs/api/en/core/InstancedBufferAttribute.html

@@ -29,11 +29,6 @@
 			Default is *1*.
 			Default is *1*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 
 

+ 0 - 5
docs/api/en/core/InstancedBufferGeometry.html

@@ -29,11 +29,6 @@
 			Default is *undefined*.
 			Default is *undefined*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 
 

+ 0 - 5
docs/api/en/core/InstancedInterleavedBuffer.html

@@ -31,11 +31,6 @@
 			Default is *1*.
 			Default is *1*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>
 			See [page:InterleavedBuffer] for inherited methods.
 			See [page:InterleavedBuffer] for inherited methods.

+ 0 - 5
docs/api/en/core/InterleavedBuffer.html

@@ -64,11 +64,6 @@
 		A version number, incremented every time the needsUpdate property is set to true.
 		A version number, incremented every time the needsUpdate property is set to true.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInterleavedBuffer]</h3>
-		<p>
-		Default is *true*.
-		</p>
-
 		<h3>[property:Boolean needsUpdate]</h3>
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
 		<p>
 		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
 		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].

+ 3 - 5
docs/api/en/core/InterleavedBufferAttribute.html

@@ -55,13 +55,11 @@
 			Default is *false*.
 			Default is *false*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
+		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
+		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this InterleavedBufferAttribute.</p>
+
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<p>Returns the x component of the item at the given index.</p>
 		<p>Returns the x component of the item at the given index.</p>
 
 

+ 0 - 7
docs/api/en/core/Object3D.html

@@ -58,13 +58,6 @@
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
 		<p>readonly – Unique number for this object instance.</p>
 		<p>readonly – Unique number for this object instance.</p>
 
 
-		<h3>[property:Boolean isObject3D]</h3>
-		<p>
-			Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 		The layer membership of the object. The object is only visible if it has at least one
 		The layer membership of the object. The object is only visible if it has at least one

+ 0 - 7
docs/api/en/extras/core/Font.html

@@ -37,13 +37,6 @@
 		<h3>[property:array data]</h3>
 		<h3>[property:array data]</h3>
 		<p>The JSON data passed in the constructor.</p>
 		<p>The JSON data passed in the constructor.</p>
 
 
-		<h3>[property:Boolean isFont]</h3>
-		<p>
-			Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally by the renderer for optimisation.
-		</p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>

+ 4 - 4
docs/api/en/extras/core/Path.html

@@ -60,7 +60,7 @@
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:CurvePath] class for common methods.</p>
 		<p>See the base [page:CurvePath] class for common methods.</p>
 
 
-		<h3>[method:this absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
+		<h3>[method:this absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise] )</h3>
 		<p>
 		<p>
 			x, y -- The absolute center of the arc.<br />
 			x, y -- The absolute center of the arc.<br />
 			radius -- The radius of the arc.<br />
 			radius -- The radius of the arc.<br />
@@ -71,7 +71,7 @@
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</p>
 		</p>
 
 
-		<h3>[method:this absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
+		<h3>[method:this absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise], [param:Float rotation] )</h3>
 		<p>
 		<p>
 			x, y -- The absolute center of the ellipse.<br />
 			x, y -- The absolute center of the ellipse.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />
@@ -84,7 +84,7 @@
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</p>
 		</p>
 
 
-		<h3>[method:this arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
+		<h3>[method:this arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise] )</h3>
 		<p>
 		<p>
 		x, y -- The center of the arc offset from the last call.<br />
 		x, y -- The center of the arc offset from the last call.<br />
 		radius -- The radius of the arc.<br />
 		radius -- The radius of the arc.<br />
@@ -99,7 +99,7 @@
 		<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<p>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</p>
 		<p>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</p>
 
 
-		<h3>[method:this ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
+		<h3>[method:this ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise], [param:Float rotation] )</h3>
 		<p>
 		<p>
 			x, y -- The center of the ellipse offset from the last call.<br />
 			x, y -- The center of the ellipse offset from the last call.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />

+ 0 - 7
docs/api/en/extras/curves/ArcCurve.html

@@ -17,13 +17,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the [page:EllipseCurve] class for common properties.</p>
 		<p>See the [page:EllipseCurve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isArcCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are ArcCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 0 - 7
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -53,13 +53,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isCatmullRomCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are CatmullRomCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<h3>[property:Array points]</h3>
 		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
 		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
 
 

+ 0 - 7
docs/api/en/extras/curves/CubicBezierCurve.html

@@ -51,13 +51,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isCubicBezierCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are CubicBezierCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector2 v0]</h3>
 		<h3>[property:Vector2 v0]</h3>
 		<p>The starting point.</p>
 		<p>The starting point.</p>
 
 

+ 0 - 7
docs/api/en/extras/curves/CubicBezierCurve3.html

@@ -52,13 +52,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isCubicBezierCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are CubicBezierCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector2 v0]</h3>
 		<h3>[property:Vector2 v0]</h3>
 		<p>The starting point.</p>
 		<p>The starting point.</p>
 
 

+ 0 - 7
docs/api/en/extras/curves/EllipseCurve.html

@@ -55,13 +55,6 @@ var ellipse = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are EllipseCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float aX]</h3>
 		<h3>[property:Float aX]</h3>
 		<p>The X center of the ellipse.</p>
 		<p>The X center of the ellipse.</p>
 
 

+ 0 - 7
docs/api/en/extras/curves/LineCurve.html

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isLineCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are LineCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector2 v1]</h3>
 		<h3>[property:Vector2 v1]</h3>
 		<p>The start point.</p>
 		<p>The start point.</p>
 
 

+ 0 - 7
docs/api/en/extras/curves/LineCurve3.html

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isLineCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are LineCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 v1]</h3>
 		<h3>[property:Vector3 v1]</h3>
 		<p>The start point.</p>
 		<p>The start point.</p>
 
 

+ 0 - 8
docs/api/en/extras/curves/QuadraticBezierCurve.html

@@ -50,14 +50,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
-
 		<h3>[property:Vector2 v0]</h3>
 		<h3>[property:Vector2 v0]</h3>
 		<p>The startpoint.</p>
 		<p>The startpoint.</p>
 
 

+ 0 - 7
docs/api/en/extras/curves/QuadraticBezierCurve3.html

@@ -51,13 +51,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
-		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurve3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 v0]</h3>
 		<h3>[property:Vector3 v0]</h3>
 		<p>The startpoint.</p>
 		<p>The startpoint.</p>
 
 

+ 0 - 7
docs/api/en/extras/curves/SplineCurve.html

@@ -48,13 +48,6 @@ var splineObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Curve] class for common properties.</p>
 		<p>See the base [page:Curve] class for common properties.</p>
 
 
-		<h3>[property:Boolean isSplineCurve]</h3>
-		<p>
-			Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<h3>[property:Array points]</h3>
 		<p>The array of [page:Vector2] points that define the curve.</p>
 		<p>The array of [page:Vector2] points that define the curve.</p>
 
 

+ 2 - 2
docs/api/en/helpers/ArrowHelper.html

@@ -47,7 +47,7 @@
 		[page:Number length] -- length of the arrow. Default is *1*.<br />
 		[page:Number length] -- length of the arrow. Default is *1*.<br />
 		[page:Number hex] -- hexadecimal value to define color. Default is 0xffff00.<br />
 		[page:Number hex] -- hexadecimal value to define color. Default is 0xffff00.<br />
 		[page:Number headLength] -- The length of the head of the arrow. Default is 0.2 * length.<br />
 		[page:Number headLength] -- The length of the head of the arrow. Default is 0.2 * length.<br />
-		[page:Number headWidth] -- The length of the width of the arrow. Default is 0.2 * headLength.
+		[page:Number headWidth] -- The width of the head of the arrow. Default is 0.2 * headLength.<br />
 		</p>
 		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
@@ -79,7 +79,7 @@
 		<p>
 		<p>
 		length -- The desired length.<br />
 		length -- The desired length.<br />
 		headLength -- The length of the head of the arrow.<br />
 		headLength -- The length of the head of the arrow.<br />
-		headWidth -- The length of the width of the arrow.<br /><br />
+		headWidth -- The width of the head of the arrow.<br /><br />
 
 
 		Sets the length of the arrowhelper.
 		Sets the length of the arrowhelper.
 		</p>
 		</p>

+ 7 - 8
docs/api/en/helpers/SkeletonHelper.html

@@ -20,13 +20,14 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
+		<p>
 		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
 		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
 		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
 		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
 		[example:webgl_loader_bvh loader / bvh ]
 		[example:webgl_loader_bvh loader / bvh ]
+		</p>
 
 
 		<code>
 		<code>
-var helper = new THREE.SkeletonHelper( mesh );
-helper.material.linewidth = 3;
+var helper = new THREE.SkeletonHelper( skinnedMesh );
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 
@@ -35,13 +36,12 @@ scene.add( helper );
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
-		<h3>[name]( object )</h3>
+		<h3>[name]( [param:Object3D object] )</h3>
 		<p>
 		<p>
-		object -- can be any object that has an array of [page:Bone Bone]s as a sub object. <br />
-		For example, a [page:Skeleton Skeleton] or a [page:SkinnedMesh SkinnedMesh].
+		object -- Usually an instance of [page:SkinnedMesh]. However, any instance of [page:Object3D] can be used if it represents
+		a hierarchy of [page:Bone Bone]s (via [page:Object3D.children]).
 		</p>
 		</p>
 
 
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Array bones]</h3>
 		<h3>[property:Array bones]</h3>
@@ -49,12 +49,11 @@ scene.add( helper );
 		The list of bones that the helper renders as [page:Line Lines].
 		The list of bones that the helper renders as [page:Line Lines].
 		</p>
 		</p>
 
 
-		<h3>[property:Object root]</h3>
+		<h3>[property:Object3D root]</h3>
 		<p>
 		<p>
 		The object passed in the constructor.
 		The object passed in the constructor.
 		</p>
 		</p>
 
 
-
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

+ 0 - 9
docs/api/en/lights/AmbientLight.html

@@ -49,15 +49,6 @@ scene.add( light );</code>
 		</p>
 		</p>
 
 
 
 
-		<h3>[property:Boolean isAmbientLight]</h3>
-		<p>
-			Used to check whether this or derived classes are ambient lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
-
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>
 				See the base [page:Light Light] class for common methods.
 				See the base [page:Light Light] class for common methods.

+ 0 - 9
docs/api/en/lights/DirectionalLight.html

@@ -41,7 +41,6 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 		<p>
 		<p>
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
-			[example:webvr_cubes cubes ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_stereo effects / stereo ]<br />
 			[example:webgl_effects_stereo effects / stereo ]<br />
 			[example:webgl_geometry_extrude_splines geometry / extrude / splines ]<br />
 			[example:webgl_geometry_extrude_splines geometry / extrude / splines ]<br />
@@ -77,14 +76,6 @@
 			The default is *false*.
 			The default is *false*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isDirectionalLight]</h3>
-		<p>
-			Used to check whether this or derived classes are directional lights. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
-
 		<h3>[property:Vector3 position]</h3>
 		<h3>[property:Vector3 position]</h3>
 		<p>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.

+ 0 - 7
docs/api/en/lights/HemisphereLight.html

@@ -68,13 +68,6 @@ scene.add( light );
 			Default is a new [page:Color] set to white (0xffffff).
 			Default is a new [page:Color] set to white (0xffffff).
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isHemisphereLight]</h3>
-		<p>
-			Used to check whether this or derived classes are hemisphere lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 position]</h3>
 		<h3>[property:Vector3 position]</h3>
 		<p>
 		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.

+ 0 - 7
docs/api/en/lights/Light.html

@@ -47,13 +47,6 @@
 			Default - *1.0*.
 			Default - *1.0*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isLight]</h3>
-		<p>
-			Used to check whether this or derived classes are lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>

+ 0 - 7
docs/api/en/lights/PointLight.html

@@ -80,13 +80,6 @@ scene.add( light );
 			Default is *0.0*.
 			Default is *0.0*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isPointLight]</h3>
-		<p>
-			Used to check whether this or derived classes are point lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float power]</h3>
 		<h3>[property:Float power]</h3>
 		<p>
 		<p>
 			The light's power.<br />
 			The light's power.<br />

+ 0 - 7
docs/api/en/lights/RectAreaLight.html

@@ -65,13 +65,6 @@ rectLight.add( rectLightHelper );
 			See the base [page:Light Light] class for common properties.
 			See the base [page:Light Light] class for common properties.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isRectAreaLight]</h3>
-		<p>
-			Used to check whether this or derived classes are RectAreaLights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>
 		<p>
 			See the base [page:Light Light] class for common methods.
 			See the base [page:Light Light] class for common methods.

+ 0 - 7
docs/api/en/lights/SpotLight.html

@@ -123,13 +123,6 @@
 			Default is *0.0*.
 			Default is *0.0*.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isSpotLight]</h3>
-		<p>
-			Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float penumbra]</h3>
 		<h3>[property:Float penumbra]</h3>
 		<p>
 		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between

+ 0 - 7
docs/api/en/lights/shadows/SpotLightShadow.html

@@ -79,13 +79,6 @@ scene.add( helper );
 
 
 	 </p>
 	 </p>
 
 
-	 <h3>[property:Boolean isSpotLightShadow]</h3>
-	 <p>
-		 Used to check whether this or derived classes are spot light shadows. Default is *true*.<br /><br />
-
-		 You should not change this, as it used internally for optimisation.
-	 </p>
-
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		See the base [page:LightShadow LightShadow] class for common methods.
 		See the base [page:LightShadow LightShadow] class for common methods.
 
 

+ 1 - 2
docs/api/en/loaders/managers/LoadingManager.html

@@ -26,8 +26,7 @@
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
-			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]<br />
-			[example:webgl_terrain_dynamic WebGL / terrain / dynamic]
+			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
 		</p>
 		</p>
 
 
 		<p>
 		<p>

+ 0 - 7
docs/api/en/materials/LineBasicMaterial.html

@@ -60,13 +60,6 @@ var material = new THREE.LineBasicMaterial( {
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 
-		<h3>[property:Boolean isLineBasicMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are line basic materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float linewidth]</h3>
 		<h3>[property:Float linewidth]</h3>
 		<p>
 		<p>
 			Controls line thickness. Default is *1*.<br /><br />
 			Controls line thickness. Default is *1*.<br /><br />

+ 0 - 7
docs/api/en/materials/LineDashedMaterial.html

@@ -55,13 +55,6 @@ var material = new THREE.LineDashedMaterial( {
 		<h3>[property:number gapSize]</h3>
 		<h3>[property:number gapSize]</h3>
 		<p>The size of the gap. Default is *1*.</p>
 		<p>The size of the gap. Default is *1*.</p>
 
 
-		<h3>[property:Boolean isLineDashedMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are line dashed materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float linewidth]</h3>
 		<h3>[property:Float linewidth]</h3>
 		<p>
 		<p>
 			Controls line thickness. Default is *1*.<br /><br />
 			Controls line thickness. Default is *1*.<br /><br />

+ 0 - 7
docs/api/en/materials/Material.html

@@ -174,13 +174,6 @@
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this material instance.</p>
 		<p>Unique number for this material instance.</p>
 
 
-		<h3>[property:Boolean isMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
 		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 
 

+ 2 - 12
docs/api/en/materials/MeshBasicMaterial.html

@@ -64,8 +64,7 @@
 
 
 		<h3>[property:Texture aoMap]</h3>
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</p>
+		The aoMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
@@ -82,20 +81,11 @@
 			blend between the two colors.
 			blend between the two colors.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isMeshBasicMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh basic materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:TextureCube envMap]</h3>
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 		<p>The environment map. Default is null.</p>
 
 
 		<h3>[property:Texture lightMap]</h3>
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs,
-		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</p>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>

+ 0 - 7
docs/api/en/materials/MeshDepthMaterial.html

@@ -82,13 +82,6 @@
 		<h3>[property:Boolean fog]</h3>
 		<h3>[property:Boolean fog]</h3>
 		<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:Boolean isMeshDepthMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</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>
 
 

+ 0 - 7
docs/api/en/materials/MeshDistanceMaterial.html

@@ -91,13 +91,6 @@
 		<h3>[property:Boolean fog]</h3>
 		<h3>[property:Boolean fog]</h3>
 		<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:Boolean isMeshDistanceMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</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>
 
 

+ 2 - 12
docs/api/en/materials/MeshLambertMaterial.html

@@ -75,8 +75,7 @@
 
 
 		<h3>[property:Texture aoMap]</h3>
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</p>
+		The aoMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
@@ -112,17 +111,8 @@
 		<h3>[property:TextureCube envMap]</h3>
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 		<p>The environment map. Default is null.</p>
 
 
-		<h3>[property:Boolean isMeshLambertMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh Lambert materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture lightMap]</h3>
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs,
-		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</p>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>

+ 0 - 7
docs/api/en/materials/MeshMatcapMaterial.html

@@ -96,13 +96,6 @@
 			Without a displacement map set, this value is not applied. Default is 0.
 			Without a displacement map set, this value is not applied. Default is 0.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isMeshMatcapMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh Matcap materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
 		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 
 

+ 0 - 7
docs/api/en/materials/MeshNormalMaterial.html

@@ -79,13 +79,6 @@
 		<h3>[property:Boolean fog]</h3>
 		<h3>[property:Boolean fog]</h3>
 		<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:Boolean isMeshNormalMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh normal materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:boolean morphNormals]</h3>
 		<h3>[property:boolean morphNormals]</h3>
 		<p>
 		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal

+ 2 - 12
docs/api/en/materials/MeshPhongMaterial.html

@@ -74,8 +74,7 @@
 
 
 		<h3>[property:Texture aoMap]</h3>
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</p>
+		The aoMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
@@ -144,18 +143,9 @@
 		<h3>[property:TextureCube envMap]</h3>
 		<h3>[property:TextureCube envMap]</h3>
 		<p>The environment map. Default is null.</p>
 		<p>The environment map. Default is null.</p>
 
 
-		<h3>[property:Boolean isMeshPhongMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh Phong materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h3>[property:Texture lightMap]</h3>
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs,
-		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</p>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>

+ 0 - 7
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -63,13 +63,6 @@
 		<h3>[property:Float clearcoatRoughness]</h3>
 		<h3>[property:Float clearcoatRoughness]</h3>
 		<p>How rough the clearcoat appears, from *0.0* to *1.0*. Default is *0.0*.</p>
 		<p>How rough the clearcoat appears, from *0.0* to *1.0*. Default is *0.0*.</p>
 
 
-		<h3>[property:Boolean isMeshPhysicalMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh physical materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Object defines]</h3>
 		<h3>[property:Object defines]</h3>
 		<p>An object of the form:
 		<p>An object of the form:
 			<code>
 			<code>

+ 4 - 14
docs/api/en/materials/MeshStandardMaterial.html

@@ -99,8 +99,7 @@
 
 
 		<h3>[property:Texture aoMap]</h3>
 		<h3>[property:Texture aoMap]</h3>
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
-		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</p>
+		The aoMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
@@ -182,18 +181,9 @@
 		<h3>[property:Float envMapIntensity]</h3>
 		<h3>[property:Float envMapIntensity]</h3>
 		<p>Scales the effect of the environment map by multiplying its color.</p>
 		<p>Scales the effect of the environment map by multiplying its color.</p>
 
 
-		<h3>[property:Boolean isMeshStandardMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are mesh standard materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h3>[property:Texture lightMap]</h3>
 		<h3>[property:Texture lightMap]</h3>
-		<p>The light map. Default is null. The lightMap requires a second set of UVs,
-		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</p>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<h3>[property:Float lightMapIntensity]</h3>
 		<p>Intensity of the baked light. Default is 1.</p>
 		<p>Intensity of the baked light. Default is 1.</p>
@@ -204,7 +194,7 @@
 		<h3>[property:Float metalness]</h3>
 		<h3>[property:Float metalness]</h3>
 		<p>
 		<p>
 			How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing
 			How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing
-			(usually) in between. Default is 0.5. A value between 0.0 and 1.0 could be used for a rusty metal look. If metalnessMap is
+			(usually) in between. Default is 0.0. A value between 0.0 and 1.0 could be used for a rusty metal look. If metalnessMap is
 			also provided, both values are multiplied.
 			also provided, both values are multiplied.
 		</p>
 		</p>
 
 
@@ -248,7 +238,7 @@
 
 
 		<h3>[property:Float roughness]</h3>
 		<h3>[property:Float roughness]</h3>
 		<p>
 		<p>
-			How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 0.5.
+			How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 1.0.
 			If roughnessMap is also provided, both values are multiplied.
 			If roughnessMap is also provided, both values are multiplied.
 		</p>
 		</p>
 
 

+ 159 - 21
docs/api/en/materials/MeshToonMaterial.html

@@ -8,11 +8,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		[page:Material] &rarr; [page:MeshPhongMaterial] &rarr;
+		[page:Material] &rarr;
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">An extension of the [page:MeshPhongMaterial] with toon shading.</div>
+		<div class="desc">A material implementing toon shading.</div>
 
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
 		<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
 
 
@@ -33,46 +33,184 @@
 		</script>
 		</script>
 
 
 		<h2>Examples</h2>
 		<h2>Examples</h2>
-		[example:webgl_materials_variations_toon materials / variations / toon]<br />
+		<p>
+			[example:webgl_materials_variations_toon materials / variations / toon]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<h3>[name]( [param:Object parameters] )</h3>
 		<p>
 		<p>
-		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
-		Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.<br /><br />
+			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
+			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 
-		The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
-		string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
+			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
+			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
 		</p>
 		</p>
 
 
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
-		<p>See the base [page:Material] and [page:MeshPhongMaterial] classes for common properties.</p>
+		<p>See the base [page:Material] class for common properties.</p>
+
+		<h3>[property:Texture alphaMap]</h3>
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
+			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
+
+			Only the color of the texture is used, ignoring the alpha channel if one exists.
+			For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
+			green channel when sampling this texture due to the extra bit of precision provided
+			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
+			luminance/alpha textures will also still work as expected.
+		</p>
+
+		<h3>[property:Texture aoMap]</h3>
+		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
+		The aoMap requires a second set of UVs.</p>
+
+		<h3>[property:Float aoMapIntensity]</h3>
+		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
+
+		<h3>[property:Texture bumpMap]</h3>
+		<p>
+			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
+			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
+			be ignored.
+		</p>
+
+		<h3>[property:Float bumpScale]</h3>
+		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
+
+
+		<h3>[property:Color color]</h3>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
+
+		<h3>[property:Texture displacementMap]</h3>
+		<p>
+			The displacement map affects the position of the mesh's vertices. Unlike other maps
+			which only affect the light and shade of the material the displaced vertices can cast shadows,
+			block other objects, and otherwise act as real geometry. The displacement texture is
+			an image where the value of each pixel (white being the highest) is mapped against,
+			and repositions, the vertices of the mesh.
+		</p>
+
+		<h3>[property:Float displacementScale]</h3>
+		<p>
+			How much the displacement map affects the mesh (where black is no displacement,
+			and white is maximum displacement). Without a displacement map set, this value is not applied.
+			 Default is 1.
+		</p>
+
+		<h3>[property:Float displacementBias]</h3>
+		<p>
+			The offset of the displacement map's values on the mesh's vertices.
+			Without a displacement map set, this value is not applied. Default is 0.
+		</p>
+
+		<h3>[property:Color emissive]</h3>
+		<p>
+		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
+		Default is black.
+		</p>
+
+		<h3>[property:Texture emissiveMap]</h3>
+		<p>
+		Set emisssive (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
+		set the emissive color to something other than black.
+		</p>
+
+		<h3>[property:Float emissiveIntensity]</h3>
+		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
 
 		<h3>[property:Texture gradientMap]</h3>
 		<h3>[property:Texture gradientMap]</h3>
-		<p>Gradient map for the toon shading. Default is *null*.</p>
+		<p>Gradient map for toon shading. It's required to set [page:Texture.minFilter] and [page:Texture.magFilter] to
+			[page:Textures THREE.NearestFilter] when using this type of texture. Default is *null*.</p>
+
+		<h3>[property:Texture lightMap]</h3>
+		<p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
 
 
-		<h3>[property:Boolean isMeshToonMaterial]</h3>
+		<h3>[property:Float lightMapIntensity]</h3>
+		<p>Intensity of the baked light. Default is 1.</p>
+
+		<h3>[property:Texture map]</h3>
+		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
+
+		<h3>[property:boolean morphNormals]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are mesh toon materials. Default is *true*.<br /><br />
+			Defines whether the material uses morphNormals. Set as true to pass morphNormal
+			attributes from the [page:Geometry]	to the shader. Default is *false*.
+		</p>
+
+		<h3>[property:Boolean morphTargets]</h3>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 
-			You should not change this, as it used internally for optimisation.
+		<h3>[property:Texture normalMap]</h3>
+		<p>
+			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
+			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
 		</p>
 		</p>
 
 
-		<h3>[property:Object defines]</h3>
-		<p>An object of the form:
-			<code>
-				{ 'TOON': '' };
-			</code>
+		<h3>[property:Integer normalMapType]</h3>
+		<p>
+			The type of normal map.<br /><br />
+
+			Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
+		</p>
 
 
-			This is used by the [page:WebGLRenderer] for selecting shaders.
+		<h3>[property:Vector2 normalScale]</h3>
+		<p>
+			How much the normal map affects the material. Typical ranges are 0-1.
+			Default is a [page:Vector2] set to (1,1).
 		</p>
 		</p>
 
 
+		<h3>[property:Float shininess]</h3>
+		<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Material] and [page:MeshPhongMaterial] classes for common methods.</p>
 
 
+		<h3>[property:Boolean skinning]</h3>
+		<p>Define whether the material uses skinning. Default is false.</p>
+
+		<h3>[property:Color specular]</h3>
+		<p>
+			Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
+
+			This defines how shiny the material is and the color of its shine.
+		</p>
+
+		<h3>[property:Texture specularMap]</h3>
+		<p>
+			The specular map value affects both how much the specular surface highlight
+			contributes and how much of the environment map affects the surface. Default is null.
+		</p>
+
+		<h3>[property:Boolean wireframe]</h3>
+		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
+
+		<h3>[property:String wireframeLinecap]</h3>
+		<p>
+			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
+
+			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
+			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
+		</p>
+
+		<h3>[property:String wireframeLinejoin]</h3>
+		<p>
+			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
+
+			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
+			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
+		</p>
+
+		<h3>[property:Float wireframeLinewidth]</h3>
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
+
+		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
+		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
+		always be 1 regardless of the set value.
+		</p>
+
+		<h2>Methods</h2>
+		<p>See the base [page:Material] class for common methods.</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 2 - 8
docs/api/en/materials/PointsMaterial.html

@@ -79,13 +79,6 @@ scene.add( starField );
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 
-		<h3>[property:Boolean isPointsMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are points materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Texture map]</h3>
 		<h3>[property:Texture map]</h3>
 
 
 		<p>Sets the color of the points using data from a [page:Texture].</p>
 		<p>Sets the color of the points using data from a [page:Texture].</p>
@@ -94,7 +87,8 @@ scene.add( starField );
 		<p>Define whether the material uses morphTargets. Default is false.</p>
 		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 
 		<h3>[property:Number size]</h3>
 		<h3>[property:Number size]</h3>
-		<p>Sets the size of the points. Default is 1.0.</p>
+		<p>Sets the size of the points. Default is 1.0.<br/>
+			Will be capped if it exceeds the hardware dependent parameter [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].</p>
 
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<p>Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.</p>
 		<p>Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.</p>

+ 0 - 7
docs/api/en/materials/RawShaderMaterial.html

@@ -52,13 +52,6 @@ var material = new THREE.RawShaderMaterial( {
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
 
 
-		<h3>[property:Boolean isRawShaderMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are raw shader materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>

+ 0 - 7
docs/api/en/materials/ShaderMaterial.html

@@ -352,13 +352,6 @@ this.extensions = {
 
 
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isShaderMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are shader materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Boolean lights]</h3>
 		<h3>[property:Boolean lights]</h3>
 		<p>
 		<p>
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.

+ 0 - 7
docs/api/en/materials/ShadowMaterial.html

@@ -44,13 +44,6 @@ scene.add( plane );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
 		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
 
 
-		<h3>[property:Boolean isShadowMaterial]</h3>
-		<p>
-			Used to check whether this or derived classes are shadow materials. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Boolean transparent]</h3>
 		<h3>[property:Boolean transparent]</h3>
 		<p>Defines whether this material is transparent. Default is *true*.</p>
 		<p>Defines whether this material is transparent. Default is *true*.</p>
 
 

+ 0 - 7
docs/api/en/math/Box3.html

@@ -53,13 +53,6 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Boolean isBox3]</h3>
-		<p>
-			Used to check whether this or derived classes are Box3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Vector3 min]</h3>
 		<h3>[property:Vector3 min]</h3>
 		<p>
 		<p>
 			[page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
 			[page:Vector3] representing the lower (x, y, z) boundary of the box.<br />

+ 0 - 7
docs/api/en/math/Color.html

@@ -75,13 +75,6 @@ var color = new THREE.Color( 1, 0, 0 );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Boolean isColor]</h3>
-		<p>
-			Used to check whether this or derived classes are Colors. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Float r]</h3>
 		<h3>[property:Float r]</h3>
 		<p>
 		<p>
 		Red channel value between 0 and 1. Default is 1.
 		Red channel value between 0 and 1. Default is 1.

+ 0 - 7
docs/api/en/math/Euler.html

@@ -41,13 +41,6 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Boolean isEuler]</h3>
-		<p>
-			Used to check whether this or derived classes are Eulers. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:String order]</h3>
 		<h3>[property:String order]</h3>
 		<p>
 		<p>
 			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
 			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be

+ 0 - 7
docs/api/en/math/Matrix3.html

@@ -61,13 +61,6 @@ m.elements = [ 11, 21, 31,
 		 list of matrix values.
 		 list of matrix values.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isMatrix3]</h3>
-		<p>
-			Used to check whether this or derived classes are Matrix3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 0 - 7
docs/api/en/math/Matrix4.html

@@ -96,13 +96,6 @@ m.elements = [ 11, 21, 31, 41,
 		 list of matrix values.
 		 list of matrix values.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isMatrix4]</h3>
-		<p>
-			Used to check whether this or derived classes are Matrix4s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 
 
 
 

+ 0 - 7
docs/api/en/math/Quaternion.html

@@ -44,13 +44,6 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Boolean isQuaternion]</h3>
-		<p>
-			Used to check whether this or derived classes are Quaternions. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>

+ 0 - 7
docs/api/en/math/Vector2.html

@@ -62,13 +62,6 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Boolean isVector2]</h3>
-		<p>
-			Used to check whether this or derived classes are Vector2s. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float height]</h3>
 		<h3>[property:Float height]</h3>
 		<p>Alias for [page:.y y].</p>
 		<p>Alias for [page:.y y].</p>
 
 

+ 0 - 7
docs/api/en/math/Vector3.html

@@ -63,13 +63,6 @@ var d = a.distanceTo( b );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Boolean isVector3]</h3>
-		<p>
-			Used to check whether this or derived classes are Vector3s. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>

+ 0 - 7
docs/api/en/math/Vector4.html

@@ -63,13 +63,6 @@ var d = a.dot( b );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Boolean isVector4]</h3>
-		<p>
-			Used to check whether this or derived classes are Vector4s. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>

+ 0 - 7
docs/api/en/objects/Bone.html

@@ -37,13 +37,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property:Boolean isBone]</h3>
-		<p>
-			Used to check whether this or derived classes are bones. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h3>[property:String type]</h3>
 		<h3>[property:String type]</h3>
 		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>
 		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>

+ 0 - 7
docs/api/en/objects/Line.html

@@ -56,13 +56,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property:Boolean isLine]</h3>
-		<p>
-			Used to check whether this or derived classes are lines. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h3>[property:Geometry geometry]</h3>
 		<h3>[property:Geometry geometry]</h3>
 		<p>Vertices representing the line segment(s).</p>
 		<p>Vertices representing the line segment(s).</p>

+ 0 - 7
docs/api/en/objects/LineLoop.html

@@ -37,13 +37,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 		<p>See the base [page:Line] class for common properties.</p>
 
 
-		<h3>[property:Boolean isLineLoop]</h3>
-		<p>
-			Used to check whether this or derived classes are line loops. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>
 		<p>See the base [page:Line] class for common methods.</p>

+ 0 - 7
docs/api/en/objects/LineSegments.html

@@ -36,13 +36,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Line] class for common properties.</p>
 		<p>See the base [page:Line] class for common properties.</p>
 
 
-		<h3>[property:Boolean isLineSegments]</h3>
-		<p>
-			Used to check whether this or derived classes are line segments. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Line] class for common methods.</p>
 		<p>See the base [page:Line] class for common methods.</p>

+ 0 - 22
docs/api/en/objects/Mesh.html

@@ -41,25 +41,6 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property:Integer drawMode]</h3>
-		<p>
-			Determines how the mesh triangles are constructed from the vertices.
-			See the draw mode [page:DrawModes constants] for all possible values.
-			Default is [page:DrawModes TrianglesDrawMode].
-		</p>
-		<p>
-			A sensible usage of this property is only possible when [page:Mesh.geometry] is of type [page:BufferGeometry BufferGeometry]
-			since the engine always assumes *THREE.TrianglesDrawMode* for [page:Geometry Geometry].
-		</p>
-
-
-		<h3>[property:Boolean isMesh]</h3>
-		<p>
-			Used to check whether this or derived classes are meshes. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:Geometry geometry]</h3>
 		<h3>[property:Geometry geometry]</h3>
 		<p>
 		<p>
 			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
 			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
@@ -90,9 +71,6 @@
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 
-		<h3>[method:null setDrawMode]( [param:Integer value] )</h3>
-		<p>Set the value of [page:.drawMode drawMode].</p>
-
 		<h3>[method:Mesh clone]()</h3>
 		<h3>[method:Mesh clone]()</h3>
 		<p>Returns a clone of this [name] object and its descendants.</p>
 		<p>Returns a clone of this [name] object and its descendants.</p>
 
 

+ 0 - 7
docs/api/en/objects/Points.html

@@ -41,13 +41,6 @@
 			Its recommended to always use a [page:BufferGeometry] if possible for best performance.
 			Its recommended to always use a [page:BufferGeometry] if possible for best performance.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isPoints]</h3>
-		<p>
-			Used to check whether this or derived classes are points. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>
 		<p>
 			An instance of [page:Material], defining the object's appearance.
 			An instance of [page:Material], defining the object's appearance.

+ 0 - 7
docs/api/en/objects/SkinnedMesh.html

@@ -119,13 +119,6 @@
 		The base matrix that is used for resetting the bound bone transforms.
 		The base matrix that is used for resetting the bound bone transforms.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isSkinnedMesh]</h3>
-		<p>
-			Used to check whether this or derived classes are skinned meshes. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 		<h3>[property:Skeleton skeleton]</h3>
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
 		<p>
 		[page:Skeleton] representing the bone hierarchy of the skinned mesh.
 		[page:Skeleton] representing the bone hierarchy of the skinned mesh.

+ 0 - 7
docs/api/en/objects/Sprite.html

@@ -42,13 +42,6 @@ scene.add( sprite );
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 
-		<h3>[property:Boolean isSprite]</h3>
-		<p>
-			Used to check whether this or derived classes are sprites. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
-		</p>
-
 
 
 		<h3>[property:SpriteMaterial material]</h3>
 		<h3>[property:SpriteMaterial material]</h3>
 		<p>
 		<p>

+ 24 - 8
docs/api/en/renderers/WebGLRenderer.html

@@ -164,13 +164,9 @@
 		<h3>[property:Float gammaFactor]</h3>
 		<h3>[property:Float gammaFactor]</h3>
 		<p>Default is *2*. </p>
 		<p>Default is *2*. </p>
 
 
-
-		<h3>[property:Boolean gammaInput]</h3>
-		<p>If set, then it expects that all textures and colors are premultiplied gamma. Default is *false*.</p>
-
-
-		<h3>[property:Boolean gammaOutput]</h3>
-		<p>If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is *false*.</p>
+		<h3>[property:number outputEncoding]</h3>
+		<p>Defines the output encoding of the renderer. Default is [page:Textures THREE.LinearEncoding].</p>
+		<p>See the [page:Textures texture constants] page for details of other formats.</p>
 
 
 		<h3>[property:Object info]</h3>
 		<h3>[property:Object info]</h3>
 		<p>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</p>
 		<p>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</p>
@@ -283,6 +279,16 @@
 		Tone mapping white point. Default is *1*.
 		Tone mapping white point. Default is *1*.
 		</p>
 		</p>
 
 
+		<h3>[property:Object xr]</h3>
+		<p>
+		Provides access to the WebXR related interface of the renderer.
+		</p>
+
+		<h3>[property:Boolean xr.enabled]</h3>
+		<p>
+		Whether the renderer should enable XR rendering or not. Default is *false*.
+		</p>
+
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
@@ -431,7 +437,7 @@
 
 
 		<h3>[method:null setAnimationLoop]( [param:Function callback] )</h3>
 		<h3>[method:null setAnimationLoop]( [param:Function callback] )</h3>
 		<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
 		<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
-		<p>A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p>
+		<p>A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebXR projects this function must be used.</p>
 
 
 		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
 		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
 		<p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
 		<p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
@@ -467,6 +473,16 @@
 			scissor area will be affected by further renderer actions.
 			scissor area will be affected by further renderer actions.
 		</p>
 		</p>
 
 
+		<h3>[method:null setOpaqueSort]( [param:Function method] )</h3>
+		<p>
+		Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function.
+		</p>
+
+		<h3>[method:null setTransparentSort]( [param:Function method] )</h3>
+		<p>
+		Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function.
+		</p>
+
 		<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
 		<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
 		<p>
 		<p>
 		Resizes the output canvas to (width, height) with device pixel ratio taken into account,
 		Resizes the output canvas to (width, height) with device pixel ratio taken into account,

+ 19 - 13
docs/api/en/scenes/Scene.html

@@ -25,14 +25,6 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>[property:Fog fog]</h3>
-
-		<p>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</p>
-
-		<h3>[property:Material overrideMaterial]</h3>
-
-		<p>If not null, it will force everything in the scene to be rendered with that material. Default is null.</p>
-
 		<h3>[property:boolean autoUpdate]</h3>
 		<h3>[property:boolean autoUpdate]</h3>
 		<p>
 		<p>
 		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
 		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
@@ -44,19 +36,33 @@
 		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a cubemap as a [page:CubeTexture] or [page:WebGLRenderTargetCube]. Default is null.
 		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a cubemap as a [page:CubeTexture] or [page:WebGLRenderTargetCube]. Default is null.
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
-
-		<h3>[method:Object toJSON]</h3>
+		<h3>[property:Texture environment]</h3>
 		<p>
 		<p>
-		meta -- object containing metadata such as textures or images for the scene.<br />
-		Convert the scene to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+		If not null, this texture is set as the environment map for all physical materials in the scene.
+		However, it's not possible to overwrite an existing texture assigned to [page:MeshStandardMaterial.envmap]. Default is null.
 		</p>
 		</p>
 
 
+		<h3>[property:Fog fog]</h3>
+
+		<p>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</p>
+
+		<h3>[property:Material overrideMaterial]</h3>
+
+		<p>If not null, it will force everything in the scene to be rendered with that material. Default is null.</p>
+
+		<h2>Methods</h2>
+
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>
 		<p>
 		<p>
 		Clears scene related data internally cached by [page:WebGLRenderer].
 		Clears scene related data internally cached by [page:WebGLRenderer].
 		</p>
 		</p>
 
 
+		<h3>[method:Object toJSON]</h3>
+		<p>
+		meta -- object containing metadata such as textures or images for the scene.<br />
+		Convert the scene to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+		</p>
+
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 
 		<p>
 		<p>

+ 11 - 7
docs/api/en/textures/Texture.html

@@ -55,13 +55,6 @@
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isTexture]</h3>
-		<p>
-			Used to check whether this or derived classes are Textures. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
 		<h3>[property:array mipmaps]</h3>
 		<h3>[property:array mipmaps]</h3>
 		<p>
 		<p>
 		Array of user-specified mipmaps (optional).
 		Array of user-specified mipmaps (optional).
@@ -126,6 +119,17 @@
 		See the [page:Textures texture constants] page for details of other formats.
 		See the [page:Textures texture constants] page for details of other formats.
 		</p>
 		</p>
 
 
+		<h3>[property:String internalFormat]</h3>
+		<p>
+		The default value is obtained using a combination of [page:Texture.format .format] and
+		[page:Texture.type .type].<br />
+
+		The GPU format allows the developer to specify how the data is going to be
+		stored on the GPU.<br /><br />
+
+		See the [page:Textures texture constants] page for details regarding all supported internal formats.
+		</p>
+
 		<h3>[property:number type]</h3>
 		<h3>[property:number type]</h3>
 		<p>
 		<p>
 		This must correspond to the [page:Texture.format .format]. The default is [page:Textures THREE.UnsignedByteType],
 		This must correspond to the [page:Texture.format .format]. The default is [page:Textures THREE.UnsignedByteType],

+ 0 - 9
docs/api/zh/cameras/Camera.html

@@ -33,15 +33,6 @@
 
 
 		<p>共有属性请参见其基类[page:Object3D]</p>
 		<p>共有属性请参见其基类[page:Object3D]</p>
 
 
-		<h3>[property:Boolean isCamera]</h3>
-		<p>
-			用于来检查这个类或者派生的类是否为摄像机,默认为*true*。
-			<br /><br />
-
-			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
-
-		</p>
-
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
 
 

+ 0 - 6
docs/api/zh/cameras/OrthographicCamera.html

@@ -77,12 +77,6 @@ scene.add( camera );</code>
 
 
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isOrthographicCamera]</h3>
-		<p>
-			用于测试这个类或者派生类是否为OrthographicCameras,默认为*true*。<br /><br />
-			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
-		</p>
-
 		<h3>[property:Float left]</h3>
 		<h3>[property:Float left]</h3>
 		<p>摄像机视锥体左侧面。</p>
 		<p>摄像机视锥体左侧面。</p>
 
 

+ 0 - 9
docs/api/zh/cameras/PerspectiveCamera.html

@@ -77,15 +77,6 @@ scene.add( camera );</code>
 		<h3>[property:Float fov]</h3>
 		<h3>[property:Float fov]</h3>
 		<p>摄像机视锥体垂直视野角度,从视图的底部到顶部,以角度来表示。默认值是*50*。</p>
 		<p>摄像机视锥体垂直视野角度,从视图的底部到顶部,以角度来表示。默认值是*50*。</p>
 
 
-		<h3>[property:Boolean isPerspectiveCamera]</h3>
-		<p>
-
-			用于测试这个类或者派生类是否为PerspectiveCameras,默认为true。
-			<br /><br />
-
-			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
-		</p>
-
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
 		<p>
 		<p>

+ 0 - 79
docs/api/zh/constants/DrawModes.html

@@ -1,79 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8" />
-		<base href="../../../" />
-		<script src="list.js"></script>
-		<script src="page.js"></script>
-		<link type="text/css" rel="stylesheet" href="page.css" />
-	</head>
-	<body>
-		<h1>绘图模式常量(Draw Mode Constants)</h1>
-
-		<p class="desc">
-			这些是[page:Mesh.drawMode]的有效值,控制着顶点列表一旦被发送到GPU中将如何被解释。
-		</p>
-
-
-		<h2>绘图模式</h2>
-
-		<code>
-			THREE.TrianglesDrawMode
-		</code>
-		<p>
-			这是默认值,这将使得每三个连续顶点(v0, v1, v2),(v3, v4, v5),……被解释为一个单独的三角形。
-			<br />
-			如果顶点的数量不是3的倍数,那么将会忽略多余的顶点。
-		</p>
-
-		<code>
-			THREE.TriangleStripDrawMode
-		</code>
-		<p>
-			这将使得一系列的三角形(由(v0, v1, v2),(v2, v1, v3),(v2, v3, v4),……给定)一个一个地连在一起,每一个连续的三角形将和前一个三角形共享两个顶点。
-		</p>
-
-		<code>
-			THREE.TriangleFanDrawMode
-		</code>
-		<p>
-这将会使得一个序列中的每一个三角形(由(v0, v1, v2),(v0, v2, v3),(v0, v3, v4),……给定)共享它们的第一个顶点(就像风扇一样)。<br /><br />
-
-			<em>注意:</em>截至[link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10]这个模式还没有被支持。
-			由于Chorme和Firefox在Windows上是使用[link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE]来渲染WebGL的,所以这种模式将会在内部转换为受支持的模式,
-			但可能会导致这些浏览器在性能上降低一些。
-		</p>
-
-
-		<h2>用法</h2>
-
-		<code>
-		var geometry = new THREE.BufferGeometry();
-
-		var vertices = [];
-	
-		vertices.push( -10,  10, 0 );
-		vertices.push( -10, -10, 0 );
-		vertices.push(  10, -10, 0 );
-	
-		// ...
-	
-		geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
-	
-		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
-
-		var mesh = new THREE.Mesh( geometry, material );
-		mesh.drawMode = THREE.TrianglesDrawMode; //default
-
-		scene.add( mesh );
-		</code>
-
-
-
-		<h2>源代码</h2>
-
-		<p>
-			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
-		</p>
-	</body>
-</html>

+ 0 - 7
docs/api/zh/core/BufferAttribute.html

@@ -52,13 +52,6 @@
 			若缓存存储三元组(例如顶点位置、法向量、颜色值),则该值应等于队列中三元组的个数。
 			若缓存存储三元组(例如顶点位置、法向量、颜色值),则该值应等于队列中三元组的个数。
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isBufferAttribute]</h3>
-		<p>
-			指示当前类或派生类是 BufferAttributes. 默认值为 *true*.<br /><br />
-
-			开发者不应当改变该值,该值用于内部实现优化。
-		</p>
-
 		<h3>[property:Integer itemSize]</h3>
 		<h3>[property:Integer itemSize]</h3>
 		<p>保存在 [page:BufferAttribute.array array] 中矢量的长度。</p>
 		<p>保存在 [page:BufferAttribute.array array] 中矢量的长度。</p>
 
 

+ 0 - 7
docs/api/zh/core/BufferGeometry.html

@@ -125,13 +125,6 @@
 			默认值是 *null*。
 			默认值是 *null*。
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isBufferGeometry]</h3>
-		<p>
-			用于检查当前类或派生类的类型是 BufferGeometries。默认值是 *true*。<br /><br />
-
-			该值用于内部优化,你不应该手动修改该值。
-		</p>
-
 		<h3>[property:Object morphAttributes]</h3>
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 		<p>
 			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 [page:Geometry.morphTargets morphTargets] 的细节信息。
 			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 [page:Geometry.morphTargets morphTargets] 的细节信息。

+ 6 - 6
docs/api/zh/core/Face3.html

@@ -11,8 +11,8 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			在 [page:Geometry] 中被使用到的三角面。这些三角面会为所有标准几何体自动创建。
-			然而,如果你正在构建一个自定义几何体,你需要手动创建这些三角面
+			在 [page:Geometry] 中被使用到的三角面。这些三角面会为所有标准几何体自动创建。
+			然而,如果你正在构建一个自定义几何体,你需要手动创建这些三角面。
 		</p>
 		</p>
 
 
 
 
@@ -26,22 +26,22 @@
 		<code>
 		<code>
 var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
 var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
 
 
-//创建仅有一个三角面的几何体
+// 创建仅有一个三角面的几何体
 var geometry = new THREE.Geometry();
 var geometry = new THREE.Geometry();
 geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 
 
-//利用顶点 0, 1, 2 创建一个面
+// 利用顶点 0, 1, 2 创建一个面
 var normal = new THREE.Vector3( 0, 1, 0 ); //optional
 var normal = new THREE.Vector3( 0, 1, 0 ); //optional
 var color = new THREE.Color( 0xffaa00 ); //optional
 var color = new THREE.Color( 0xffaa00 ); //optional
 var materialIndex = 0; //optional
 var materialIndex = 0; //optional
 var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
 var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
 
 
-//将创建的面添加到几何体的面的队列
+// 将创建的面添加到几何体的面的队列
 geometry.faces.push( face );
 geometry.faces.push( face );
 
 
-//如果没有特别指明,面和顶点的法向量可以通过如下代码自动计算
+// 如果没有特别指明,面和顶点的法向量可以通过如下代码自动计算
 geometry.computeFaceNormals();
 geometry.computeFaceNormals();
 geometry.computeVertexNormals();
 geometry.computeVertexNormals();
 
 

+ 0 - 7
docs/api/zh/core/Geometry.html

@@ -96,13 +96,6 @@
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
 		<p>当前 geometry 实例的唯一标识符的数。</p>
 		<p>当前 geometry 实例的唯一标识符的数。</p>
 
 
-		<h3>[property:Boolean isGeometry]</h3>
-		<p>
-			用于判断当前类或派生类属于 Geometries。默认值是 *true*。<br /><br />
-
-			你不应该改变该值,该值用于内部优化。
-		</p>
-
 		<h3>[property:array lineDistances]</h3>
 		<h3>[property:array lineDistances]</h3>
 		<p>
 		<p>
 			用于保存线型几何体中每个顶点间距离的。在正确渲染 [page:LineDashedMaterial] 时,需要用到该数据。
 			用于保存线型几何体中每个顶点间距离的。在正确渲染 [page:LineDashedMaterial] 时,需要用到该数据。

+ 0 - 5
docs/api/zh/core/InstancedBufferAttribute.html

@@ -29,11 +29,6 @@
 			默认值为 *1*。
 			默认值为 *1*。
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
-		<p>
-			默认值为 *true*.
-		</p>
-
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>继承方法详见 [page:BufferAttribute]。</p>
 		<p>继承方法详见 [page:BufferAttribute]。</p>
 
 

+ 0 - 5
docs/api/zh/core/InstancedBufferGeometry.html

@@ -29,11 +29,6 @@
 			默认值是 *undefined*。
 			默认值是 *undefined*。
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
-		<p>
-			默认值是 *true*。
-		</p>
-
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>继承方法详见 [page:BufferAttribute]。</p>
 		<p>继承方法详见 [page:BufferAttribute]。</p>
 
 

+ 0 - 5
docs/api/zh/core/InstancedInterleavedBuffer.html

@@ -31,11 +31,6 @@
 			默认值是 *1*。
 			默认值是 *1*。
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
-		<p>
-			默认值是 *true*。
-		</p>
-
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>
 		<p>
 			继承方法详见 [page:InterleavedBuffer]。
 			继承方法详见 [page:InterleavedBuffer]。

+ 0 - 5
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -54,11 +54,6 @@
 			默认值为 *false*。
 			默认值为 *false*。
 		</p>
 		</p>
 
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			默认值为 *true*。
-		</p>
-
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>

+ 0 - 7
docs/api/zh/core/Object3D.html

@@ -56,13 +56,6 @@
 	<h3>[property:Integer id]</h3>
 	<h3>[property:Integer id]</h3>
 	<p>只读 —— 表示该对象实例ID的唯一数字。</p>
 	<p>只读 —— 表示该对象实例ID的唯一数字。</p>
 
 
-	<h3>[property:Boolean isObject3D]</h3>
-	<p>
-
-		用于测试这个类或者派生类是否为Object3D,默认为*true*。<br /><br />
-		你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
-	</p>
-
 	<h3>[property:Layers layers]</h3>
 	<h3>[property:Layers layers]</h3>
 	<p>
 	<p>
 		物体的层级关系。
 		物体的层级关系。

+ 0 - 8
docs/api/zh/extras/core/Font.html

@@ -38,14 +38,6 @@
 		<h3>[property:array data]</h3>
 		<h3>[property:array data]</h3>
 		<p>传入到构造函数的JSON数据。</p>
 		<p>传入到构造函数的JSON数据。</p>
 
 
-		<h3>[property:Boolean isFont]</h3>
-		<p>
-			用于检查该类或者其派生类是否为字体。默认值为*true*。
-			<br /><br />
-
-			你不应当对这一属性进行改变,它在内部由渲染器所使用,以用于优化。
-		</p>
-
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>

+ 4 - 4
docs/api/zh/extras/core/Path.html

@@ -59,7 +59,7 @@
 		<h2>方法</h2>
 		<h2>方法</h2>
 		<p>共有方法请参见其基类[page:CurvePath]。</p>
 		<p>共有方法请参见其基类[page:CurvePath]。</p>
 
 
-		<h3>[method:this absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
+		<h3>[method:this absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise] )</h3>
 		<p>
 		<p>
 			x, y -- 弧线的绝对中心。<br />
 			x, y -- 弧线的绝对中心。<br />
 			radius -- 弧线的半径。<br />
 			radius -- 弧线的半径。<br />
@@ -70,7 +70,7 @@
 			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 		</p>
 		</p>
 
 
-		<h3>[method:this absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
+		<h3>[method:this absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise], [param:Float rotation] )</h3>
 		<p>
 		<p>
 			x, y -- 椭圆的绝对中心。<br />
 			x, y -- 椭圆的绝对中心。<br />
 			xRadius -- 椭圆x轴方向的半径。<br />
 			xRadius -- 椭圆x轴方向的半径。<br />
@@ -83,7 +83,7 @@
 			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 			添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
 		</p>
 		</p>
 
 
-		<h3>[method:this arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
+		<h3>[method:this arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise] )</h3>
 		<p>
 		<p>
 			x, y -- 弧线的中心来自上次调用后的偏移量。<br />
 			x, y -- 弧线的中心来自上次调用后的偏移量。<br />
 			radius -- 弧线的半径。<br />
 			radius -- 弧线的半径。<br />
@@ -98,7 +98,7 @@
 		<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<p>从[page:.currentPoint]创建一条贝塞尔曲线,以(cp1X, cp1Y)和(cp2X, cp2Y)作为控制点,并将[page:.currentPoint]更新到x,y。</p>
 		<p>从[page:.currentPoint]创建一条贝塞尔曲线,以(cp1X, cp1Y)和(cp2X, cp2Y)作为控制点,并将[page:.currentPoint]更新到x,y。</p>
 
 
-		<h3>[method:this ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
+		<h3>[method:this ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Boolean clockwise], [param:Float rotation] )</h3>
 		<p>
 		<p>
 			x, y -- 椭圆的中心来自上次调用后的偏移量。The center of the ellipse offset from the last call.<br />
 			x, y -- 椭圆的中心来自上次调用后的偏移量。The center of the ellipse offset from the last call.<br />
 			xRadius -- 椭圆x轴方向的半径。<br />
 			xRadius -- 椭圆x轴方向的半径。<br />

+ 0 - 7
docs/api/zh/extras/curves/ArcCurve.html

@@ -17,13 +17,6 @@
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:EllipseCurve]。</p>
 		<p>共有属性请参见其基类[page:EllipseCurve]。</p>
 
 
-		<h3>[property:Boolean isArcCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为ArcCurves(弧线)。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 
 
 		<h2>源代码</h2>
 		<h2>源代码</h2>
 
 

+ 0 - 7
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -54,13 +54,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
 
-		<h3>[property:Boolean isCatmullRomCurve3]</h3>
-		<p>
-			用于检查该类或者其派生类是否为CatmullRomCurve3。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Array points]</h3>
 		<h3>[property:Array points]</h3>
 		<p>定义了这一曲线的[page:Vector3]点数组,数组中至少需要两个点。</p>
 		<p>定义了这一曲线的[page:Vector3]点数组,数组中至少需要两个点。</p>
 
 

+ 0 - 8
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -51,14 +51,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
 
-		<h3>[property:Boolean isCubicBezierCurve]</h3>
-		<p>
-			
-			用于检查该类或者其派生类是否为CubicBezierCurves。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector2 v0]</h3>
 		<h3>[property:Vector2 v0]</h3>
 		<p>起点</p>
 		<p>起点</p>
 
 

+ 0 - 7
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -52,13 +52,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
 
-		<h3>[property:Boolean isCubicBezierCurve3]</h3>
-		<p>
-			用于检查该类或者其派生类是否为CubicBezierCurves3。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector3 v0]</h3>
 		<h3>[property:Vector3 v0]</h3>
 		<p>起点</p>
 		<p>起点</p>
 
 

+ 0 - 7
docs/api/zh/extras/curves/EllipseCurve.html

@@ -55,13 +55,6 @@ var ellipse = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
 
-		<h3>[property:Boolean isEllipseCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为EllipseCurves。默认值为*true*。
-			<br /><br />
-			你不应当更改这个属性,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Float aX]</h3>
 		<h3>[property:Float aX]</h3>
 		<p>椭圆的中心的X坐标。</p>
 		<p>椭圆的中心的X坐标。</p>
 
 

+ 0 - 8
docs/api/zh/extras/curves/LineCurve.html

@@ -27,14 +27,6 @@
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
 
-		<h3>[property:Boolean isLineCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
-			<br /><br />
-
-			你不应当更改这个属性,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector2 v1]</h3>
 		<h3>[property:Vector2 v1]</h3>
 		<p>起点</p>
 		<p>起点</p>
 
 

+ 0 - 8
docs/api/zh/extras/curves/LineCurve3.html

@@ -27,14 +27,6 @@
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
 
-		<h3>[property:Boolean isLineCurve3]</h3>
-		<p>
-			用于检查该类或者其派生类是否为LineCurves。默认值为*true*。
-			<br /><br />
-	
-			你不应当更改这个属性,它在内部使用,以用于优化。
-		</p>
-
 		<h3>[property:Vector3 v1]</h3>
 		<h3>[property:Vector3 v1]</h3>
 		<p>起点</p>
 		<p>起点</p>
 
 

+ 0 - 8
docs/api/zh/extras/curves/QuadraticBezierCurve.html

@@ -50,14 +50,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<h2>属性</h2>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 		<p>共有属性请参见其基类[page:Curve]。</p>
 
 
-		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
-		<p>
-			用于检查该类或者其派生类是否为QuadraticBezierCurve。默认值为*true*。<br /><br />
-
-			你不应当对这一属性进行改变,它在内部使用,以用于优化。
-		</p>
-
-
 		<h3>[property:Vector2 v0]</h3>
 		<h3>[property:Vector2 v0]</h3>
 		<p>起点</p>
 		<p>起点</p>
 
 

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