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>
 		<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>
 		<p>
 		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_shaders_tonemapping shaders / tonemapping ]</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 );
 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.
 		</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>
 		<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>
 		<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>
 		<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>
 		<code>
 		THREE.AlphaFormat
+		THREE.RedFormat
+		THREE.RedIntegerFormat
+		THREE.RGFormat
+		THREE.RGIntegerFormat
 		THREE.RGBFormat
+		THREE.RGBIntegerFormat
 		THREE.RGBAFormat
+		THREE.RGBAIntegerFormat
 		THREE.LuminanceFormat
 		THREE.LuminanceAlphaFormat
 		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 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 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 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.
 		 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,
@@ -238,6 +269,259 @@
 		extension. <br /><br />
 		</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>
 		<code>
 		THREE.LinearEncoding

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

@@ -58,13 +58,6 @@
 		then this will count the number of such vectors stored.
 		</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>
 		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
 
@@ -113,6 +106,18 @@
 
 		<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>
 		<p>Return a copy of this bufferAttribute.</p>
 

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

@@ -132,13 +132,6 @@
 			Default is *null*.
 		</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>
 		<p>
 			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>
 		<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>
 		<p>
 		An array containing distances between vertices for Line geometries.

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

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

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

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

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

@@ -31,11 +31,6 @@
 			Default is *1*.
 		</p>
 
-		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<h2>Methods</h2>
 		<p>
 			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.
 		</p>
 
-		<h3>[property:Boolean isInterleavedBuffer]</h3>
-		<p>
-		Default is *true*.
-		</p>
-
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
 		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*.
 		</p>
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			Default is *true*.
-		</p>
-
 		<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>
 		<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>
 		<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>
 		<p>
 		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>
 		<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>
 
 		<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>
 		<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>
 			x, y -- The absolute center 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.
 		</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>
 			x, y -- The absolute center of the ellipse.<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.
 		</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>
 		x, y -- The center of the arc offset from the last call.<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>
 		<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>
 			x, y -- The center of the ellipse offset from the last call.<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>
 		<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>
 

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

@@ -53,13 +53,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>Properties</h2>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<p>The X center of the ellipse.</p>
 

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

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<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>
 		<p>The start point.</p>
 

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

@@ -27,13 +27,6 @@
 		<h2>Properties</h2>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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 hex] -- hexadecimal value to define color. Default is 0xffff00.<br />
 		[page:Number headLength] -- The length of the head of the arrow. Default is 0.2 * length.<br />
-		[page:Number headWidth] -- The length of the width of the arrow. Default is 0.2 * headLength.
+		[page:Number headWidth] -- The width of the head of the arrow. Default is 0.2 * headLength.<br />
 		</p>
 
 		<h2>Properties</h2>
@@ -79,7 +79,7 @@
 		<p>
 		length -- The desired length.<br />
 		headLength -- The length of the head of the arrow.<br />
-		headWidth -- The length of the width of the arrow.<br /><br />
+		headWidth -- The width of the head of the arrow.<br /><br />
 
 		Sets the length of the arrowhelper.
 		</p>

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

@@ -20,13 +20,14 @@
 
 		<h2>Example</h2>
 
+		<p>
 		[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
 		[example:webgl_animation_skinning_morph animation / skinning / morph]<br />
 		[example:webgl_loader_bvh loader / bvh ]
+		</p>
 
 		<code>
-var helper = new THREE.SkeletonHelper( mesh );
-helper.material.linewidth = 3;
+var helper = new THREE.SkeletonHelper( skinnedMesh );
 scene.add( helper );
 		</code>
 
@@ -35,13 +36,12 @@ scene.add( helper );
 		<h2>Constructor</h2>
 
 
-		<h3>[name]( object )</h3>
+		<h3>[name]( [param:Object3D object] )</h3>
 		<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>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Array bones]</h3>
@@ -49,12 +49,11 @@ scene.add( helper );
 		The list of bones that the helper renders as [page:Line Lines].
 		</p>
 
-		<h3>[property:Object root]</h3>
+		<h3>[property:Object3D root]</h3>
 		<p>
 		The object passed in the constructor.
 		</p>
 
-
 		<h2>Source</h2>
 
 		<p>

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

@@ -49,15 +49,6 @@ scene.add( light );</code>
 		</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>
 		<p>
 				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>
 		<p>
 			[example:misc_controls_fly controls / fly ]<br />
-			[example:webvr_cubes cubes ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_stereo effects / stereo ]<br />
 			[example:webgl_geometry_extrude_splines geometry / extrude / splines ]<br />
@@ -77,14 +76,6 @@
 			The default is *false*.
 		</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>
 		<p>
 			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).
 		</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>
 		<p>
 			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*.
 		</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>
 		<p>

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

@@ -80,13 +80,6 @@ scene.add( light );
 			Default is *0.0*.
 		</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>
 		<p>
 			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.
 		</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>
 		<p>
 			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*.
 		</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>
 		<p>
 			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>
 
-	 <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>
 		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_obj WebGL / loader / obj]<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>

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

@@ -60,13 +60,6 @@ var material = new THREE.LineBasicMaterial( {
 		<h3>[property:Color color]</h3>
 		<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>
 		<p>
 			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>
 		<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>
 		<p>
 			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>
 		<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>
 		<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>
 		<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>
 		<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.
 		</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>
 		<p>The environment map. Default is null.</p>
 
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
-		<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>
 		<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.
 		</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>
 		<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>
 		<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>
 		<p>
 			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>
 		<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>
 		<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>
 		<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>
-		<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>
 		<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>
 		<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>
 		<p>An object of the form:
 			<code>

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

@@ -99,8 +99,7 @@
 
 		<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, 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>
 		<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>
 		<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>
-		<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>
 		<p>Intensity of the baked light. Default is 1.</p>
@@ -204,7 +194,7 @@
 		<h3>[property:Float metalness]</h3>
 		<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
-			(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.
 		</p>
 
@@ -248,7 +238,7 @@
 
 		<h3>[property:Float roughness]</h3>
 		<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.
 		</p>
 

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

@@ -8,11 +8,11 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Material] &rarr; [page:MeshPhongMaterial] &rarr;
+		[page:Material] &rarr;
 
 		<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>
 
@@ -33,46 +33,184 @@
 		</script>
 
 		<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>
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<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>
 
-
 		<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>
-		<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>
-			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>
 
-		<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>
 
+		<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>
 

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

@@ -79,13 +79,6 @@ scene.add( starField );
 		<h3>[property:Color color]</h3>
 		<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>
 
 		<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>
 
 		<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>
 		<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>
 		<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>
 		<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>
 
-		<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>
 		<p>
 		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>
 		<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>
 		<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>
 
-		<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>
 		<p>
 			[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>
 
-		<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>
 		<p>
 		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>
 
-		<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>
 		<p>
 			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.
 		</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>

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

@@ -96,13 +96,6 @@ m.elements = [ 11, 21, 31, 41,
 		 list of matrix values.
 		</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>
 
-		<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 y]</h3>

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

@@ -62,13 +62,6 @@
 
 		<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>
 		<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>
 
-		<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 y]</h3>

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

@@ -63,13 +63,6 @@ var d = a.dot( b );
 
 		<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 y]</h3>

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

@@ -37,13 +37,6 @@
 		<h2>Properties</h2>
 		<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>
 		<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>
 		<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>
 		<p>Vertices representing the line segment(s).</p>

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

@@ -37,13 +37,6 @@
 		<h2>Properties</h2>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<p>
 			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
@@ -90,9 +71,6 @@
 		<h2>Methods</h2>
 		<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>
 		<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.
 		</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>
 		<p>
 			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.
 		</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>
 		<p>
 		[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>
 		<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>
 		<p>

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

@@ -164,13 +164,9 @@
 		<h3>[property:Float gammaFactor]</h3>
 		<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>
 		<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*.
 		</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>
 
 		<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>
 		<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>
 		<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.
 		</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>
 		<p>
 		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>
 
-		<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>
 		<p>
 		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.
 		</p>
 
-		<h2>Methods</h2>
-
-		<h3>[method:Object toJSON]</h3>
+		<h3>[property:Texture environment]</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].
+		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>
 
+		<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>
 		<p>
 		Clears scene related data internally cached by [page:WebGLRenderer].
 		</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>
 
 		<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.
 		</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>
 		<p>
 		Array of user-specified mipmaps (optional).
@@ -126,6 +119,17 @@
 		See the [page:Textures texture constants] page for details of other formats.
 		</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>
 		<p>
 		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>
 
-		<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>
 		<p>
 

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

@@ -77,12 +77,6 @@ scene.add( camera );</code>
 
 		</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>
 		<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>
 		<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>
 		<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。
 		</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>
 		<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*。
 		</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>
 		<p>
 			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>
 
 		<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>
 
 
@@ -26,22 +26,22 @@
 		<code>
 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();
 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 color = new THREE.Color( 0xffaa00 ); //optional
 var materialIndex = 0; //optional
 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 );
 
-//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.computeVertexNormals();
 

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

@@ -96,13 +96,6 @@
 		<h3>[property:Integer id]</h3>
 		<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>
 		<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。

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

@@ -29,11 +29,6 @@
 			默认值为 *1*。
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
-		<p>
-			默认值为 *true*.
-		</p>
-
 		<h2>方法</h2>
 		<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*。
 		</p>
 
-		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
-		<p>
-			默认值是 *true*。
-		</p>
-
 		<h2>方法</h2>
 		<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*。
 		</p>
 
-		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
-		<p>
-			默认值是 *true*。
-		</p>
-
 		<h2>方法</h2>
 		<p>
 			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*。
 		</p>
 
-		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			默认值为 *true*。
-		</p>
-
 		<h2>方法</h2>
 
 		<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>
 	<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>
 	<p>
 		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>
 		<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>
 
 		<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>
 		<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>
 			x, y -- 弧线的绝对中心。<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。
 		</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>
 			x, y -- 椭圆的绝对中心。<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。
 		</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>
 			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 />
@@ -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>
 		<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>
 			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 />

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

@@ -17,13 +17,6 @@
 		<h2>属性</h2>
 		<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>
 

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

@@ -54,13 +54,6 @@ var curveObject = new THREE.Line( geometry, material );
 		<h2>属性</h2>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<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>
 		<p>起点</p>
 

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

@@ -27,14 +27,6 @@
 		<h2>属性</h2>
 		<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>
 		<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>
 		<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>
 		<p>起点</p>
 

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