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Docs: Consolidate examples section.

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  1. 7 7
      docs/api/en/audio/Audio.html
  2. 7 7
      docs/api/en/audio/AudioAnalyser.html
  3. 8 8
      docs/api/en/audio/AudioListener.html
  4. 8 8
      docs/api/en/audio/PositionalAudio.html
  5. 1 1
      docs/api/en/cameras/ArrayCamera.html
  6. 7 4
      docs/api/en/cameras/CubeCamera.html
  7. 17 13
      docs/api/en/cameras/OrthographicCamera.html
  8. 13 9
      docs/api/en/cameras/PerspectiveCamera.html
  9. 4 12
      docs/api/en/cameras/StereoCamera.html
  10. 5 5
      docs/api/en/constants/CustomBlendingEquations.html
  11. 3 1
      docs/api/en/core/BufferGeometry.html
  12. 15 15
      docs/api/en/core/EventDispatcher.html
  13. 25 24
      docs/api/en/core/Face3.html
  14. 17 13
      docs/api/en/core/Geometry.html
  15. 1 1
      docs/api/en/core/InterleavedBuffer.html
  16. 6 8
      docs/api/en/core/Raycaster.html
  17. 1 1
      docs/api/en/core/Uniform.html
  18. 1 1
      docs/api/en/extras/core/Path.html
  19. 2 0
      docs/api/en/extras/core/Shape.html
  20. 1 1
      docs/api/en/extras/core/ShapePath.html
  21. 21 19
      docs/api/en/extras/curves/CatmullRomCurve3.html
  22. 14 14
      docs/api/en/extras/curves/CubicBezierCurve.html
  23. 14 14
      docs/api/en/extras/curves/CubicBezierCurve3.html
  24. 15 15
      docs/api/en/extras/curves/EllipseCurve.html
  25. 13 13
      docs/api/en/extras/curves/QuadraticBezierCurve.html
  26. 13 13
      docs/api/en/extras/curves/QuadraticBezierCurve3.html
  27. 20 20
      docs/api/en/extras/curves/SplineCurve.html
  28. 1 1
      docs/api/en/geometries/BoxBufferGeometry.html
  29. 1 1
      docs/api/en/geometries/BoxGeometry.html
  30. 1 1
      docs/api/en/geometries/CircleBufferGeometry.html
  31. 1 1
      docs/api/en/geometries/CircleGeometry.html
  32. 1 1
      docs/api/en/geometries/ConeBufferGeometry.html
  33. 1 1
      docs/api/en/geometries/ConeGeometry.html
  34. 1 1
      docs/api/en/geometries/CylinderBufferGeometry.html
  35. 1 1
      docs/api/en/geometries/CylinderGeometry.html
  36. 6 3
      docs/api/en/geometries/EdgesGeometry.html
  37. 1 1
      docs/api/en/geometries/ExtrudeBufferGeometry.html
  38. 1 1
      docs/api/en/geometries/ExtrudeGeometry.html
  39. 1 1
      docs/api/en/geometries/LatheBufferGeometry.html
  40. 1 1
      docs/api/en/geometries/LatheGeometry.html
  41. 1 1
      docs/api/en/geometries/ParametricBufferGeometry.html
  42. 1 1
      docs/api/en/geometries/ParametricGeometry.html
  43. 1 1
      docs/api/en/geometries/PlaneBufferGeometry.html
  44. 1 1
      docs/api/en/geometries/PlaneGeometry.html
  45. 1 1
      docs/api/en/geometries/PolyhedronBufferGeometry.html
  46. 1 1
      docs/api/en/geometries/PolyhedronGeometry.html
  47. 1 1
      docs/api/en/geometries/RingBufferGeometry.html
  48. 1 1
      docs/api/en/geometries/RingGeometry.html
  49. 1 1
      docs/api/en/geometries/ShapeBufferGeometry.html
  50. 1 1
      docs/api/en/geometries/ShapeGeometry.html
  51. 1 1
      docs/api/en/geometries/SphereBufferGeometry.html
  52. 1 1
      docs/api/en/geometries/SphereGeometry.html
  53. 7 5
      docs/api/en/geometries/TextBufferGeometry.html
  54. 7 5
      docs/api/en/geometries/TextGeometry.html
  55. 1 1
      docs/api/en/geometries/TorusBufferGeometry.html
  56. 1 1
      docs/api/en/geometries/TorusGeometry.html
  57. 1 1
      docs/api/en/geometries/TorusKnotBufferGeometry.html
  58. 1 1
      docs/api/en/geometries/TorusKnotGeometry.html
  59. 1 1
      docs/api/en/geometries/TubeBufferGeometry.html
  60. 1 1
      docs/api/en/geometries/TubeGeometry.html
  61. 14 28
      docs/api/en/geometries/WireframeGeometry.html
  62. 9 7
      docs/api/en/helpers/ArrowHelper.html
  63. 10 7
      docs/api/en/helpers/AxesHelper.html
  64. 1 1
      docs/api/en/helpers/Box3Helper.html
  65. 8 7
      docs/api/en/helpers/BoxHelper.html
  66. 6 6
      docs/api/en/helpers/CameraHelper.html
  67. 1 4
      docs/api/en/helpers/DirectionalLightHelper.html
  68. 7 5
      docs/api/en/helpers/GridHelper.html
  69. 4 4
      docs/api/en/helpers/HemisphereLightHelper.html
  70. 1 1
      docs/api/en/helpers/PlaneHelper.html
  71. 5 7
      docs/api/en/helpers/PointLightHelper.html
  72. 9 6
      docs/api/en/helpers/PolarGridHelper.html
  73. 7 8
      docs/api/en/helpers/SkeletonHelper.html
  74. 5 5
      docs/api/en/helpers/SpotLightHelper.html
  75. 9 6
      docs/api/en/lights/AmbientLight.html
  76. 8 8
      docs/api/en/lights/DirectionalLight.html
  77. 15 13
      docs/api/en/lights/HemisphereLight.html
  78. 8 8
      docs/api/en/lights/PointLight.html
  79. 8 9
      docs/api/en/lights/RectAreaLight.html
  80. 7 7
      docs/api/en/lights/SpotLight.html
  81. 39 40
      docs/api/en/lights/shadows/DirectionalLightShadow.html
  82. 38 40
      docs/api/en/lights/shadows/PointLightShadow.html
  83. 37 40
      docs/api/en/lights/shadows/SpotLightShadow.html
  84. 1 1
      docs/api/en/loaders/AnimationLoader.html
  85. 1 1
      docs/api/en/loaders/AudioLoader.html
  86. 7 5
      docs/api/en/loaders/BufferGeometryLoader.html
  87. 8 8
      docs/api/en/loaders/Cache.html
  88. 11 9
      docs/api/en/loaders/CubeTextureLoader.html
  89. 1 1
      docs/api/en/loaders/FileLoader.html
  90. 8 6
      docs/api/en/loaders/FontLoader.html
  91. 6 5
      docs/api/en/loaders/ImageBitmapLoader.html
  92. 8 6
      docs/api/en/loaders/ImageLoader.html
  93. 1 2
      docs/api/en/loaders/MaterialLoader.html
  94. 6 6
      docs/api/en/loaders/ObjectLoader.html
  95. 11 7
      docs/api/en/loaders/TextureLoader.html
  96. 1 1
      docs/api/en/loaders/managers/DefaultLoadingManager.html
  97. 10 9
      docs/api/en/loaders/managers/LoadingManager.html
  98. 11 9
      docs/api/en/materials/LineBasicMaterial.html
  99. 12 10
      docs/api/en/materials/LineDashedMaterial.html
  100. 1 1
      docs/api/en/materials/MeshDistanceMaterial.html

+ 7 - 7
docs/api/en/audio/Audio.html

@@ -18,13 +18,7 @@
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -44,6 +38,12 @@
 		});
 		});
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 7 - 7
docs/api/en/audio/AudioAnalyser.html

@@ -18,13 +18,7 @@
 
 
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -50,6 +44,12 @@
 		var data = analyser.getAverageFrequency();
 		var data = analyser.getAverageFrequency();
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 8 - 8
docs/api/en/audio/AudioListener.html

@@ -18,14 +18,7 @@
 			In most cases, the listener object is a child of the camera. So the 3D transformation of the camera represents the 3D transformation of the listener.
 			In most cases, the listener object is a child of the camera. So the 3D transformation of the camera represents the 3D transformation of the listener.
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_timing webaudio / timing ]<br />
-			[example:webaudio_visualizer webaudio / visualizer ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -45,6 +38,13 @@
 		});
 		});
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_timing webaudio / timing ]<br />
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 8 - 8
docs/api/en/audio/PositionalAudio.html

@@ -18,14 +18,7 @@
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webaudio_orientation webaudio / orientation ]<br />
-			[example:webaudio_sandbox webaudio / sandbox ]<br />
-			[example:webaudio_timing webaudio / timing ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// create an AudioListener and add it to the camera
 		// create an AudioListener and add it to the camera
@@ -53,6 +46,13 @@
 		mesh.add( sound );
 		mesh.add( sound );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webaudio_orientation webaudio / orientation ]<br />
+			[example:webaudio_sandbox webaudio / sandbox ]<br />
+			[example:webaudio_timing webaudio / timing ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

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

@@ -17,7 +17,7 @@
 			An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *viewport* property which determines the part of the viewport that is rendered with this camera.
 			An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *viewport* property which determines the part of the viewport that is rendered with this camera.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
 
 		<p>[example:webgl_camera_array camera / array ]</p>
 		<p>[example:webgl_camera_array camera / array ]</p>
 
 

+ 7 - 4
docs/api/en/cameras/CubeCamera.html

@@ -14,10 +14,7 @@
 
 
 		<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
 		<p class="desc">Creates 6 cameras that render to a [page:WebGLCubeRenderTarget].</p>
 
 
-		<h2>Examples</h2>
-
-		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
-		<p>[example:webgl_shading_physical shading / physical ]</p>
+		<h2>Code Example</h2>
 
 
 		<code>// Create cube camera
 		<code>// Create cube camera
 		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
 		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
@@ -38,6 +35,12 @@
 		renderer.render( scene, camera );
 		renderer.render( scene, camera );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
+			[example:webgl_shading_physical shading / physical ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 17 - 13
docs/api/en/cameras/OrthographicCamera.html

@@ -21,22 +21,26 @@
 			This can be useful for rendering 2D scenes and UI elements, amongst other things.
 			This can be useful for rendering 2D scenes and UI elements, amongst other things.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
+		scene.add( camera );
+		</code>
 
 
-		<p>[example:webgl_camera camera ]</p>
-		<p>[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]</p>
-		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
-		<p>[example:webgl_postprocessing_advanced postprocessing / advanced ]</p>
-		<p>[example:webgl_postprocessing_dof2 postprocessing / dof2 ]</p>
-		<p>[example:webgl_postprocessing_godrays postprocessing / godrays ]</p>
-		<p>[example:webgl_rtt rtt ]</p>
-		<p>[example:webgl_shaders_tonemapping shaders / tonemapping ]</p>
-		<p>[example:webgl_shadowmap shadowmap ]</p>
-
-		<code>var camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
-scene.add( camera );</code>
+		<h2>Examples</h2>
 
 
+		<p>
+			[example:webgl_camera camera ]<br />
+			[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]<br />
+			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]<br />
+			[example:webgl_postprocessing_advanced postprocessing / advanced ]<br />
+			[example:webgl_postprocessing_dof2 postprocessing / dof2 ]<br />
+			[example:webgl_postprocessing_godrays postprocessing / godrays ]<br />
+			[example:webgl_rtt rtt ]<br />
+			[example:webgl_shaders_tonemapping shaders / tonemapping ]<br />
+			[example:webgl_shadowmap shadowmap ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 13 - 9
docs/api/en/cameras/PerspectiveCamera.html

@@ -19,18 +19,22 @@
 			common projection mode used for rendering a 3D scene.
 			common projection mode used for rendering a 3D scene.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
+		scene.add( camera );
+		</code>
 
 
-		<p>[example:webgl_animation_skinning_blending animation / skinning / blending ]</p>
-		<p>[example:webgl_animation_skinning_morph animation / skinning / blending ]</p>
-		<p>[example:webgl_effects_stereo effects / stereo ]</p>
-		<p>[example:webgl_interactive_cubes interactive / cubes ]</p>
-		<p>[example:webgl_loader_collada_skinning loader / collada / skinning ]</p>
-
-		<code>var camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
-scene.add( camera );</code>
+		<h2>Examples</h2>
 
 
+		<p>
+			[example:webgl_animation_skinning_blending animation / skinning / blending ]<br />
+			[example:webgl_animation_skinning_morph animation / skinning / blending ]<br />
+			[example:webgl_effects_stereo effects / stereo ]<br />
+			[example:webgl_interactive_cubes interactive / cubes ]<br />
+			[example:webgl_loader_collada_skinning loader / collada / skinning ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 4 - 12
docs/api/en/cameras/StereoCamera.html

@@ -16,22 +16,14 @@
 		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
 		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>[example:webgl_effects_anaglyph effects / anaglyph ]</p>
-		<p>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</p>
-		<p>[example:webgl_effects_stereo effects / stereo ]</p>
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
-		This class is used internally in the files<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/AnaglyphEffect.js examples/jsm/effects/AnaglyphEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/ParallaxBarrierEffect.js examples/jsm/effects/ParallaxBarrierEffect.js]<br /><br />
-		[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/effects/StereoEffect.js examples/jsm/effects/StereoEffect.js]<br /><br />
-		used in the above examples.
+			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
+			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
+			[example:webgl_effects_stereo effects / stereo ]
 		</p>
 		</p>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>

+ 5 - 5
docs/api/en/constants/CustomBlendingEquations.html

@@ -10,15 +10,12 @@
 	<body>
 	<body>
 		<h1>Custom Blending Equation Constants</h1>
 		<h1>Custom Blending Equation Constants</h1>
 
 
-
-		<h2>Example</h2>
-		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
-
-		<h2>Usage</h2>
 		<p>
 		<p>
 			These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
 			These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
+
 		<code>
 		<code>
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		material.blending = THREE.CustomBlending;
 		material.blending = THREE.CustomBlending;
@@ -27,6 +24,9 @@
 		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
 		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
+
 		<h2>Blending Equations</h2>
 		<h2>Blending Equations</h2>
 		<code>
 		<code>
 		THREE.AddEquation
 		THREE.AddEquation

+ 3 - 1
docs/api/en/core/BufferGeometry.html

@@ -22,7 +22,7 @@
 		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
 		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 		<code>
 		<code>
 		var geometry = new THREE.BufferGeometry();
 		var geometry = new THREE.BufferGeometry();
 		// create a simple square shape. We duplicate the top left and bottom right
 		// create a simple square shape. We duplicate the top left and bottom right
@@ -42,6 +42,8 @@
 		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
 		var mesh = new THREE.Mesh( geometry, material );
 		var mesh = new THREE.Mesh( geometry, material );
 		</code>
 		</code>
+
+		<h2>Examples</h2>
 		<p>
 		<p>
 			[example:webgl_buffergeometry Mesh with non-indexed faces]<br />
 			[example:webgl_buffergeometry Mesh with non-indexed faces]<br />
 			[example:webgl_buffergeometry_indexed Mesh with indexed faces]<br />
 			[example:webgl_buffergeometry_indexed Mesh with indexed faces]<br />

+ 15 - 15
docs/api/en/core/EventDispatcher.html

@@ -15,36 +15,36 @@
 			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
 			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-// Adding events to a custom object
+		// Adding events to a custom object
 
 
-var Car = function () {
+		var Car = function () {
 
 
-    this.start = function () {
+		    this.start = function () {
 
 
-        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
+		        this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
 
 
-    };
+		    };
 
 
-};
+		};
 
 
-// Mixing the EventDispatcher.prototype with the custom object prototype
+		// Mixing the EventDispatcher.prototype with the custom object prototype
 
 
-Object.assign( Car.prototype, EventDispatcher.prototype );
+		Object.assign( Car.prototype, EventDispatcher.prototype );
 
 
-// Using events with the custom object
+		// Using events with the custom object
 
 
-var car = new Car();
+		var car = new Car();
 
 
-car.addEventListener( 'start', function ( event ) {
+		car.addEventListener( 'start', function ( event ) {
 
 
-    alert( event.message );
+		    alert( event.message );
 
 
-} );
+		} );
 
 
-car.start();
+		car.start();
 		</code>
 		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>

+ 25 - 24
docs/api/en/core/Face3.html

@@ -16,39 +16,40 @@
 		create them manually.
 		create them manually.
 		</p>
 		</p>
 
 
-
-		<h2>Examples</h2>
-
-		<p>[example:svg_sandbox svg / sandbox ]</p>
-		<p>[example:misc_exporter_obj exporter / obj ]</p>
-		<p>[example:webgl_shaders_vector WebGL / shaders / vector ]</p>
-
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
+		var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
 
 
-//create a triangular geometry
-var geometry = new THREE.Geometry();
-geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
-geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
-geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
+		//create a triangular geometry
+		var geometry = new THREE.Geometry();
+		geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
+		geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
+		geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 
 
-//create a new face using vertices 0, 1, 2
-var normal = new THREE.Vector3( 0, 0, 1 ); //optional
-var color = new THREE.Color( 0xffaa00 ); //optional
-var materialIndex = 0; //optional
-var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
+		//create a new face using vertices 0, 1, 2
+		var normal = new THREE.Vector3( 0, 0, 1 ); //optional
+		var color = new THREE.Color( 0xffaa00 ); //optional
+		var materialIndex = 0; //optional
+		var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
 
 
-//add the face to the geometry's faces array
-geometry.faces.push( face );
+		//add the face to the geometry's faces array
+		geometry.faces.push( face );
 
 
-//the face normals and vertex normals can be calculated automatically if not supplied above
-geometry.computeFaceNormals();
-geometry.computeVertexNormals();
+		//the face normals and vertex normals can be calculated automatically if not supplied above
+		geometry.computeFaceNormals();
+		geometry.computeVertexNormals();
 
 
-scene.add( new THREE.Mesh( geometry, material ) );
+		scene.add( new THREE.Mesh( geometry, material ) );
 	</code>
 	</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:svg_sandbox svg / sandbox ]<br />
+			[example:misc_exporter_obj exporter / obj ]<br />
+			[example:webgl_shaders_vector WebGL / shaders / vector ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 17 - 13
docs/api/en/core/Geometry.html

@@ -21,20 +21,10 @@
 		</p>
 		</p>
 		</div>
 		</div>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
-
-		<div>[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]</div>
-		<div>[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]</div>
-		<div>[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]</div>
-		<div>[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]</div>
-		<div>[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]</div>
-		<div>[example:webgl_interactive_lines WebGL / interactive / lines ]</div>
-		<div>[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]</div>
-		<div>[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]</div>
-
-
-		<code>var geometry = new THREE.Geometry();
+		<code>
+		var geometry = new THREE.Geometry();
 
 
 		geometry.vertices.push(
 		geometry.vertices.push(
 			new THREE.Vector3( -10,  10, 0 ),
 			new THREE.Vector3( -10,  10, 0 ),
@@ -47,6 +37,20 @@
 		geometry.computeBoundingSphere();
 		geometry.computeBoundingSphere();
 		</code>
 		</code>
 
 
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]<br />
+			[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]<br />
+			[example:webgl_geometry_nurbs WebGL / geometry / nurbs ]<br />
+			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor ]<br />
+			[example:webgl_interactive_cubes_gpu WebGL / interactive / cubes / gpu ]<br />
+			[example:webgl_interactive_lines WebGL / interactive / lines ]<br />
+			[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points ]<br />
+			[example:webgl_interactive_voxelpainter WebGL / interactive / voxelpainter ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

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

@@ -16,7 +16,7 @@
 			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
 			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
 
 		<p>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</p>
 		<p>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</p>
 
 

+ 6 - 8
docs/api/en/core/Raycaster.html

@@ -16,7 +16,7 @@
 		other things.
 		other things.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 		<code>
 		<code>
 		var raycaster = new THREE.Raycaster();
 		var raycaster = new THREE.Raycaster();
 		var mouse = new THREE.Vector2();
 		var mouse = new THREE.Vector2();
@@ -54,8 +54,11 @@
 		window.requestAnimationFrame(render);
 		window.requestAnimationFrame(render);
 
 
 		</code>
 		</code>
-		<div>
-			Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_interactive_cubes Raycasting to a Mesh]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_instancing_raycast Raycasting to a InstancedMesh]<br />
 			[example:webgl_instancing_raycast Raycasting to a InstancedMesh]<br />
@@ -64,13 +67,8 @@
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
 			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
 			[example:webgl_raycast_texture Raycast to a Texture]
 			[example:webgl_raycast_texture Raycast to a Texture]
-		</div>
-
-
-		<p>
 		</p>
 		</p>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>

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

@@ -13,7 +13,7 @@
 		<p class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
 		<p class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 		<p>
 		<p>
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		</p>
 		</p>

+ 1 - 1
docs/api/en/extras/core/Path.html

@@ -16,7 +16,7 @@
 		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
 		A 2D path representation. The class provides methods for creating paths and contours of 2D shapes similar to the 2D Canvas API.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var path = new THREE.Path();
 		var path = new THREE.Path();

+ 2 - 0
docs/api/en/extras/core/Shape.html

@@ -17,6 +17,8 @@
 		[page:ShapeGeometry], to get points, or to get triangulated faces.
 		[page:ShapeGeometry], to get points, or to get triangulated faces.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
+
 		<code>
 		<code>
 		var heartShape = new THREE.Shape();
 		var heartShape = new THREE.Shape();
 
 

+ 1 - 1
docs/api/en/extras/core/ShapePath.html

@@ -16,7 +16,7 @@
 		series of paths.
 		series of paths.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 		<p>
 		<p>
 			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
 			[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
 		</p>
 		</p>

+ 21 - 19
docs/api/en/extras/curves/CatmullRomCurve3.html

@@ -15,30 +15,32 @@
 		<p class="desc">Create a smooth 3d spline curve from a series of points using the
 		<p class="desc">Create a smooth 3d spline curve from a series of points using the
 			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
 			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-		<p>
-			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
-		</p>
+		<code>
+		//Create a closed wavey loop
+		var curve = new THREE.CatmullRomCurve3( [
+			new THREE.Vector3( -10, 0, 10 ),
+			new THREE.Vector3( -5, 5, 5 ),
+			new THREE.Vector3( 0, 0, 0 ),
+			new THREE.Vector3( 5, -5, 5 ),
+			new THREE.Vector3( 10, 0, 10 )
+		] );
+
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-<code>
-//Create a closed wavey loop
-var curve = new THREE.CatmullRomCurve3( [
-	new THREE.Vector3( -10, 0, 10 ),
-	new THREE.Vector3( -5, 5, 5 ),
-	new THREE.Vector3( 0, 0, 0 ),
-	new THREE.Vector3( 5, -5, 5 ),
-	new THREE.Vector3( 10, 0, 10 )
-] );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		<h2>Examples</h2>
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		<p>
+			[example:webgl_geometry_extrude_splines WebGL / geometry / extrude / splines]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 14 - 14
docs/api/en/extras/curves/CubicBezierCurve.html

@@ -18,24 +18,24 @@
 			defined by a start point, endpoint and two control points.
 			defined by a start point, endpoint and two control points.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.CubicBezierCurve(
-	new THREE.Vector2( -10, 0 ),
-	new THREE.Vector2( -5, 15 ),
-	new THREE.Vector2( 20, 15 ),
-	new THREE.Vector2( 10, 0 )
-);
+		<code>
+		var curve = new THREE.CubicBezierCurve(
+			new THREE.Vector2( -10, 0 ),
+			new THREE.Vector2( -5, 15 ),
+			new THREE.Vector2( 20, 15 ),
+			new THREE.Vector2( 10, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 14 - 14
docs/api/en/extras/curves/CubicBezierCurve3.html

@@ -18,25 +18,25 @@
 			defined by a start point, endpoint and two control points.
 			defined by a start point, endpoint and two control points.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.CubicBezierCurve3(
-	new THREE.Vector3( -10, 0, 0 ),
-	new THREE.Vector3( -5, 15, 0 ),
-	new THREE.Vector3( 20, 15, 0 ),
-	new THREE.Vector3( 10, 0, 0 )
-);
+		<code>
+		var curve = new THREE.CubicBezierCurve3(
+			new THREE.Vector3( -10, 0, 0 ),
+			new THREE.Vector3( -5, 15, 0 ),
+			new THREE.Vector3( 20, 15, 0 ),
+			new THREE.Vector3( 10, 0, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
 
 
-</code>
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 15 - 15
docs/api/en/extras/curves/EllipseCurve.html

@@ -17,25 +17,25 @@
 			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
 			[page:Number xRadius] equal to the [page:Number yRadius] will result in a circle.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.EllipseCurve(
-	0,  0,            // ax, aY
-	10, 10,           // xRadius, yRadius
-	0,  2 * Math.PI,  // aStartAngle, aEndAngle
-	false,            // aClockwise
-	0                 // aRotation
-);
+		<code>
+		var curve = new THREE.EllipseCurve(
+			0,  0,            // ax, aY
+			10, 10,           // xRadius, yRadius
+			0,  2 * Math.PI,  // aStartAngle, aEndAngle
+			false,            // aClockwise
+			0                 // aRotation
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var ellipse = new THREE.Line( geometry, material );
-</code>
+		// Create the final object to add to the scene
+		var ellipse = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 13 - 13
docs/api/en/extras/curves/QuadraticBezierCurve.html

@@ -18,23 +18,23 @@
 			defined by a startpoint, endpoint and a single control point.
 			defined by a startpoint, endpoint and a single control point.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.QuadraticBezierCurve(
-	new THREE.Vector2( -10, 0 ),
-	new THREE.Vector2( 20, 15 ),
-	new THREE.Vector2( 10, 0 )
-);
+		<code>
+		var curve = new THREE.QuadraticBezierCurve(
+			new THREE.Vector2( -10, 0 ),
+			new THREE.Vector2( 20, 15 ),
+			new THREE.Vector2( 10, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-//Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		//Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 13 - 13
docs/api/en/extras/curves/QuadraticBezierCurve3.html

@@ -18,23 +18,23 @@
 			defined by a startpoint, endpoint and a single control point.
 			defined by a startpoint, endpoint and a single control point.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-<code>
-var curve = new THREE.QuadraticBezierCurve3(
-	new THREE.Vector3( -10, 0, 0 ),
-	new THREE.Vector3( 20, 15, 0 ),
-	new THREE.Vector3( 10, 0, 0 )
-);
+		<code>
+		var curve = new THREE.QuadraticBezierCurve3(
+			new THREE.Vector3( -10, 0, 0 ),
+			new THREE.Vector3( 20, 15, 0 ),
+			new THREE.Vector3( 10, 0, 0 )
+		);
 
 
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
 
 
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 
 
-// Create the final object to add to the scene
-var curveObject = new THREE.Line( geometry, material );
-</code>
+		// Create the final object to add to the scene
+		var curveObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 20 - 20
docs/api/en/extras/curves/SplineCurve.html

@@ -17,26 +17,26 @@
 		[page:Interpolations.CatmullRom] to create the curve.
 		[page:Interpolations.CatmullRom] to create the curve.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-<code>
-// Create a sine-like wave
-var curve = new THREE.SplineCurve( [
-	new THREE.Vector2( -10, 0 ),
-	new THREE.Vector2( -5, 5 ),
-	new THREE.Vector2( 0, 0 ),
-	new THREE.Vector2( 5, -5 ),
-	new THREE.Vector2( 10, 0 )
-] );
-
-var points = curve.getPoints( 50 );
-var geometry = new THREE.BufferGeometry().setFromPoints( points );
-
-var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
-
-// Create the final object to add to the scene
-var splineObject = new THREE.Line( geometry, material );
-</code>
+		<h2>Code Example</h2>
+
+		<code>
+		// Create a sine-like wave
+		var curve = new THREE.SplineCurve( [
+			new THREE.Vector2( -10, 0 ),
+			new THREE.Vector2( -5, 5 ),
+			new THREE.Vector2( 0, 0 ),
+			new THREE.Vector2( 5, -5 ),
+			new THREE.Vector2( 10, 0 )
+		] );
+
+		var points = curve.getPoints( 50 );
+		var geometry = new THREE.BufferGeometry().setFromPoints( points );
+
+		var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
+
+		// Create the final object to add to the scene
+		var splineObject = new THREE.Line( geometry, material );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );

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

@@ -33,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleGeometry( 5, 32 );
 		var geometry = new THREE.CircleGeometry( 5, 32 );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 6 - 3
docs/api/en/geometries/EdgesGeometry.html

@@ -14,9 +14,7 @@
 
 
 		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
 		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
 
 
-		<h2>Example</h2>
-
-		[example:webgl_helpers helpers]
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
 var geometry = new THREE.BoxBufferGeometry( 100, 100, 100 );
@@ -25,6 +23,11 @@ var line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color:
 scene.add( line );
 scene.add( line );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_helpers helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
 		var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
 		var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );

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

@@ -19,7 +19,7 @@
 			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
 			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,

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

@@ -17,7 +17,7 @@
 			project them onto a sphere, and then divide them up to the desired level of detail.
 			project them onto a sphere, and then divide them up to the desired level of detail.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );

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

@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

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

@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 
 
 		<code>
 		<code>

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );

+ 7 - 5
docs/api/en/geometries/TextBufferGeometry.html

@@ -36,11 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var loader = new THREE.FontLoader();
 		var loader = new THREE.FontLoader();
@@ -61,6 +57,12 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+		[example:webgl_geometry_text geometry / text ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>

+ 7 - 5
docs/api/en/geometries/TextGeometry.html

@@ -36,11 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var loader = new THREE.FontLoader();
 		var loader = new THREE.FontLoader();
@@ -61,6 +57,12 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+		[example:webgl_geometry_text geometry / text ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {

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

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {

+ 14 - 28
docs/api/en/geometries/WireframeGeometry.html

@@ -14,41 +14,27 @@
 
 
 		<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
 		<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
 
 
-		<!-- <iframe id="scene" src="scenes/geometry-browser.html#EdgeGeometry"></iframe>
-
-		<script>
-
-		// iOS iframe auto-resize workaround
-
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
-
-			var scene = document.getElementById( 'scene' );
-
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
-
-		}
-
-		</script> -->
-
-		<h2>Example</h2>
-
-		[example:webgl_helpers helpers]
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-var geometry = new THREE.SphereBufferGeometry( 100, 100, 100 );
+		var geometry = new THREE.SphereBufferGeometry( 100, 100, 100 );
 
 
-var wireframe = new THREE.WireframeGeometry( geometry );
+		var wireframe = new THREE.WireframeGeometry( geometry );
 
 
-var line = new THREE.LineSegments( wireframe );
-line.material.depthTest = false;
-line.material.opacity = 0.25;
-line.material.transparent = true;
+		var line = new THREE.LineSegments( wireframe );
+		line.material.depthTest = false;
+		line.material.opacity = 0.25;
+		line.material.transparent = true;
 
 
-scene.add( line );
+		scene.add( line );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<h3>[name]( [param:Geometry geometry] )</h3>

+ 9 - 7
docs/api/en/helpers/ArrowHelper.html

@@ -14,13 +14,7 @@
 
 
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 		<p class="desc">An 3D arrow object for visualizing directions.</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_geometries WebGL / geometries]<br/>
-			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
-			[example:webgl_shadowmesh WebGL / shadowmesh]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var dir = new THREE.Vector3( 1, 2, 0 );
 		var dir = new THREE.Vector3( 1, 2, 0 );
@@ -36,6 +30,14 @@
 		scene.add( arrowHelper );
 		scene.add( arrowHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_geometries WebGL / geometries]<br/>
+			[example:webgl_geometry_normals WebGL / geometry / normals]<br/>
+			[example:webgl_shadowmesh WebGL / shadowmesh]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>

+ 10 - 7
docs/api/en/helpers/AxesHelper.html

@@ -13,9 +13,17 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
 		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
-			The X axis is red. The Y axis is green. The Z axis is blue.</p>
+			The X axis is red. The Y axis is green. The Z axis is blue.
+		</p>
+
+		<h2>Code Example</h2>
+
+		<code>
+var axesHelper = new THREE.AxesHelper( 5 );
+scene.add( axesHelper );
+		</code>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_geometries WebGL / geometries]<br/>
 			[example:webgl_geometries WebGL / geometries]<br/>
@@ -23,11 +31,6 @@
 			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
 			[example:webgl_geometry_spline_editor WebGL / geometry / spline / editor]
 		</p>
 		</p>
 
 
-		<code>
-var axesHelper = new THREE.AxesHelper( 5 );
-scene.add( axesHelper );
-    </code>
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 1 - 1
docs/api/en/helpers/Box3Helper.html

@@ -17,7 +17,7 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var box = new THREE.Box3();
 		var box = new THREE.Box3();

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

@@ -19,13 +19,7 @@
 			so it won't work with [page:Sprite Sprites].
 			so it won't work with [page:Sprite Sprites].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_helpers WebGL / helpers]<br/>
-			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
-			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var sphere = new THREE.SphereBufferGeometry();
 		var sphere = new THREE.SphereBufferGeometry();
@@ -34,6 +28,13 @@
 		scene.add( box );
 		scene.add( box );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers WebGL / helpers]<br/>
+			[example:webgl_loader_nrrd WebGL / loader / nrrd]<br/>
+			[example:webgl_buffergeometry_drawrange WebGL / buffergeometry / drawrange]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 6 - 6
docs/api/en/helpers/CameraHelper.html

@@ -17,18 +17,18 @@
 		It visualizes the frustum of a camera using a [page:LineSegments].
 		It visualizes the frustum of a camera using a [page:LineSegments].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-		<p>
-			[example:webgl_camera WebGL / camera]<br/>
-			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
-		</p>
-
+		<h2>Code Example</h2>
 		<code>
 		<code>
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
 var helper = new THREE.CameraHelper( camera );
 var helper = new THREE.CameraHelper( camera );
 scene.add( helper );
 scene.add( helper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_camera WebGL / camera]<br/>
+			[example:webgl_geometry_extrude_splines WebGL / extrude / splines]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 1 - 4
docs/api/en/helpers/DirectionalLightHelper.html

@@ -18,17 +18,14 @@
 			This consists of plane and a line representing the light's position and direction.
 			This consists of plane and a line representing the light's position and direction.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var light = new THREE.DirectionalLight( 0xFFFFFF );
 		var light = new THREE.DirectionalLight( 0xFFFFFF );
-
 		var helper = new THREE.DirectionalLightHelper( light, 5 );
 		var helper = new THREE.DirectionalLightHelper( light, 5 );
-
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
 
 
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 7 - 5
docs/api/en/helpers/GridHelper.html

@@ -14,11 +14,7 @@
 
 
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The GridHelper is an object to define grids. Grids are two-dimensional arrays of lines.</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_helpers WebGL / helpers]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>var size = 10;
 		<code>var size = 10;
 		var divisions = 10;
 		var divisions = 10;
@@ -27,6 +23,12 @@
 		scene.add( gridHelper );
 		scene.add( gridHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:number size], [param:Number divisions], [param:Color colorCenterLine], [param:Color colorGrid] )</h3>
 		<h3>[name]( [param:number size], [param:Number divisions], [param:Color colorCenterLine], [param:Color colorGrid] )</h3>

+ 4 - 4
docs/api/en/helpers/HemisphereLightHelper.html

@@ -16,12 +16,12 @@
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 			Creates a visual aid consisting of a spherical [page:Mesh] for a [page:HemisphereLight HemisphereLight].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
-var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-var helper = new THREE.HemisphereLightHelper( light, 5 );
-scene.add( helper );
+		var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
+		var helper = new THREE.HemisphereLightHelper( light, 5 );
+		scene.add( helper );
 		</code>
 		</code>
 
 
 
 

+ 1 - 1
docs/api/en/helpers/PlaneHelper.html

@@ -17,7 +17,7 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
 		var plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );

+ 5 - 7
docs/api/en/helpers/PointLightHelper.html

@@ -17,12 +17,7 @@
 			 a [page:PointLight].
 			 a [page:PointLight].
 		 </p>
 		 </p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_helpers WebGL /  helpers]
-		</p>
+		 <h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
 		var pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
@@ -34,8 +29,11 @@
 		scene.add( pointLightHelper );
 		scene.add( pointLightHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
 
 
-
+		<p>
+			[example:webgl_helpers WebGL /  helpers]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 9 - 6
docs/api/en/helpers/PolarGridHelper.html

@@ -14,13 +14,10 @@
 
 
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 		<p class="desc">The PolarGridHelper is an object to define polar grids. Grids are two-dimensional arrays of lines.</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-		<p>
-			[example:webgl_helpers WebGL / helpers]
-		</p>
-
-		<code>var radius = 10;
+		<code>
+		var radius = 10;
 		var radials = 16;
 		var radials = 16;
 		var circles = 8;
 		var circles = 8;
 		var divisions = 64;
 		var divisions = 64;
@@ -29,6 +26,12 @@
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_helpers WebGL / helpers]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Number radius], [param:Number radials], [param:Number circles], [param:Number divisions], [param:Color color1], [param:Color color2] )</h3>
 		<h3>[name]( [param:Number radius], [param:Number radials], [param:Number circles], [param:Number divisions], [param:Color color1], [param:Color color2] )</h3>

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

@@ -17,8 +17,14 @@
 		The helper is renderered using a [page:LineBasicMaterial LineBasicMaterial].
 		The helper is renderered using a [page:LineBasicMaterial LineBasicMaterial].
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var helper = new THREE.SkeletonHelper( skinnedMesh );
+		scene.add( helper );
+		</code>
+
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
 			[example:webgl_animation_skinning_blending WebGL / animation / skinning / blending]<br />
@@ -26,13 +32,6 @@
 			[example:webgl_loader_bvh WebGL / loader / bvh ]
 			[example:webgl_loader_bvh WebGL / loader / bvh ]
 		</p>
 		</p>
 
 
-		<code>
-var helper = new THREE.SkeletonHelper( skinnedMesh );
-scene.add( helper );
-		</code>
-
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 5 - 5
docs/api/en/helpers/SpotLightHelper.html

@@ -14,11 +14,6 @@
 
 
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 		<p class="desc">This displays a cone shaped helper object for a [page:SpotLight].</p>
 
 
-		<h2>Examples</h2>
-		<p>
-			[example:webgl_lights_spotlights WebGL/ lights / spotlights ]
-		</p>
-
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 		<code>
 		<code>
 		var spotLight = new THREE.SpotLight( 0xffffff );
 		var spotLight = new THREE.SpotLight( 0xffffff );
@@ -29,6 +24,11 @@
 		scene.add( spotLightHelper );
 		scene.add( spotLightHelper );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+		<p>
+			[example:webgl_lights_spotlights WebGL/ lights / spotlights ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>
 		<h3>[name]( [param:SpotLight light], [param:Hex color] )</h3>

+ 9 - 6
docs/api/en/lights/AmbientLight.html

@@ -18,16 +18,19 @@
 			This light cannot be used to cast shadows as it does not have a direction.
 			This light cannot be used to cast shadows as it does not have a direction.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		var light = new THREE.AmbientLight( 0x404040 ); // soft white light
+		scene.add( light );
+		</code>
+
+		<h2>Examples</h2>
 		<p>
 		<p>
-		  [example:webgl_animation_cloth animation / cloth ]<br />
-		  [example:webgl_animation_skinning_blending animation / skinning / blending ]
+			[example:webgl_animation_cloth animation / cloth ]<br />
+			[example:webgl_animation_skinning_blending animation / skinning / blending ]
 		</p>
 		</p>
 
 
-<code>var light = new THREE.AmbientLight( 0x404040 ); // soft white light
-scene.add( light );</code>
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>

+ 8 - 8
docs/api/en/lights/DirectionalLight.html

@@ -37,8 +37,15 @@
 			See the [page:.target target] property below for details on updating the target.
 			See the [page:.target target] property below for details on updating the target.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+		// White directional light at half intensity shining from the top.
+		var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
+		scene.add( directionalLight );
+		</code>
+
+		<h2>Examples</h2>
 		<p>
 		<p>
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
@@ -48,13 +55,6 @@
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
 		</p>
 		</p>
 
 
-		<code>
-		// White directional light at half intensity shining from the top.
-		var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
-		scene.add( directionalLight );
-		</code>
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>

+ 15 - 13
docs/api/en/lights/HemisphereLight.html

@@ -19,21 +19,23 @@
 			This light cannot be used to cast shadows.
 			This light cannot be used to cast shadows.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
-		<div>
+		<code>
+		var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
+		scene.add( light );
+		</code>
+
+		<h2>Examples</h2>
+
+		<p>
 			[example:webgl_lights_hemisphere lights / hemisphere ]<br />
 			[example:webgl_lights_hemisphere lights / hemisphere ]<br />
-		  [example:misc_controls_pointerlock controls / pointerlock ]<br />
-		  [example:webgl_decals decals ]<br />
-		  [example:webgl_loader_collada_kinematics loader / collada / kinematics ]<br />
-		  [example:webgl_materials_lightmap materials / lightmap ]<br />
-		  [example:webgl_shaders_ocean shaders / ocean ]
-		</div>
-
-<code>
-var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
-scene.add( light );
-</code>
+			[example:misc_controls_pointerlock controls / pointerlock ]<br />
+			[example:webgl_decals decals ]<br />
+			[example:webgl_loader_collada_kinematics loader / collada / kinematics ]<br />
+			[example:webgl_materials_lightmap materials / lightmap ]<br />
+			[example:webgl_shaders_ocean shaders / ocean ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>
 		<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>

+ 8 - 8
docs/api/en/lights/PointLight.html

@@ -19,8 +19,15 @@
 			 This light can cast shadows - see [page:PointLightShadow] page for details.
 			 This light can cast shadows - see [page:PointLightShadow] page for details.
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-		<h2>Example</h2>
+		<code>
+var light = new THREE.PointLight( 0xff0000, 1, 100 );
+light.position.set( 50, 50, 50 );
+scene.add( light );
+		</code>
+
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
@@ -30,13 +37,6 @@
 			[example:webgl_lensflares lensflares ]
 			[example:webgl_lensflares lensflares ]
 		</p>
 		</p>
 
 
-		<code>
-var light = new THREE.PointLight( 0xff0000, 1, 100 );
-light.position.set( 50, 50, 50 );
-scene.add( light );
-		</code>
-
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>

+ 8 - 9
docs/api/en/lights/RectAreaLight.html

@@ -24,14 +24,9 @@
 			</ul>
 			</ul>
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
 
 
-
-		<h2>Examples</h2>
-
-		<p>
-			[example:webgl_lights_rectarealight WebGL / rectarealight ]
-
-			<code>
+		<code>
 var width = 10;
 var width = 10;
 var height = 10;
 var height = 10;
 var intensity = 1;
 var intensity = 1;
@@ -43,9 +38,13 @@ scene.add( rectLight )
 rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
 rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
 rectLight.add( rectLightHelper );
 rectLight.add( rectLightHelper );
 
 
-			</code>
-		</p>
+		</code>
+
+		<h2>Examples</h2>
 
 
+		<p>
+			[example:webgl_lights_rectarealight WebGL / rectarealight ]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

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

@@ -19,13 +19,6 @@
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_lights_spotlight lights / spotlight ]<br />
-			[example:webgl_lights_spotlights lights / spotlights ]
-		</p>
-
 		<h2>Code Example</h2>
 		<h2>Code Example</h2>
 		<code>
 		<code>
 		// white spotlight shining from the side, casting a shadow
 		// white spotlight shining from the side, casting a shadow
@@ -45,6 +38,13 @@
 		scene.add( spotLight );
 		scene.add( spotLight );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_lights_spotlight lights / spotlight ]<br />
+			[example:webgl_lights_spotlights lights / spotlights ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

+ 39 - 40
docs/api/en/lights/shadows/DirectionalLightShadow.html

@@ -20,46 +20,45 @@
 			are parallel.
 			are parallel.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a DirectionalLight and turn on shadows for the light
-var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
-light.position.set( 0, 1, 0 ); 			//default; light shining from top
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;    // default
-light.shadow.camera.far = 500;     // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
+		<h2>Code Example</h2>
+
+		<code>
+		//Create a WebGLRenderer and turn on shadows in the renderer
+		var renderer = new THREE.WebGLRenderer();
+		renderer.shadowMap.enabled = true;
+		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+		//Create a DirectionalLight and turn on shadows for the light
+		var light = new THREE.DirectionalLight( 0xffffff, 1, 100 );
+		light.position.set( 0, 1, 0 ); 			//default; light shining from top
+		light.castShadow = true;            // default false
+		scene.add( light );
+
+		//Set up shadow properties for the light
+		light.shadow.mapSize.width = 512;  // default
+		light.shadow.mapSize.height = 512; // default
+		light.shadow.camera.near = 0.5;    // default
+		light.shadow.camera.far = 500;     // default
+
+		//Create a sphere that cast shadows (but does not receive them)
+		var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+		var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
+		sphere.castShadow = true; //default is false
+		sphere.receiveShadow = false; //default
+		scene.add( sphere );
+
+		//Create a plane that receives shadows (but does not cast them)
+		var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+		var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+		plane.receiveShadow = true;
+		scene.add( plane );
+
+		//Create a helper for the shadow camera (optional)
+		var helper = new THREE.CameraHelper( light.shadow.camera );
+		scene.add( helper );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>

+ 38 - 40
docs/api/en/lights/shadows/PointLightShadow.html

@@ -16,46 +16,44 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a PointLight and turn on shadows for the light
-var light = new THREE.PointLight( 0xffffff, 1, 100 );
-light.position.set( 0, 10, 0 );
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;       // default
-light.shadow.camera.far = 500      // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
+		<h2>Code Example</h2>
+		<code>
+		//Create a WebGLRenderer and turn on shadows in the renderer
+		var renderer = new THREE.WebGLRenderer();
+		renderer.shadowMap.enabled = true;
+		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+		//Create a PointLight and turn on shadows for the light
+		var light = new THREE.PointLight( 0xffffff, 1, 100 );
+		light.position.set( 0, 10, 0 );
+		light.castShadow = true;            // default false
+		scene.add( light );
+
+		//Set up shadow properties for the light
+		light.shadow.mapSize.width = 512;  // default
+		light.shadow.mapSize.height = 512; // default
+		light.shadow.camera.near = 0.5;       // default
+		light.shadow.camera.far = 500      // default
+
+		//Create a sphere that cast shadows (but does not receive them)
+		var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+		var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
+		sphere.castShadow = true; //default is false
+		sphere.receiveShadow = false; //default
+		scene.add( sphere );
+
+		//Create a plane that receives shadows (but does not cast them)
+		var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+		var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+		plane.receiveShadow = true;
+		scene.add( plane );
+
+		//Create a helper for the shadow camera (optional)
+		var helper = new THREE.CameraHelper( light.shadow.camera );
+		scene.add( helper );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>

+ 37 - 40
docs/api/en/lights/shadows/SpotLightShadow.html

@@ -16,46 +16,43 @@
 			This is used internally by [page:SpotLight SpotLights] for calculating shadows.
 			This is used internally by [page:SpotLight SpotLights] for calculating shadows.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a SpotLight and turn on shadows for the light
-var light = new THREE.SpotLight( 0xffffff );
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;       // default
-light.shadow.camera.far = 500      // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
-
+		<h2>Code Example</h2>
+		<code>
+		//Create a WebGLRenderer and turn on shadows in the renderer
+		var renderer = new THREE.WebGLRenderer();
+		renderer.shadowMap.enabled = true;
+		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
+
+		//Create a SpotLight and turn on shadows for the light
+		var light = new THREE.SpotLight( 0xffffff );
+		light.castShadow = true;            // default false
+		scene.add( light );
+
+		//Set up shadow properties for the light
+		light.shadow.mapSize.width = 512;  // default
+		light.shadow.mapSize.height = 512; // default
+		light.shadow.camera.near = 0.5;       // default
+		light.shadow.camera.far = 500      // default
+
+		//Create a sphere that cast shadows (but does not receive them)
+		var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
+		var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
+		var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
+		sphere.castShadow = true; //default is false
+		sphere.receiveShadow = false; //default
+		scene.add( sphere );
+
+		//Create a plane that receives shadows (but does not cast them)
+		var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
+		var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
+		var plane = new THREE.Mesh( planeGeometry, planeMaterial );
+		plane.receiveShadow = true;
+		scene.add( plane );
+
+		//Create a helper for the shadow camera (optional)
+		var helper = new THREE.CameraHelper( light.shadow.camera );
+		scene.add( helper );
+		</code>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

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

@@ -17,7 +17,7 @@
 			This uses the [page:FileLoader] internally for loading files.
 			This uses the [page:FileLoader] internally for loading files.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// instantiate a loader
 		// instantiate a loader

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

@@ -18,7 +18,7 @@
 			This uses the [page:FileLoader] internally for loading files.
 			This uses the [page:FileLoader] internally for loading files.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// instantiate a listener
 		// instantiate a listener

+ 7 - 5
docs/api/en/loaders/BufferGeometryLoader.html

@@ -17,11 +17,7 @@
 			This uses the [page:FileLoader] internally for loading files.
 			This uses the [page:FileLoader] internally for loading files.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_performance WebGL / performance]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// instantiate a loader
 		// instantiate a loader
@@ -51,6 +47,12 @@
 		);
 		);
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_performance WebGL / performance]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<h3>[name]( [param:LoadingManager manager] )</h3>

+ 8 - 8
docs/api/en/loaders/Cache.html

@@ -14,6 +14,14 @@
 			A simple caching system, used internally by [page:FileLoader].
 			A simple caching system, used internally by [page:FileLoader].
 		</p>
 		</p>
 
 
+		<h2>Code Example</h2>
+
+		<p>To enable caching across all loaders	that use [page:FileLoader], set</p>
+		<code>
+		THREE.Cache.enabled = true.
+		</code>
+
+
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
 		<p>
 		<p>
@@ -22,14 +30,6 @@
 			[example:webgl_loader_ttf WebGL / loader / ttf]
 			[example:webgl_loader_ttf WebGL / loader / ttf]
 		</p>
 		</p>
 
 
-		<h2>Usage</h2>
-
-		<p>To enable caching across all loaders	that use [page:FileLoader], set</p>
-		<code>
-THREE.Cache.enabled = true.
-		</code>
-
-
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Boolean enabled]</h3>
 		<h3>[property:Boolean enabled]</h3>

+ 11 - 9
docs/api/en/loaders/CubeTextureLoader.html

@@ -17,15 +17,7 @@
 			This uses the [page:ImageLoader] internally for loading files.
 			This uses the [page:ImageLoader] internally for loading files.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_materials_cubemap materials / cubemap]<br />
-			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection]<br />
-			[example:webgl_materials_cubemap_balls_refraction materials / cubemap / balls / refraction]<br />
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic]<br />
-			[example:webgl_materials_cubemap_refraction materials / cubemap / refraction]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 var scene = new THREE.Scene();
 var scene = new THREE.Scene();
@@ -41,6 +33,16 @@ scene.background = new THREE.CubeTextureLoader()
 			] );
 			] );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_materials_cubemap materials / cubemap]<br />
+			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection]<br />
+			[example:webgl_materials_cubemap_balls_refraction materials / cubemap / balls / refraction]<br />
+			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic]<br />
+			[example:webgl_materials_cubemap_refraction materials / cubemap / refraction]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<h3>[name]( [param:LoadingManager manager] )</h3>

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

@@ -17,7 +17,7 @@
 			It can also be used directly to load any file type that does not have a loader.
 			It can also be used directly to load any file type that does not have a loader.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 		<code>
 		<code>
 		var loader = new THREE.FileLoader();
 		var loader = new THREE.FileLoader();
 
 

+ 8 - 6
docs/api/en/loaders/FontLoader.html

@@ -20,12 +20,7 @@
 		You can convert fonts online using [link:https://gero3.github.io/facetype.js/ facetype.js]
 		You can convert fonts online using [link:https://gero3.github.io/facetype.js/ facetype.js]
 		</p>
 		</p>
 
 
-		<h2>Examples</h2>
-
-		<p>
-		[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
-		[example:webgl_geometry_text geometry / text ]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var loader = new THREE.FontLoader();
 		var loader = new THREE.FontLoader();
@@ -51,6 +46,13 @@
 		);
 		);
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+		[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
+		[example:webgl_geometry_text geometry / text ]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<h3>[name]( [param:LoadingManager manager] )</h3>

+ 6 - 5
docs/api/en/loaders/ImageBitmapLoader.html

@@ -25,11 +25,7 @@
 			instead. Refer to [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
 			instead. Refer to [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#6.10 WebGL specification] for the detail.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// instantiate a loader
 		// instantiate a loader
@@ -59,6 +55,11 @@
 		);
 		);
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 8 - 6
docs/api/en/loaders/ImageLoader.html

@@ -18,12 +18,7 @@
 			[page:CubeTextureLoader], [page:ObjectLoader] and [page:TextureLoader].
 			[page:CubeTextureLoader], [page:ObjectLoader] and [page:TextureLoader].
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_loader_obj WebGL / loader / obj]<br />
-			[example:webgl_shaders_ocean WebGL / shaders / ocean]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// instantiate a loader
 		// instantiate a loader
@@ -57,6 +52,13 @@
 		that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639 this thread].
 		that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639 this thread].
 		</p>
 		</p>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_loader_obj WebGL / loader / obj]<br />
+			[example:webgl_shaders_ocean WebGL / shaders / ocean]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
 		<h3>[name]( [param:LoadingManager manager] )</h3>

+ 1 - 2
docs/api/en/loaders/MaterialLoader.html

@@ -17,8 +17,7 @@
 			This uses the [page:FileLoader] internally for loading files.
 			This uses the [page:FileLoader] internally for loading files.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		// instantiate a loader
 		// instantiate a loader

+ 6 - 6
docs/api/en/loaders/ObjectLoader.html

@@ -18,12 +18,7 @@
 			This uses the [page:FileLoader] internally for loading files.
 			This uses the [page:FileLoader] internally for loading files.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_loader_json_claraio WebGL / loader / json / claraio]<br />
-			[example:webgl_materials_lightmap WebGL / materials / lightmap]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var loader = new THREE.ObjectLoader();
 		var loader = new THREE.ObjectLoader();
@@ -57,7 +52,12 @@
 		scene.add( object );
 		scene.add( object );
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
 
 
+		<p>
+			[example:webgl_loader_json_claraio WebGL / loader / json / claraio]<br />
+			[example:webgl_materials_lightmap WebGL / materials / lightmap]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 11 - 7
docs/api/en/loaders/TextureLoader.html

@@ -17,11 +17,7 @@
 			This uses the [page:ImageLoader] internally for loading files.
 			This uses the [page:ImageLoader] internally for loading files.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_geometry_cube geometry / cube]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<code>
 		<code>
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
 		var texture = new THREE.TextureLoader().load( 'textures/land_ocean_ice_cloud_2048.jpg' );
@@ -30,7 +26,7 @@
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		var material = new THREE.MeshBasicMaterial( { map: texture } );
 		</code>
 		</code>
 
 
-		<h2>Example with Callbacks</h2>
+		<h2>Code Example with Callbacks</h2>
 
 
 		<code>
 		<code>
 		// instantiate a loader
 		// instantiate a loader
@@ -59,7 +55,15 @@
 		);
 		);
 		</code>
 		</code>
 
 
-		Please note three.js r84 dropped support for TextureLoader progress events. For a TextureLoader that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145 this thread].
+		<p>
+			Please note three.js r84 dropped support for TextureLoader progress events. For a TextureLoader that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145 this thread].
+		</p>
+
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_geometry_cube geometry / cube]
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 

+ 1 - 1
docs/api/en/loaders/managers/DefaultLoadingManager.html

@@ -17,7 +17,7 @@
 			for say, textures and models.
 			for say, textures and models.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Code Example</h2>
 
 
 		<p>
 		<p>
 			You can optionally set the [page:LoadingManager.onStart onStart], [page:LoadingManager.onLoad onLoad],
 			You can optionally set the [page:LoadingManager.onStart onStart], [page:LoadingManager.onLoad onLoad],

+ 10 - 9
docs/api/en/loaders/managers/LoadingManager.html

@@ -19,15 +19,7 @@
 
 
 		</p>
 		</p>
 
 
-
-		<h2>Example</h2>
-
-		<p>
-			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
-			[example:webgl_loader_obj WebGL / loader / obj]<br />
-			[example:webgl_materials_physical_reflectivity WebGL / materials / physical / reflectivity]<br />
-			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
-		</p>
+		<h2>Code Example</h2>
 
 
 		<p>
 		<p>
 			This example shows how to use LoadingManager to track the progress of
 			This example shows how to use LoadingManager to track the progress of
@@ -105,6 +97,15 @@
 		});
 		});
 		</code>
 		</code>
 
 
+		<h2>Examples</h2>
+
+		<p>
+			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
+			[example:webgl_loader_obj WebGL / loader / obj]<br />
+			[example:webgl_materials_physical_reflectivity WebGL / materials / physical / reflectivity]<br />
+			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]
+		</p>
+
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<h3>[name]( [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>

+ 11 - 9
docs/api/en/materials/LineBasicMaterial.html

@@ -14,6 +14,17 @@
 
 
 		<p class="desc">A material for drawing wireframe-style geometries.</p>
 		<p class="desc">A material for drawing wireframe-style geometries.</p>
 
 
+		<h2>Code Example</h2>
+
+		<code>
+		var material = new THREE.LineBasicMaterial( {
+			color: 0xffffff,
+			linewidth: 1,
+			linecap: 'round', //ignored by WebGLRenderer
+			linejoin:  'round' //ignored by WebGLRenderer
+		} );
+		</code>
+
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
 		<p>
 		<p>
@@ -33,15 +44,6 @@
 			[example:webgl_physics_rope WebGL / phyics / rope]
 			[example:webgl_physics_rope WebGL / phyics / rope]
 		</p>
 		</p>
 
 
-		<code>
-var material = new THREE.LineBasicMaterial( {
-	color: 0xffffff,
-	linewidth: 1,
-	linecap: 'round', //ignored by WebGLRenderer
-	linejoin:  'round' //ignored by WebGLRenderer
-} );
-		</code>
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<h3>[name]( [param:Object parameters] )</h3>

+ 12 - 10
docs/api/en/materials/LineDashedMaterial.html

@@ -14,22 +14,24 @@
 
 
 		<p class="desc">A material for drawing wireframe-style geometries with dashed lines.</p>
 		<p class="desc">A material for drawing wireframe-style geometries with dashed lines.</p>
 
 
+		<h2>Code Example</h2>
+
+		<code>
+		var material = new THREE.LineDashedMaterial( {
+			color: 0xffffff,
+			linewidth: 1,
+			scale: 1,
+			dashSize: 3,
+			gapSize: 1,
+		} );
+		</code>
+
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
 			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
 		</p>
 		</p>
 
 
-		<code>
-var material = new THREE.LineDashedMaterial( {
-	color: 0xffffff,
-	linewidth: 1,
-	scale: 1,
-	dashSize: 3,
-	gapSize: 1,
-} );
-		</code>
-
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 

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

@@ -19,7 +19,7 @@
 			The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
 			The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>Examples</h2>
 
 
 		<p>
 		<p>
 			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]
 			[example:webgl_shadowmap_pointlight WebGL / shadowmap / pointlight]

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