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* Lint

* lint `AnimationClip.html`

* lint `AnimationMixer.html`

* lint `AnimationObjectGroup.html`

* lint `AnimationUtils.html`

* lint `KeyFrameTrack.html`

* lint `propertyBinding.html`

* lint `PropertyMixer.html`

* lint `/audio/Audio.html`

* lint `/audio/AudioAnalyser.html`

* lint `/audio/AudioContext.html`

* lint `/audio/AudioListener.html`

* lint `/audio/PositionalListener.html`

* lint `/cameras/ArrayCamera.html`

* lint `/cameras/Camera.html`

* lint `/cameras/CubeCamera.html`

* lint `/camera/OrthographicCamera.html`

* lint `/camera/PerspectiveCamera.html`

* lint `/camera/StereoCamera.html`

* lint `/constants/BufferAttributeUsage.html`

* lint `/constants/Core.html`

* lint `/constants/CustomBlendingEquations.html`

* lint `/constants/Materials.html`

* lint '/constants/Renderer.html`

* lint `/constants/Textures.html`

* lint `core/bufferAttributeTypes/BufferAttributeTypes.html`

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vinay 2 年之前
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共有 46 个文件被更改,包括 2245 次插入2155 次删除
  1. 177 146
      docs/api/en/animation/AnimationAction.html
  2. 59 63
      docs/api/en/animation/AnimationClip.html
  3. 47 44
      docs/api/en/animation/AnimationMixer.html
  4. 33 32
      docs/api/en/animation/AnimationObjectGroup.html
  5. 11 27
      docs/api/en/animation/AnimationUtils.html
  6. 106 104
      docs/api/en/animation/KeyframeTrack.html
  7. 11 55
      docs/api/en/animation/PropertyBinding.html
  8. 19 39
      docs/api/en/animation/PropertyMixer.html
  9. 13 27
      docs/api/en/animation/tracks/BooleanKeyframeTrack.html
  10. 10 21
      docs/api/en/animation/tracks/ColorKeyframeTrack.html
  11. 7 23
      docs/api/en/animation/tracks/NumberKeyframeTrack.html
  12. 13 26
      docs/api/en/animation/tracks/QuaternionKeyframeTrack.html
  13. 17 26
      docs/api/en/animation/tracks/StringKeyframeTrack.html
  14. 10 23
      docs/api/en/animation/tracks/VectorKeyframeTrack.html
  15. 86 75
      docs/api/en/audio/Audio.html
  16. 19 20
      docs/api/en/audio/AudioAnalyser.html
  17. 10 12
      docs/api/en/audio/AudioContext.html
  18. 30 34
      docs/api/en/audio/AudioListener.html
  19. 30 26
      docs/api/en/audio/PositionalAudio.html
  20. 10 15
      docs/api/en/cameras/ArrayCamera.html
  21. 19 25
      docs/api/en/cameras/Camera.html
  22. 14 20
      docs/api/en/cameras/CubeCamera.html
  23. 47 50
      docs/api/en/cameras/OrthographicCamera.html
  24. 72 59
      docs/api/en/cameras/PerspectiveCamera.html
  25. 13 14
      docs/api/en/cameras/StereoCamera.html
  26. 13 10
      docs/api/en/constants/BufferAttributeUsage.html
  27. 24 30
      docs/api/en/constants/Core.html
  28. 20 15
      docs/api/en/constants/CustomBlendingEquations.html
  29. 106 69
      docs/api/en/constants/Materials.html
  30. 31 25
      docs/api/en/constants/Renderer.html
  31. 365 314
      docs/api/en/constants/Textures.html
  32. 126 94
      docs/api/en/core/BufferAttribute.html
  33. 102 72
      docs/api/en/core/BufferGeometry.html
  34. 31 20
      docs/api/en/core/Clock.html
  35. 12 35
      docs/api/en/core/EventDispatcher.html
  36. 36 35
      docs/api/en/core/GLBufferAttribute.html
  37. 6 8
      docs/api/en/core/InstancedBufferAttribute.html
  38. 3 12
      docs/api/en/core/InstancedBufferGeometry.html
  39. 4 15
      docs/api/en/core/InstancedInterleavedBuffer.html
  40. 43 37
      docs/api/en/core/InterleavedBuffer.html
  41. 39 44
      docs/api/en/core/InterleavedBufferAttribute.html
  42. 17 22
      docs/api/en/core/Layers.html
  43. 238 174
      docs/api/en/core/Object3D.html
  44. 83 58
      docs/api/en/core/Raycaster.html
  45. 42 41
      docs/api/en/core/Uniform.html
  46. 21 19
      docs/api/en/core/bufferAttributeTypes/BufferAttributeTypes.html

+ 177 - 146
docs/api/en/animation/AnimationAction.html

@@ -10,91 +10,104 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			AnimationActions schedule the performance of the animations which are stored in
-			[page:AnimationClip AnimationClips].<br /><br />
+			AnimationActions schedule the performance of the animations which are
+			stored in [page:AnimationClip AnimationClips].<br /><br />
 
 			Note: Most of AnimationAction's methods can be chained.<br /><br />
 
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
+			For an overview of the different elements of the three.js animation system
+			see the "Animation System" article in the "Next Steps" section of the
+			manual.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:AnimationMixer mixer], [param:AnimationClip clip], [param:Object3D localRoot] )</h3>
+		<h3>
+			[name]( [param:AnimationMixer mixer], [param:AnimationClip clip],
+			[param:Object3D localRoot] )
+		</h3>
 		<p>
-			[page:AnimationMixer mixer] - the `AnimationMixer` that is controlled by this action.<br />
-			[page:AnimationClip clip] - the `AnimationClip` that holds the animation data for this action.<br />
-			[page:Object3D localRoot] - the root object on which this action is performed.<br />
-			[page:Number blendMode] - defines how the animation is blended/combined when two or more animations are simultaneously played.<br /><br />
+			[page:AnimationMixer mixer] - the `AnimationMixer` that is controlled by
+			this action.<br />
+			[page:AnimationClip clip] - the `AnimationClip` that holds the animation
+			data for this action.<br />
+			[page:Object3D localRoot] - the root object on which this action is
+			performed.<br />
+			[page:Number blendMode] - defines how the animation is blended/combined
+			when two or more animations are simultaneously played.<br /><br />
 
-			Note: Instead of calling this constructor directly you should instantiate an AnimationAction with
-			[page:AnimationMixer.clipAction] since this method provides caching for better performance.
+			Note: Instead of calling this constructor directly you should instantiate
+			an AnimationAction with [page:AnimationMixer.clipAction] since this method
+			provides caching for better performance.
 		</p>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Number blendMode]</h3>
 		<p>
-			Defines how the animation is blended/combined when two or more animations are simultaneously played. 
-			Valid values are *NormalAnimationBlendMode* (default) and *AdditiveAnimationBlendMode*.
+			Defines how the animation is blended/combined when two or more animations
+			are simultaneously played. Valid values are *NormalAnimationBlendMode*
+			(default) and *AdditiveAnimationBlendMode*.
 		</p>
 
 		<h3>[property:Boolean clampWhenFinished]</h3>
 		<p>
-			If `clampWhenFinished` is set to true the animation will automatically be [page:.paused paused]
-			on its last frame.<br /><br />
+			If `clampWhenFinished` is set to true the animation will automatically be
+			[page:.paused paused] on its last frame.<br /><br />
 
-			If `clampWhenFinished` is set to false, [page:.enabled enabled] will automatically be switched
-			to false when the last loop of the action has finished, so that this action has no further
-			impact.<br /><br />
+			If `clampWhenFinished` is set to false, [page:.enabled enabled] will
+			automatically be switched to false when the last loop of the action has
+			finished, so that this action has no further impact.<br /><br />
 
 			Default is false.<br /><br />
 
-			Note: `clampWhenFinished` has no impact if the action is interrupted (it has only an effect if
-			its last loop has really finished).
+			Note: `clampWhenFinished` has no impact if the action is interrupted (it
+			has only an effect if its last loop has really finished).
 		</p>
 
 		<h3>[property:Boolean enabled]</h3>
 		<p>
-			Setting `enabled` to `false` disables this action, so that it has no impact. Default is `true`.<br /><br />
+			Setting `enabled` to `false` disables this action, so that it has no
+			impact. Default is `true`.<br /><br />
 
-			When the action is re-enabled, the animation continues from its current [page:.time time]
-			(setting `enabled` to `false` doesn't reset the action).<br /><br />
+			When the action is re-enabled, the animation continues from its current
+			[page:.time time] (setting `enabled` to `false` doesn't reset the
+			action).<br /><br />
 
-			Note: Setting `enabled` to `true` doesn’t automatically restart the animation. Setting `enabled`
-			to `true` will only restart the animation immediately if the following condition is fulfilled:
-			[page:.paused paused] is `false`, this action has not been deactivated in the meantime (by
-			executing a [page:.stop stop] or [page:.reset reset] command), and neither [page:.weight weight]
-			nor [page:.timeScale timeScale] is `0`.
+			Note: Setting `enabled` to `true` doesn’t automatically restart the
+			animation. Setting `enabled` to `true` will only restart the animation
+			immediately if the following condition is fulfilled: [page:.paused paused]
+			is `false`, this action has not been deactivated in the meantime (by
+			executing a [page:.stop stop] or [page:.reset reset] command), and neither
+			[page:.weight weight] nor [page:.timeScale timeScale] is `0`.
 		</p>
 
 		<h3>[property:Number loop]</h3>
 		<p>
 			The looping mode (can be changed with [page:.setLoop setLoop]). Default is
-			[page:Animation THREE.LoopRepeat] (with an infinite number of [page:.repetitions repetitions])<br /><br />
+			[page:Animation THREE.LoopRepeat] (with an infinite number of
+			[page:.repetitions repetitions])<br /><br />
 
 			Must be one of these constants:<br /><br />
 			[page:Animation THREE.LoopOnce] - playing the clip once,<br />
-			[page:Animation THREE.LoopRepeat] - playing the clip with the chosen number of `repetitions`,
-			each time jumping from the end of the clip directly to its beginning,<br />
-			[page:Animation THREE.LoopPingPong] - playing the clip with the chosen number of `repetitions`,
-			alternately playing forward and backward.
+			[page:Animation THREE.LoopRepeat] - playing the clip with the chosen
+			number of `repetitions`, each time jumping from the end of the clip
+			directly to its beginning,<br />
+			[page:Animation THREE.LoopPingPong] - playing the clip with the chosen
+			number of `repetitions`, alternately playing forward and backward.
 		</p>
 
 		<h3>[property:Boolean paused]</h3>
 		<p>
-			Setting `paused` to `true` pauses the execution of the action by setting the effective time scale
-			to `0`. Default is `false`.<br /><br />
+			Setting `paused` to `true` pauses the execution of the action by setting
+			the effective time scale to `0`. Default is `false`.<br /><br />
 		</p>
 
 		<h3>[property:Number repetitions]</h3>
 		<p>
-			The number of repetitions of the performed [page:AnimationClip] over the course of this action.
-			Can be set via [page:.setLoop setLoop]. Default is `Infinity`.<br /><br />
+			The number of repetitions of the performed [page:AnimationClip] over the
+			course of this action. Can be set via [page:.setLoop setLoop]. Default is
+			`Infinity`.<br /><br />
 			Setting this number has no effect, if the [page:.loop loop mode] is set to
 			[page:Animation THREE.LoopOnce].
 		</p>
@@ -103,93 +116,104 @@
 		<p>
 			The local time of this action (in seconds, starting with `0`).<br /><br />
 
-			The value gets clamped or wrapped to `0...clip.duration` (according to the loop state). It can be
-			scaled relatively to the global mixer time by changing [page:.timeScale timeScale] (using
-			[page:.setEffectiveTimeScale setEffectiveTimeScale] or [page:.setDuration setDuration]).<br />
+			The value gets clamped or wrapped to `0...clip.duration` (according to the
+			loop state). It can be scaled relatively to the global mixer time by
+			changing [page:.timeScale timeScale] (using [page:.setEffectiveTimeScale setEffectiveTimeScale] or [page:.setDuration setDuration]).<br />
 		</p>
 
 		<h3>[property:Number timeScale]</h3>
 		<p>
-			Scaling factor for the [page:.time time]. A value of `0` causes the animation to pause. Negative
-			values cause the animation to play backwards. Default is `1`.<br /><br />
+			Scaling factor for the [page:.time time]. A value of `0` causes the
+			animation to pause. Negative values cause the animation to play backwards.
+			Default is `1`.<br /><br />
 			Properties/methods concerning `timeScale` (respectively `time`) are:
 			[page:.getEffectiveTimeScale getEffectiveTimeScale],
 			[page:.halt halt],
 			[page:.paused paused],
 			[page:.setDuration setDuration],
-			[page:.setEffectiveTimeScale setEffectiveTimeScale],
-			[page:.stopWarping stopWarping],
-			[page:.syncWith syncWith],
+			[page:.setEffectiveTimeScale setEffectiveTimeScale], 
+			[page:.stopWarping stopWarping], 
+			[page:.syncWith syncWith], 
 			[page:.warp warp].
 		</p>
 
 		<h3>[property:Number weight]</h3>
 		<p>
-			The degree of influence of this action (in the interval `[0, 1]`). Values between `0` (no impact)
-			and 1 (full impact) can be used to blend between several actions. Default is `1`. <br /><br />
-			Properties/methods concerning `weight` are:
-			[page:.crossFadeFrom crossFadeFrom],
-			[page:.crossFadeTo crossFadeTo],
+			The degree of influence of this action (in the interval `[0, 1]`). Values
+			between `0` (no impact) and 1 (full impact) can be used to blend between
+			several actions. Default is `1`. <br /><br />
+			Properties/methods concerning `weight` are: 
+			[page:.crossFadeFrom crossFadeFrom], 
+			[page:.crossFadeTo crossFadeTo], 
 			[page:.enabled enabled],
 			[page:.fadeIn fadeIn],
-			[page:.fadeOut fadeOut],
-			[page:.getEffectiveWeight getEffectiveWeight],
+			[page:.fadeOut fadeOut], 
+			[page:.getEffectiveWeight getEffectiveWeight], 
 			[page:.setEffectiveWeight setEffectiveWeight],
 			[page:.stopFading stopFading].
 		</p>
 
 		<h3>[property:Boolean zeroSlopeAtEnd]</h3>
 		<p>
-			Enables smooth interpolation without separate clips for start, loop and end. Default is `true`.
+			Enables smooth interpolation without separate clips for start, loop and
+			end. Default is `true`.
 		</p>
 
 		<h3>[property:Boolean zeroSlopeAtStart]</h3>
 		<p>
-			Enables smooth interpolation without separate clips for start, loop and end. Default is `true`.
+			Enables smooth interpolation without separate clips for start, loop and
+			end. Default is `true`.
 		</p>
 
-
 		<h2>Methods</h2>
 
-
-		<h3>[method:this crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>
+			[method:this crossFadeFrom]( [param:AnimationAction fadeOutAction],
+			[param:Number durationInSeconds], [param:Boolean warpBoolean] )
+		</h3>
 		<p>
-			Causes this action to [page:.fadeIn fade in], fading out another action simultaneously, within
-			the passed time interval. This method can be chained.<br /><br />
-
-			If warpBoolean is true, additional [page:.warp warping] (gradually changes of the time scales)
-			will be applied.<br /><br />
+			Causes this action to [page:.fadeIn fade in], fading out another action
+			simultaneously, within the passed time interval. This method can be
+			chained.<br /><br />
 
-			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight of 1.
+			If warpBoolean is true, additional [page:.warp warping] (gradually changes
+			of the time scales) will be applied.<br /><br />
 
+			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
+			of 1.
 		</p>
 
-		<h3>[method:this crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
+		<h3>
+			[method:this crossFadeTo]( [param:AnimationAction fadeInAction],
+			[param:Number durationInSeconds], [param:Boolean warpBoolean] )
+		</h3>
 		<p>
-			Causes this action to [page:.fadeOut fade out], fading in another action simultaneously, within
-			the passed time interval. This method can be chained.<br /><br />
-			If warpBoolean is true, additional [page:.warp warping] (gradually changes of the time scales)
-			will be applied.<br /><br />
+			Causes this action to [page:.fadeOut fade out], fading in another action
+			simultaneously, within the passed time interval. This method can be
+			chained.<br /><br />
+			If warpBoolean is true, additional [page:.warp warping] (gradually changes
+			of the time scales) will be applied.<br /><br />
 
-			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight of 1.
+			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
+			of 1.
 		</p>
 
 		<h3>[method:this fadeIn]( [param:Number durationInSeconds] )</h3>
 		<p>
-			Increases the [page:.weight weight] of this action gradually from `0` to `1`, within the passed time
-			interval. This method can be chained.
+			Increases the [page:.weight weight] of this action gradually from `0` to
+			`1`, within the passed time interval. This method can be chained.
 		</p>
 
 		<h3>[method:this fadeOut]( [param:Number durationInSeconds] )</h3>
 		<p>
-			Decreases the [page:.weight weight] of this action gradually from `1` to `0`, within the passed time
-			interval. This method can be chained.
+			Decreases the [page:.weight weight] of this action gradually from `1` to
+			`0`, within the passed time interval. This method can be chained.
 		</p>
 
 		<h3>[method:Number getEffectiveTimeScale]()</h3>
 		<p>
-			Returns the effective time scale (considering the current states of warping and
-			[page:.paused paused]).
+			Returns the effective time scale (considering the current states of
+			warping and [page:.paused paused]).
 		</p>
 
 		<h3>[method:Number getEffectiveWeight]()</h3>
@@ -199,114 +223,117 @@
 		</p>
 
 		<h3>[method:AnimationClip getClip]()</h3>
-		<p>
-			Returns the clip which holds the animation data for this action.
-		</p>
+		<p>Returns the clip which holds the animation data for this action.</p>
 
 		<h3>[method:AnimationMixer getMixer]()</h3>
-		<p>
-			Returns the mixer which is responsible for playing this action.
-		</p>
+		<p>Returns the mixer which is responsible for playing this action.</p>
 
 		<h3>[method:Object3D getRoot]()</h3>
-		<p>
-			Returns the root object on which this action is performed.
-		</p>
+		<p>Returns the root object on which this action is performed.</p>
 
 		<h3>[method:this halt]( [param:Number durationInSeconds] )</h3>
 		<p>
-			Decelerates this animation's speed to `0` by decreasing [page:.timeScale timeScale] gradually
-			(starting from its current value), within the passed time interval. This method can be chained.
+			Decelerates this animation's speed to `0` by decreasing [page:.timeScale timeScale] gradually (starting from its current value), within the passed
+			time interval. This method can be chained.
 		</p>
 
 		<h3>[method:Boolean isRunning]()</h3>
 		<p>
 			Returns true if the action’s [page:.time time] is currently running.<br /><br />
 
-			In addition to being activated in the mixer (see [page:.isScheduled isScheduled]) the following conditions must be fulfilled:
-			[page:.paused paused] is equal to false, [page:.enabled enabled] is equal to true,
-			[page:.timeScale timeScale] is different from `0`, and there is no scheduling for a delayed start
-			([page:.startAt startAt]).<br /><br />
+			In addition to being activated in the mixer (see [page:.isScheduled isScheduled]) the following conditions must be fulfilled: [page:.paused paused] is equal to false, [page:.enabled enabled] is equal to true,
+			[page:.timeScale timeScale] is different from `0`, and there is no
+			scheduling for a delayed start ([page:.startAt startAt]).<br /><br />
 
-			Note: `isRunning` being true doesn’t necessarily mean that the animation can actually be seen.
-			This is only the case, if [page:.weight weight] is additionally set to a non-zero value.
+			Note: `isRunning` being true doesn’t necessarily mean that the animation
+			can actually be seen. This is only the case, if [page:.weight weight] is
+			additionally set to a non-zero value.
 		</p>
 
 		<h3>[method:Boolean isScheduled]()</h3>
 		<p>
 			Returns true, if this action is activated in the mixer.<br /><br />
-			Note: This doesn’t necessarily mean that the animation is actually running (compare the additional
-			conditions for [page:.isRunning isRunning]).
+			Note: This doesn’t necessarily mean that the animation is actually running
+			(compare the additional conditions for [page:.isRunning isRunning]).
 		</p>
 
 		<h3>[method:this play]()</h3>
 		<p>
 			Tells the mixer to activate the action. This method can be chained.<br /><br />
 
-			Note: Activating this action doesn’t necessarily mean that the animation starts immediately:
-			If the action had already finished before (by reaching the end of its last loop), or if a time
-			for a delayed start has been set (via [page:.startAt startAt]), a [page:.reset reset] must be
-			executed first. Some other settings ([page:.paused paused]=true, [page:.enabled enabled]=false,
-			[page:.weight weight]=0, [page:.timeScale timeScale]=0) can prevent the animation from playing,
-			too.
+			Note: Activating this action doesn’t necessarily mean that the animation
+			starts immediately: If the action had already finished before (by reaching
+			the end of its last loop), or if a time for a delayed start has been set
+			(via [page:.startAt startAt]), a [page:.reset reset] must be executed
+			first. Some other settings ([page:.paused paused]=true, [page:.enabled enabled]=false, [page:.weight weight]=0, [page:.timeScale timeScale]=0)
+			can prevent the animation from playing, too.
 		</p>
 
 		<h3>[method:this reset]()</h3>
 		<p>
 			Resets the action. This method can be chained.<br /><br />
 
-			This method sets [page:.paused paused] to false, [page:.enabled enabled] to true,
-			[page:.time time] to `0`, interrupts any scheduled fading and warping, and removes the internal
-			loop count and scheduling for delayed starting.<br /><br />
+			This method sets [page:.paused paused] to false, [page:.enabled enabled]
+			to true, [page:.time time] to `0`, interrupts any scheduled fading and
+			warping, and removes the internal loop count and scheduling for delayed
+			starting.<br /><br />
 
-			Note: .`reset` is always called by [page:.stop stop], but .`reset` doesn’t call .`stop` itself.
-			This means: If you want both, resetting and stopping, don’t call .`reset`; call .`stop` instead.
+			Note: .`reset` is always called by [page:.stop stop], but .`reset` doesn’t
+			call .`stop` itself. This means: If you want both, resetting and stopping,
+			don’t call .`reset`; call .`stop` instead.
 		</p>
 
 		<h3>[method:this setDuration]( [param:Number durationInSeconds] )</h3>
 		<p>
-			Sets the duration for a single loop of this action (by adjusting [page:.timeScale timeScale]
-			and stopping any scheduled warping). This method can be chained.
+			Sets the duration for a single loop of this action (by adjusting
+			[page:.timeScale timeScale] and stopping any scheduled warping). This
+			method can be chained.
 		</p>
 
 		<h3>[method:this setEffectiveTimeScale]( [param:Number timeScale] )</h3>
 		<p>
-			Sets the [page:.timeScale timeScale] and stops any scheduled warping. This method can be chained.<br /><br />
+			Sets the [page:.timeScale timeScale] and stops any scheduled warping. This
+			method can be chained.<br /><br />
 
-			If [page:.paused paused] is false, the effective time scale (an internal property) will also be set
-			to this value; otherwise the effective time scale (directly affecting the animation at
-			this moment) will be set to `0`.<br /><br />
+			If [page:.paused paused] is false, the effective time scale (an internal
+			property) will also be set to this value; otherwise the effective time
+			scale (directly affecting the animation at this moment) will be set to
+			`0`.<br /><br />
 
-			Note: .`paused` will not be switched to `true` automatically, if .`timeScale` is set to `0` by
-			this method.
+			Note: .`paused` will not be switched to `true` automatically, if
+			.`timeScale` is set to `0` by this method.
 		</p>
 
 		<h3>[method:this setEffectiveWeight]( [param:Number weight] )</h3>
 		<p>
-			Sets the [page:.weight weight] and stops any scheduled fading. This method can be chained.<br /><br />
+			Sets the [page:.weight weight] and stops any scheduled fading. This method
+			can be chained.<br /><br />
 
-			If [page:.enabled enabled] is true, the effective weight (an internal property) will also be set
-			to this value; otherwise the effective weight (directly affecting the animation at this moment)
-			will be set to `0`.<br /><br />
+			If [page:.enabled enabled] is true, the effective weight (an internal
+			property) will also be set to this value; otherwise the effective weight
+			(directly affecting the animation at this moment) will be set to `0`.<br /><br />
 
-			Note: .`enabled` will not be switched to `false` automatically, if .`weight` is set to `0` by
-			this method.
+			Note: .`enabled` will not be switched to `false` automatically, if
+			.`weight` is set to `0` by this method.
 		</p>
 
-		<h3>[method:this setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
+		<h3>
+			[method:this setLoop]( [param:Number loopMode], [param:Number repetitions])
+		</h3>
 		<p>
-			Sets the [page:.loop loop mode] and the number of [page:.repetitions repetitions]. This method
-			can be chained.
+			Sets the [page:.loop loop mode] and the number of [page:.repetitions repetitions]. This method can be chained.
 		</p>
 
 		<h3>[method:this startAt]( [param:Number startTimeInSeconds] )</h3>
 		<p>
-			Defines the time for a delayed start (usually passed as [page:AnimationMixer.time] +
-			deltaTimeInSeconds). This method can be chained.<br /><br />
+			Defines the time for a delayed start (usually passed as
+			[page:AnimationMixer.time] + deltaTimeInSeconds). This method can be
+			chained.<br /><br />
 
-			Note: The animation will only start at the given time, if .`startAt` is chained with
-			[page:.play play], or if the action has already been activated in the mixer (by a previous
-			call of .`play`, without stopping or resetting it in the meantime).
+			Note: The animation will only start at the given time, if .`startAt` is
+			chained with [page:.play play], or if the action has already been
+			activated in the mixer (by a previous call of .`play`, without stopping or
+			resetting it in the meantime).
 		</p>
 
 		<h3>[method:this stop]()</h3>
@@ -321,43 +348,47 @@
 
 		<h3>[method:this stopFading]()</h3>
 		<p>
-			Stops any scheduled [page:.fadeIn fading] which is applied to this action. This method can be
-			chained.
+			Stops any scheduled [page:.fadeIn fading] which is applied to this action.
+			This method can be chained.
 		</p>
 
 		<h3>[method:this stopWarping]()</h3>
 		<p>
-			Stops any scheduled [page:.warp warping] which is applied to this action. This method can be
-			chained.
+			Stops any scheduled [page:.warp warping] which is applied to this action.
+			This method can be chained.
 		</p>
 
 		<h3>[method:this syncWith]( [param:AnimationAction otherAction] )</h3>
 		<p>
-			Synchronizes this action with the passed other action. This method can be chained.<br /><br />
+			Synchronizes this action with the passed other action. This method can be
+			chained.<br /><br />
 
-			Synchronizing is done by setting this action’s [page:.time time] and [page:.timeScale timeScale] values
-			to the corresponding values of the other action (stopping any scheduled warping).<br /><br />
+			Synchronizing is done by setting this action’s [page:.time time] and
+			[page:.timeScale timeScale] values to the corresponding values of the
+			other action (stopping any scheduled warping).<br /><br />
 
-			Note: Future changes of the other action's `time` and `timeScale` will not be detected.
+			Note: Future changes of the other action's `time` and `timeScale` will not
+			be detected.
 		</p>
 
-		<h3>[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
+		<h3>
+			[method:this warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )
+		</h3>
 		<p>
 			Changes the playback speed, within the passed time interval, by modifying
-			[page:.timeScale timeScale] gradually from `startTimeScale` to `endTimeScale`. This method can
-			be chained.
+			[page:.timeScale timeScale] gradually from `startTimeScale` to
+			`endTimeScale`. This method can be chained.
 		</p>
 
-
 		<h2>Events</h2>
 
-
 		<p class="desc">
-			There are two events indicating when a single loop of the action respectively the entire action has finished. You can react to them with:
+			There are two events indicating when a single loop of the action
+			respectively the entire action has finished. You can react to them with:
 		</p>
 		<code>
-		mixer.addEventListener( 'loop', function( e ) { …} ); // properties of e: type, action and loopDelta
-		mixer.addEventListener( 'finished', function( e ) { …} ); // properties of e: type, action and direction
+			mixer.addEventListener( 'loop', function( e ) { …} ); // properties of e: type, action and loopDelta 
+			mixer.addEventListener( 'finished', function( e	) { …} ); // properties of e: type, action and direction
 		</code>
 
 		<h2>Source</h2>

+ 59 - 63
docs/api/en/animation/AnimationClip.html

@@ -10,30 +10,33 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			An [name] is a reusable set of keyframe tracks which represent an animation.<br /><br />
-
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
+			An [name] is a reusable set of keyframe tracks which represent an
+			animation.<br /><br />
+			For an overview of the different elements of the three.js animation system
+			see the "Animation System" article in the "Next Steps" section of the
+			manual.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Number duration], [param:Array tracks] )</h3>
+		<h3>
+			[name]( [param:String name], [param:Number duration], [param:Array tracks] )
+		</h3>
 		<p>
 			[page:String name] - a name for this clip.<br />
-			[page:Number duration] - the duration of this clip (in seconds). If a negative value is passed,
-			the duration will be calculated from the passed `tracks` array.<br />
+			[page:Number duration] - the duration of this clip (in seconds). If a
+			negative value is passed, the duration will be calculated from the passed
+			`tracks` array.<br />
 			[page:Array tracks] - an array of [page:KeyframeTrack KeyframeTracks].<br />
-			[page:Number blendMode] - defines how the animation is blended/combined when two or more animations are simultaneously played.<br /><br />
-
-
-			Note: Instead of instantiating an AnimationClip directly with the constructor, you can use one
-			of its static methods to create AnimationClips: from JSON ([page:.parse parse]), from morph
-			target sequences ([page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence],
-			[page:.CreateClipsFromMorphTargetSequences CreateClipsFromMorphTargetSequences]) or from
-			animation hierarchies ([page:.parseAnimation parseAnimation]) - if your model doesn't already
+			[page:Number blendMode] - defines how the animation is blended/combined
+			when two or more animations are simultaneously played.<br /><br />
+
+			Note: Instead of instantiating an AnimationClip directly with the
+			constructor, you can use one of its static methods to create
+			AnimationClips: from JSON ([page:.parse parse]), from morph target
+			sequences ([page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence], 
+			[page:.CreateClipsFromMorphTargetSequences CreateClipsFromMorphTargetSequences]) or from animation hierarchies
+			([page:.parseAnimation parseAnimation]) - if your model doesn't already
 			hold AnimationClips in its geometry's animations array.
 		</p>
 
@@ -41,14 +44,15 @@
 
 		<h3>[property:Number blendMode]</h3>
 		<p>
-			Defines how the animation is blended/combined when two or more animations are simultaneously played. 
-			Valid values are *NormalAnimationBlendMode* (default) and *AdditiveAnimationBlendMode*.
+			Defines how the animation is blended/combined when two or more animations
+			are simultaneously played. Valid values are *NormalAnimationBlendMode*
+			(default) and *AdditiveAnimationBlendMode*.
 		</p>
 
 		<h3>[property:Number duration]</h3>
 		<p>
-			The duration of this clip (in seconds). This can be calculated from the [page:.tracks tracks]
-			array via [page:.resetDuration resetDuration].
+			The duration of this clip (in seconds). This can be calculated from the
+			[page:.tracks tracks] array via [page:.resetDuration resetDuration].
 		</p>
 
 		<h3>[property:String name]</h3>
@@ -58,95 +62,87 @@
 
 		<h3>[property:Array tracks]</h3>
 		<p>
-			An array containing a [page:KeyframeTrack] for each property that are animated by this clip.
+			An array containing a [page:KeyframeTrack] for each property that are
+			animated by this clip.
 		</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-			The [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this clip instance.
-			It gets automatically assigned and shouldn't be edited.
+			The [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
+			of this clip instance. It gets automatically assigned and shouldn't be
+			edited.
 		</p>
 
-
 		<h2>Methods</h2>
 
-
 		<h3>[method:AnimationClip clone]()</h3>
-		<p>
-			Returns a copy of this clip.
-		</p>
+		<p>Returns a copy of this clip.</p>
 
 		<h3>[method:this optimize]()</h3>
 		<p>
-			Optimizes each track by removing equivalent sequential keys (which are common in morph target
-			sequences).
+			Optimizes each track by removing equivalent sequential keys (which are
+			common in morph target sequences).
 		</p>
 
 		<h3>[method:this resetDuration]()</h3>
 		<p>
-			Sets the [page:.duration duration] of the clip to the duration of its longest
-			[page:KeyframeTrack].
+			Sets the [page:.duration duration] of the clip to the duration of its
+			longest [page:KeyframeTrack].
 		</p>
 
 		<h3>[method:Object toJSON]()</h3>
-		<p>
-			Returns a JSON object representing the serialized animation clip.
-		</p>
+		<p>Returns a JSON object representing the serialized animation clip.</p>
 
 		<h3>[method:this trim]()</h3>
-		<p>
-			Trims all tracks to the clip's duration.
-		</p>
+		<p>Trims all tracks to the clip's duration.</p>
 
 		<h3>[method:Boolean validate]()</h3>
 		<p>
-			Performs minimal validation on each track in the clip. Returns true if all tracks are valid.
+			Performs minimal validation on each track in the clip. Returns true if all
+			tracks are valid.
 		</p>
 
-
 		<h2>Static Methods</h2>
 
 
 		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<p>
-			Returns an array of new AnimationClips created from the morph
-			target sequences of a geometry, trying to sort morph target names into animation-group-based
-			patterns like "Walk_001, Walk_002, Run_001, Run_002 ...".
+			Returns an array of new AnimationClips created from the morph target
+			sequences of a geometry, trying to sort morph target names into
+			animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
 		</p>
 
-		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
+		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )
+		</h3>
 		<p>
-			Returns a new AnimationClip from the passed morph targets array of a geometry, taking a name and the number of frames per second.<br /><br />
+			Returns a new AnimationClip from the passed morph targets array of a
+			geometry, taking a name and the number of frames per second.<br /><br />
 
-			Note: The fps parameter is required, but the animation speed can be overridden in an
-			`AnimationAction` via [page:AnimationAction.setDuration animationAction.setDuration].
+			Note: The fps parameter is required, but the animation speed can be
+			overridden in an `AnimationAction` via [page:AnimationAction.setDuration animationAction.setDuration].
 		</p>
 
-		<h3>[method:AnimationClip findByName]( [param:Object objectOrClipArray], [param:String name] )</h3>
+		<h3>[method:AnimationClip findByName]( [param:Object objectOrClipArray], [param:String name] )
+		</h3>
 		<p>
-			Searches for an AnimationClip by name, taking as its first parameter either an array of
-			AnimationClips, or a mesh or geometry that contains an array named "animations".
+			Searches for an AnimationClip by name, taking as its first parameter
+			either an array of AnimationClips, or a mesh or geometry that contains an
+			array named "animations".
 		</p>
 
 		<h3>[method:AnimationClip parse]( [param:Object json] )</h3>
-		<p>
-			Parses a JSON representation of a clip and returns an AnimationClip.
-		</p>
+		<p>Parses a JSON representation of a clip and returns an AnimationClip.</p>
 
-		<h3>[method:AnimationClip parseAnimation]( [param:Object animation], [param:Array bones] )</h3>
-		<p>
-			Parses the animation.hierarchy format and returns an AnimationClip.
-		</p>
+		<h3>
+			[method:AnimationClip parseAnimation]( [param:Object animation], [param:Array bones] )
+		</h3>
+		<p>Parses the animation.hierarchy format and returns an AnimationClip.</p>
 
 		<h3>[method:Object toJSON]( [param:AnimationClip clip] )</h3>
-		<p>
-			Takes an AnimationClip and returns a JSON object.
-		</p>
-
+		<p>Takes an AnimationClip and returns a JSON object.</p>
 
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 47 - 44
docs/api/en/animation/AnimationMixer.html

@@ -10,107 +10,110 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			The AnimationMixer is a player for animations on a particular object in the scene. When
-			multiple objects in the scene are animated independently, one AnimationMixer may be used for
-			each object.<br /><br />
+			The AnimationMixer is a player for animations on a particular object in
+			the scene. When multiple objects in the scene are animated independently,
+			one AnimationMixer may be used for each object.<br /><br />
 
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
+			For an overview of the different elements of the three.js animation system
+			see the "Animation System" article in the "Next Steps" section of the
+			manual.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Object3D rootObject] )</h3>
 		<p>
-			[page:Object3D rootObject] - the object whose animations shall be played by this mixer.<br />
+			[page:Object3D rootObject] - the object whose animations shall be played
+			by this mixer.<br />
 		</p>
 
-
 		<h2>Properties</h2>
 
-
 		<h3>[property:Number time]</h3>
 		<p>
-			The global mixer time (in seconds; starting with `0` on the mixer's creation).
+			The global mixer time (in seconds; starting with `0` on the mixer's
+			creation).
 		</p>
 
 		<h3>[property:Number timeScale]</h3>
 		<p>
 			A scaling factor for the global [page:.time mixer time].<br /><br />
 
-			Note: Setting the mixer's timeScale to `0` and later back to `1` is a possibility to pause/unpause
-			all actions that are controlled by this mixer.
+			Note: Setting the mixer's timeScale to `0` and later back to `1` is a
+			possibility to pause/unpause all actions that are controlled by this
+			mixer.
 		</p>
 
-
 		<h2>Methods</h2>
 
-
-		<h3>[method:AnimationAction clipAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
+		<h3>[method:AnimationAction clipAction]([param:AnimationClip clip], [param:Object3D optionalRoot])
+		</h3>
 		<p>
-			Returns an [page:AnimationAction] for the passed clip, optionally using a root object different
-			from the mixer's default root. The first parameter can be either an [page:AnimationClip] object
-			or the name of an AnimationClip.<br /><br />
-
-			If an action fitting the clip and root parameters doesn't yet exist, it will be created by
-			this method. Calling this method several times with the same clip and root parameters always
-			returns the same clip instance.
+			Returns an [page:AnimationAction] for the passed clip, optionally using a
+			root object different from the mixer's default root. The first parameter
+			can be either an [page:AnimationClip] object or the name of an
+			AnimationClip.<br /><br />
+
+			If an action fitting the clip and root parameters doesn't yet exist, it
+			will be created by this method. Calling this method several times with the
+			same clip and root parameters always returns the same clip instance.
 		</p>
 
-		<h3>[method:AnimationAction existingAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
+		<h3>[method:AnimationAction existingAction]([param:AnimationClip clip], [param:Object3D optionalRoot])
+		</h3>
 		<p>
-			Returns an existing [page:AnimationAction] for the passed clip, optionally using a root object
-			different from the mixer's default root.<br /><br />
+			Returns an existing [page:AnimationAction] for the passed clip, optionally
+			using a root object different from the mixer's default root.<br /><br />
 
-			The first parameter can be either an [page:AnimationClip] object or the name of an AnimationClip.
+			The first parameter can be either an [page:AnimationClip] object or the
+			name of an AnimationClip.
 		</p>
 
 		<h3>[method:Object3D getRoot]()</h3>
-		<p>
-			Returns this mixer's root object.
-		</p>
+		<p>Returns this mixer's root object.</p>
 
 		<h3>[method:this stopAllAction]()</h3>
-		<p>
-			Deactivates all previously scheduled actions on this mixer.
-		</p>
+		<p>Deactivates all previously scheduled actions on this mixer.</p>
 
-		<h3>[method:this update]([param:Number deltaTimeInSeconds]) </h3>
+		<h3>[method:this update]([param:Number deltaTimeInSeconds])</h3>
 		<p>
 			Advances the global mixer time and updates the animation.<br /><br />
 
 			This is usually done in the render loop, passing [page:Clock.getDelta clock.getDelta] scaled by the mixer's [page:.timeScale timeScale].
 		</p>
 
-		<h3>[method:this setTime]([param:Number timeInSeconds]) </h3>
+		<h3>[method:this setTime]([param:Number timeInSeconds])</h3>
 		<p>
-			Sets the global mixer to a specific time and updates the animation accordingly.<br /><br />
+			Sets the global mixer to a specific time and updates the animation
+			accordingly.<br /><br />
 
-			This is useful when you need to jump to an exact time in an animation. The input parameter will be scaled by the mixer's [page:.timeScale timeScale].
+			This is useful when you need to jump to an exact time in an animation. The
+			input parameter will be scaled by the mixer's [page:.timeScale timeScale].
 		</p>
 
 		<h3>[method:undefined uncacheClip]([param:AnimationClip clip])</h3>
 
 		<p>
-			Deallocates all memory resources for a clip. Before using this method make sure to call [page:AnimationAction.stop]() for all related actions.
+			Deallocates all memory resources for a clip. Before using this method make
+			sure to call [page:AnimationAction.stop]() for all related actions.
 		</p>
 
-		<h3>[method:undefined uncacheRoot]([param:Object3D root]) </h3>
+		<h3>[method:undefined uncacheRoot]([param:Object3D root])</h3>
 		<p>
-			Deallocates all memory resources for a root object. Before using this method make sure to call [page:AnimationAction.stop]() for all related actions.
+			Deallocates all memory resources for a root object. Before using this
+			method make sure to call [page:AnimationAction.stop]() for all related
+			actions.
 		</p>
 
-		<h3>[method:undefined uncacheAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
+		<h3>[method:undefined uncacheAction]([param:AnimationClip clip], [param:Object3D optionalRoot])
+		</h3>
 		<p>
-			Deallocates all memory resources for an action. Before using this method make sure to call [page:AnimationAction.stop]() to deactivate the action.
+			Deallocates all memory resources for an action. Before using this method
+			make sure to call [page:AnimationAction.stop]() to deactivate the action.
 		</p>
 
-
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 33 - 32
docs/api/en/animation/AnimationObjectGroup.html

@@ -9,81 +9,82 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">A group of objects that receives a shared animation state.<br /><br />
+		<p class="desc">
+			A group of objects that receives a shared animation state.<br /><br />
 
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
+			For an overview of the different elements of the three.js animation system
+			see the "Animation System" article in the "Next Steps" section of the
+			manual.
 		</p>
 
 		<h2>Usage:</h2>
 
 		<p class="desc">
-			Add objects you would otherwise pass as 'root' to the constructor or the [page:AnimationMixer.clipAction clipAction]
-			method of [page:AnimationMixer AnimationMixer] and instead pass this object as 'root'.<br /><br />
+			Add objects you would otherwise pass as 'root' to the constructor or the
+			[page:AnimationMixer.clipAction clipAction] method of [page:AnimationMixer AnimationMixer] and instead pass this object as 'root'.<br /><br />
 
-			Note that objects of this class appear as one object to the mixer,
-			so cache control of the individual objects must be done	on the group.
+			Note that objects of this class appear as one object to the mixer, so
+			cache control of the individual objects must be done on the group.
 		</p>
 
-
 		<h2>Limitations</h2>
 		<p class="desc">
-			The animated properties must be compatible among all objects in the group.<br /><br />
+			The animated properties must be compatible among all objects in the
+			group.<br /><br />
 
-			A single property can either be controlled through a target group or directly, but not both.
+			A single property can either be controlled through a target group or
+			directly, but not both.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-		<h3>[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
+		<h3>
+			[name]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ...)
+		</h3>
 		<p>
-			[page:Object obj] - an arbitrary number of meshes that share the same animation state.
+			[page:Object obj] - an arbitrary number of meshes that share the same
+			animation state.
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean isAnimationObjectGroup]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
-
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Object stats]</h3>
 		<p>
-			An object that contains some informations of this `AnimationObjectGroup` (total number, number
-			in use, number of bindings per object)
+			An object that contains some informations of this `AnimationObjectGroup`
+			(total number, number in use, number of bindings per object)
 		</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-			The [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this
-			`AnimationObjectGroup`. It gets automatically assigned and shouldn't be edited.
+			The [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
+			of this `AnimationObjectGroup`. It gets automatically assigned and
+			shouldn't be edited.
 		</p>
 
-
 		<h2>Methods</h2>
 
+		<h3>[method:undefined add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )
+		</h3>
+		<p>Adds an arbitrary number of objects to this `AnimationObjectGroup`.</p>
 
-		<h3>[method:undefined add]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
-		<p>
-			Adds an arbitrary number of objects to this `AnimationObjectGroup`.
-		</p>
-
-		<h3>[method:undefined remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
+		<h3>[method:undefined remove]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )
+		</h3>
 		<p>
 			Removes an arbitrary number of objects from this `AnimationObjectGroup`.
 		</p>
 
-		<h3>[method:undefined uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )</h3>
+		<h3>[method:undefined uncache]( [param:Object obj1], [param:Object obj2], [param:Object obj3], ... )
+		</h3>
 		<p>
-			Deallocates all memory resources for the passed objects of this `AnimationObjectGroup`.
+			Deallocates all memory resources for the passed objects of this
+			`AnimationObjectGroup`.
 		</p>
 
-
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 11 - 27
docs/api/en/animation/AnimationUtils.html

@@ -10,56 +10,40 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		An object with various functions to assist with animations, used internally.
+			An object with various functions to assist with animations, used
+			internally.
 		</p>
 
-
 		<h2>Methods</h2>
 
-
 		<h3>[method:Array arraySlice]( array, from, to )</h3>
 		<p>
-		This is the same as Array.prototype.slice, but also works on typed arrays.
+			This is the same as Array.prototype.slice, but also works on typed arrays.
 		</p>
 
 		<h3>[method:Array convertArray]( array, type, forceClone )</h3>
-		<p>
-		Converts an array to a specific type.
-		</p>
+		<p>Converts an array to a specific type.</p>
 
 		<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
-		<p>
-		Used for parsing AOS keyframe formats.
-		</p>
+		<p>Used for parsing AOS keyframe formats.</p>
 
 		<h3>[method:Array getKeyframeOrder]( times )</h3>
-		<p>
-		Returns an array by which times and values can be sorted.
-		</p>
+		<p>Returns an array by which times and values can be sorted.</p>
 
 		<h3>[method:Boolean isTypedArray]( object )</h3>
-		<p>
-		Returns `true` if the object is a typed array.
-		</p>
+		<p>Returns `true` if the object is a typed array.</p>
 
 		<h3>[method:AnimationClip makeClipAdditive]( [param:AnimationClip targetClip], [param:Number referenceFrame], [param:AnimationClip referenceClip], [param:Number fps] )</h3>
-		<p>
-		Converts the keyframes of the given animation clip to an additive format.
-		</p>
+		<p>Converts the keyframes of the given animation clip to an additive format.</p>
 
 		<h3>[method:Array sortedArray]( values, stride, order )</h3>
-		<p>
-		Sorts the array previously returned by [page:AnimationUtils.getKeyframeOrder getKeyframeOrder].
-		</p>
+		<p>Sorts the array previously returned by [page:AnimationUtils.getKeyframeOrder getKeyframeOrder].</p>
 
 		<h3>[method:AnimationClip subclip]( [param:AnimationClip clip], [param:String name], [param:Number startFrame], [param:Number endFrame], [param:Number fps] )</h3>
-		<p>
-		Creates a new clip, containing only the segment of the original clip between the given frames.
-		</p>
-
-		<h2>Source</h2>
+		<p>Creates a new clip, containing only the segment of the original clip between the given frames.</p>
 
 
+		<h2>Source</h2>
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 106 - 104
docs/api/en/animation/KeyframeTrack.html

@@ -7,43 +7,47 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A KeyframeTrack is a timed sequence of [link:https://en.wikipedia.org/wiki/Key_frame keyframes],
-			which are composed of lists of times and related values, and which are used to animate a
-			specific property of an object.
+			A KeyframeTrack is a timed sequence of
+			[link:https://en.wikipedia.org/wiki/Key_frame keyframes], which are
+			composed of lists of times and related values, and which are used to
+			animate a specific property of an object.
 		</p>
 
 		<p>
-			For an overview of the different elements of the three.js animation system see the
-			"Animation System" article in the "Next Steps" section of the manual.
+			For an overview of the different elements of the three.js animation system
+			see the "Animation System" article in the "Next Steps" section of the
+			manual.
 		</p>
 
 		<p>
 			In contrast to the animation hierarchy of the
-			[link:https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3 JSON model format] a
-			`KeyframeTrack` doesn't store its single keyframes as objects in a "keys" array (holding the
-			times and the values for each frame together in one place).
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3 JSON model format] a `KeyframeTrack` doesn't store its single keyframes as
+			objects in a "keys" array (holding the times and the values for each frame
+			together in one place).
 		</p>
 
 		<p>
-			Instead of this there are always two arrays in a `KeyframeTrack`: the [page:.times times] array
-			stores the time values for all keyframes of this track in sequential order, and the
-			[page:.values values] array contains the corresponding changing values of the animated property.
+			Instead of this there are always two arrays in a `KeyframeTrack`: the
+			[page:.times times] array stores the time values for all keyframes of this
+			track in sequential order, and the [page:.values values] array contains
+			the corresponding changing values of the animated property.
 		</p>
 
 		<p>
-			A single value, belonging to a certain point of time, can not only be a simple number, but (for
-			example) a vector (if a position is animated) or a quaternion (if a rotation is animated). For
-			this reason the values array (which is a flat array, too) might be three or four times as long as the
+			A single value, belonging to a certain point of time, can not only be a
+			simple number, but (for example) a vector (if a position is animated) or a
+			quaternion (if a rotation is animated). For this reason the values array
+			(which is a flat array, too) might be three or four times as long as the
 			times array.
 		</p>
 
 		<p>
-			Corresponding to the different possible types of animated values there are several subclasses of
-			`KeyframeTrack`, inheriting the most properties and methods:
+			Corresponding to the different possible types of animated values there are
+			several subclasses of `KeyframeTrack`, inheriting the most properties and
+			methods:
 		</p>
 
 		<ul>
@@ -56,207 +60,205 @@
 		</ul>
 
 		<p>
-			Some examples of how to manually create [page:AnimationClip AnimationClips] with different sorts
-			of KeyframeTracks can be found in the [link:https://threejs.org/examples/jsm/animation/AnimationClipCreator.js AnimationClipCreator]
-			file.
+			Some examples of how to manually create [page:AnimationClip AnimationClips] with different sorts of KeyframeTracks can be found in the
+			[link:https://threejs.org/examples/jsm/animation/AnimationClipCreator.js AnimationClipCreator] file.
 		</p>
 
 		<p>
-			Since explicit values are only specified for the discrete points of time stored in the times array,
-			all values in between have to be interpolated.
+			Since explicit values are only specified for the discrete points of time
+			stored in the times array, all values in between have to be interpolated.
 		</p>
 
 		<p>
-			The track's name is important for the connection of this track with a specific property of the
-			animated node (done by [page:PropertyBinding]).
+			The track's name is important for the connection of this track with a
+			specific property of the animated node (done by [page:PropertyBinding]).
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values], [param:Constant interpolation] )</h3>
+		<h3>[name]( [param:String name], [param:Array times], [param:Array values], [param:Constant interpolation] )
+		</h3>
 		<p>
 			[page:String name] - the identifier for the `KeyframeTrack`.<br />
 			[page:Array times] - an array of keyframe times, converted internally to a
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array].<br />
-			[page:Array values] - an array with the values related to the times array, converted internally to a
+			[page:Array values] - an array with the values related to the times array,
+			converted internally to a
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array].<br />
 			[page:Constant interpolation] - the type of interpolation to use. See
-			[page:Animation Animation Constants] for possible values. Default is [page:Animation InterpolateLinear].
+			[page:Animation Animation Constants] for possible values. Default is
+			[page:Animation InterpolateLinear].
 		</p>
 
-
 		<h2>Properties</h2>
 
-
 		<h3>[property:String name]</h3>
 		<p>
-			The track's name can refer to morph targets or [page:SkinnedMesh bones] or possibly other values within an animated object. See
-			[page:PropertyBinding.parseTrackName] for the forms of strings that can be parsed for property
-			binding:
+			The track's name can refer to morph targets or [page:SkinnedMesh bones] or
+			possibly other values within an animated object. See
+			[page:PropertyBinding.parseTrackName] for the forms of strings that can be
+			parsed for property binding:
 		</p>
 
 		<p>
-			The name can specify the node either using its name or its uuid (although it needs to be in the
-			subtree of the scene graph node passed into the mixer). Or, if the track name starts with a dot,
-			the track applies to the root node that was passed into the mixer.
+			The name can specify the node either using its name or its uuid (although
+			it needs to be in the subtree of the scene graph node passed into the
+			mixer). Or, if the track name starts with a dot, the track applies to the
+			root node that was passed into the mixer.
 		</p>
 
 		<p>
-			Usually after the node a property will be specified directly. But you can also specify a
-			subproperty, such as .rotation[x], if you just want to drive the X component of the rotation
-			via a float track.
+			Usually after the node a property will be specified directly. But you can
+			also specify a subproperty, such as .rotation[x], if you just want to
+			drive the X component of the rotation via a float track.
 		</p>
 
 		<p>
-			You can also specify bones or multimaterials by using an object name, for example:
-			.bones[R_hand].scale; the red channel of the diffuse color of the fourth material in a
-			materials array - as a further example - can be accessed with .materials[3].diffuse[r].
+			You can also specify bones or multimaterials by using an object name, for
+			example: .bones[R_hand].scale; the red channel of the diffuse color of the
+			fourth material in a materials array - as a further example - can be
+			accessed with .materials[3].diffuse[r].
 		</p>
 
 		<p>
-			PropertyBinding will also resolve morph target names, for example: .morphTargetInfluences[run].
+			PropertyBinding will also resolve morph target names, for example:
+			.morphTargetInfluences[run].
 		</p>
 
 		<p>
-			Note: The track's name does not necessarily have to be unique. Multiple tracks can drive the same
-			property. The result should be based on a weighted blend between the multiple tracks according to
-			the weights of their respective actions.
+			Note: The track's name does not necessarily have to be unique. Multiple
+			tracks can drive the same property. The result should be based on a
+			weighted blend between the multiple tracks according to the weights of
+			their respective actions.
 		</p>
 
 		<h3>[property:Float32Array times]</h3>
 		<p>
-			A [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			converted from the times array which is passed in the constructor.
+			A
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array], converted from the times array which is passed in the
+			constructor.
 		</p>
 
 		<h3>[property:Float32Array values]</h3>
 		<p>
-			A [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			converted from the values array which is passed in the constructor.
+			A
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array], converted from the values array which is passed in the
+			constructor.
 		</p>
 
 		<h3>[property:Constant DefaultInterpolation]</h3>
-		<p>
-			The default interpolation type: [page:Animation InterpolateLinear].
-		</p>
+		<p>The default interpolation type: [page:Animation InterpolateLinear].</p>
 
 		<h3>[property:Constant TimeBufferType ]</h3>
 		<p>
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			the type of the buffer internally used for the times.
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array], the type of the buffer internally used for the times.
 		</p>
 
 		<h3>[property:Constant ValueBufferType ]</h3>
 		<p>
-			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array],
-			the type of the buffer internally used for the values.
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array Float32Array], the type of the buffer internally used for the values.
 		</p>
 
-
 		<h2>Methods</h2>
 
-
 		<h3>[method:KeyframeTrack clone]()</h3>
-		<p>
-			Returns a copy of this track.
-		</p>
+		<p>Returns a copy of this track.</p>
 
 		<h3>[method:Interpolant createInterpolant]()</h3>
 		<p>
-			Creates a [page:LinearInterpolant LinearInterpolant], [page:CubicInterpolant CubicInterpolant]
-			or [page:DiscreteInterpolant DiscreteInterpolant], depending on the value of the interpolation
+			Creates a [page:LinearInterpolant LinearInterpolant],
+			[page:CubicInterpolant CubicInterpolant] or [page:DiscreteInterpolant DiscreteInterpolant], depending on the value of the interpolation
 			parameter passed in the constructor.
 		</p>
 
 		<h3>[method:Interpolant getInterpolation]()</h3>
-		<p>
-			Returns the interpolation type.
-		</p>
+		<p>Returns the interpolation type.</p>
 
 		<h3>[method:Number getValueSize]()</h3>
 		<p>
-			Returns the size of each value (that is the length of the [page:.values values] array divided
-			by the length of the [page:.times times] array).
+			Returns the size of each value (that is the length of the [page:.values values] array divided by the length of the [page:.times times] array).
 		</p>
 
-		<h3>[method:DiscreteInterpolant InterpolantFactoryMethodDiscrete]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
+		<h3>
+			[method:DiscreteInterpolant InterpolantFactoryMethodDiscrete]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )
+		</h3>
 		<p>
 			Creates a new [page:DiscreteInterpolant DiscreteInterpolant] from the
-			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A Float32Array can be
-			passed which will receive the results. Otherwise a new array with the appropriate size will be
-			created automatically.
+			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A
+			Float32Array can be passed which will receive the results. Otherwise a new
+			array with the appropriate size will be created automatically.
 		</p>
 
-		<h3>[method:LinearInterpolant InterpolantFactoryMethodLinear]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
+		<h3>
+			[method:LinearInterpolant InterpolantFactoryMethodLinear]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )
+		</h3>
 		<p>
 			Creates a new [page:LinearInterpolant LinearInterpolant] from the
-			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A Float32Array can be
-			passed which will receive the results. Otherwise a new array with the appropriate size will be
-			created automatically.
+			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A
+			Float32Array can be passed which will receive the results. Otherwise a new
+			array with the appropriate size will be created automatically.
 		</p>
 
-		<h3>[method:CubicInterpolant InterpolantFactoryMethodSmooth]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
+		<h3>
+			[method:CubicInterpolant InterpolantFactoryMethodSmooth]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )
+		</h3>
 		<p>
 			Create a new [page:CubicInterpolant CubicInterpolant] from the
-			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A Float32Array can be
-			passed which will receive the results. Otherwise a new array with the appropriate size will be
-			created automatically.
+			[page:KeyframeTrack.times times] and [page:KeyframeTrack.times values]. A
+			Float32Array can be passed which will receive the results. Otherwise a new
+			array with the appropriate size will be created automatically.
 		</p>
 
 		<h3>[method:this optimize]()</h3>
 		<p>
-			Removes equivalent sequential keys, which are common in morph target sequences.
+			Removes equivalent sequential keys, which are common in morph target
+			sequences.
 		</p>
 
 		<h3>[method:this scale]()</h3>
 		<p>
 			Scales all keyframe times by a factor.<br /><br />
 
-			Note: This is useful, for example, for conversions to a certain rate of frames per seconds (as it
-			is done internally by
+			Note: This is useful, for example, for conversions to a certain rate of
+			frames per seconds (as it is done internally by
 			[page:AnimationClip.CreateFromMorphTargetSequence animationClip.CreateFromMorphTargetSequence]).
 		</p>
 
-		<h3>[method:this setInterpolation]( [param:Constant interpolationType] )</h3>
+		<h3>
+			[method:this setInterpolation]( [param:Constant interpolationType] )
+		</h3>
 		<p>
-			Sets the interpolation type. See [page:Animation Animation Constants] for choices.
+			Sets the interpolation type. See [page:Animation Animation Constants] for
+			choices.
 		</p>
 
 		<h3>[method:this shift]( [param:Number timeOffsetInSeconds] )</h3>
-		<p>
-			Moves all keyframes either forward or backward in time.
-		</p>
-
+		<p>Moves all keyframes either forward or backward in time.</p>
 
-		<h3>[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
+		<h3>
+			[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )
+		</h3>
 		<p>
-			Removes keyframes before `startTime` and after `endTime`,
-			without changing any values within the range [`startTime`, `endTime`].
+			Removes keyframes before `startTime` and after `endTime`, without changing
+			any values within the range [`startTime`, `endTime`].
 		</p>
 
 		<h3>[method:Boolean validate]()</h3>
-		<p>
-			Performs minimal validation on the tracks. Returns true if valid.
-		</p>
+		<p>Performs minimal validation on the tracks. Returns true if valid.</p>
 
 		<p>
-			This method logs errors to the console, if a track is empty, if the [page:.valueSize value size] is not valid, if an item
-			in the [page:.times times] or [page:.values values] array is not a valid number or if the items in the `times` array are out of order.
+			This method logs errors to the console, if a track is empty, if the
+			[page:.valueSize value size] is not valid, if an item in the [page:.times times] or [page:.values values] array is not a valid number or if the
+			items in the `times` array are out of order.
 		</p>
 
 		<h2>Static Methods</h2>
 
 		<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
-		<p>
-		Converts the track to JSON.
-		</p>
-
+		<p>Converts the track to JSON.</p>
 
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 11 - 55
docs/api/en/animation/PropertyBinding.html

@@ -10,94 +10,56 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This holds a reference to a real property in the scene graph; used internally.
+			This holds a reference to a real property in the scene graph; used
+			internally.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Object3D rootNode], path, parsedPath )</h3>
-		<p>
-			-- [page:Object3D rootNode]:
-			-- path
-			-- parsedPath (optional)
-
-		</p>
+		<p>-- [page:Object3D rootNode]: -- path -- parsedPath (optional)</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Number path]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Number parsedPath]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Number node]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Number rootNode]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Object BindingType]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Object Versioning]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Array GetterByBindingType]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Array SetterByBindingTypeAndVersioning]</h3>
-		<p>
-
-		</p>
-
-
 
 		<h2>Methods</h2>
 
 		<h3>[method:undefined getValue]( [param:Array targetArray], [param:Number offset] )</h3>
-		<p>
-		</p>
 
 		<h3>[method:undefined setValue]( [param:Array sourceArray], [param:Number offset] )</h3>
-		<p>
-		</p>
 
 		<h3>[method:undefined bind]( )</h3>
 		<p>
-			Create getter / setter pair for a property in the scene graph. Used internally by
-			[page:PropertyBinding.getValue getValue] and [page:PropertyBinding.setValue setValue].
+			Create getter / setter pair for a property in the scene graph. Used
+			internally by [page:PropertyBinding.getValue getValue] and
+			[page:PropertyBinding.setValue setValue].
 		</p>
 
 		<h3>[method:undefined unbind]( )</h3>
-		<p>
-			Unbind getter / setter pair for a property in the scene graph.
-		</p>
+		<p>Unbind getter / setter pair for a property in the scene graph.</p>
 
 		<h3>[method:Constructor Composite]( targetGroup, path, optionalParsedPath )</h3>
-		<p>
-			Create a new Composite PropertyBinding.
-		</p>
+		<p>Create a new Composite PropertyBinding.</p>
 
 		<h3>[method:Constructor create]( root, path, parsedPath )</h3>
 		<p>
-			Create a new Composite PropertyBinding (if root is an [page:AnimationObjectGroup]) or PropertyBinding.
+			Create a new Composite PropertyBinding (if root is an
+			[page:AnimationObjectGroup]) or PropertyBinding.
 		</p>
 
 		<h3>[method:Constructor parseTrackName]( trackName )</h3>
@@ -115,16 +77,10 @@
 		</p>
 
 		<h3>[method:Constructor findNode]( root, nodeName )</h3>
-		<p>
-			Find a node in a node tree or [page:Skeleton Skeleton].
-		</p>
-
-
-
+		<p>Find a node in a node tree or [page:Skeleton Skeleton].</p>
 
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 19 - 39
docs/api/en/animation/PropertyMixer.html

@@ -10,13 +10,12 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Buffered scene graph property that allows weighted accumulation; used internally.
+			Buffered scene graph property that allows weighted accumulation; used
+			internally.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:PropertyBinding binding], [param:String typeName], [param:Number valueSize] )</h3>
 		<p>
 			-- binding <br />
@@ -24,56 +23,42 @@
 			-- valueSize <br />
 		</p>
 
-
 		<h2>Properties</h2>
 
-
 		<h3>[property:PropertyBinding binding]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:TypedArray buffer]</h3>
 		<p>
 			Buffer with size [page:PropertyMixer valueSize] * 4. <br /><br />
 			This has the layout: [ incoming | accu0 | accu1 | orig ]<br /><br />
-			Interpolators can use .buffer as their .result and the data then goes to 'incoming'.
-			'accu0' and 'accu1' are used frame-interleaved for the cumulative result and
-			are compared to detect changes. 'orig' stores the original state of the property.
+			Interpolators can use .buffer as their .result and the data then goes to
+			'incoming'. 'accu0' and 'accu1' are used frame-interleaved for the
+			cumulative result and are compared to detect changes. 'orig' stores the
+			original state of the property.
 		</p>
 
 		<h3>[property:Number cumulativeWeight]</h3>
-		<p>
-			Default is `0`.
-		</p>
+		<p>Default is `0`.</p>
 
 		<h3>[property:Number cumulativeWeightAdditive]</h3>
-		<p>
-			Default is `0`.
-		</p>
+		<p>Default is `0`.</p>
 
 		<h3>[property:Number valueSize]</h3>
-		<p>
-
-		</p>
 
 		<h3>[property:Number referenceCount]</h3>
-		<p>
-			Default is `0`.
-		</p>
+		<p>Default is `0`.</p>
 
 		<h3>[property:Number useCount]</h3>
-		<p>
-			Default is `0`.
-		</p>
-
+		<p>Default is `0`.</p>
 
 		<h2>Methods</h2>
 
-
-		<h3>[method:undefined accumulate]( [param:Number accuIndex], [param:Number weight] )</h3>
+		<h3>
+			[method:undefined accumulate]( [param:Number accuIndex], [param:Number weight] )
+		</h3>
 		<p>
-			Accumulate data in [page:PropertyMixer.buffer buffer][accuIndex] 'incoming' region into 'accu[i]'.<br />
+			Accumulate data in [page:PropertyMixer.buffer buffer][accuIndex]
+			'incoming' region into 'accu[i]'.<br />
 
 			If weight is `0` this does nothing.
 		</p>
@@ -81,30 +66,25 @@
 		<h3>[method:undefined accumulateAdditive]( [param:Number weight] )</h3>
 		<p>
 			Accumulate data in the 'incoming' region into 'add'.<br />
-
 			If weight is `0` this does nothing.
 		</p>
 
-
 		<h3>[method:undefined apply]( [param:Number accuIndex] )</h3>
 		<p>
-			Apply the state of [page:PropertyMixer.buffer buffer] 'accu[i]' to the binding when accus differ.
+			Apply the state of [page:PropertyMixer.buffer buffer] 'accu[i]' to the
+			binding when accus differ.
 		</p>
 
 		<h3>[method:undefined saveOriginalState]( )</h3>
-		<p>
-			Remember the state of the bound property and copy it to both accus.
-		</p>
+		<p>Remember the state of the bound property and copy it to both accus.</p>
 
-		<h3>[method:undefined restoreOriginalState](  )</h3>
+		<h3>[method:undefined restoreOriginalState]( )</h3>
 		<p>
 			Apply the state previously taken via 'saveOriginalState' to the binding.
 		</p>
 
-
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 13 - 27
docs/api/en/animation/tracks/BooleanKeyframeTrack.html

@@ -7,33 +7,26 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		[page:KeyframeTrack] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-			A Track of boolean keyframe values.
-		</p>
-
+		<p class="desc">A Track of boolean keyframe values.</p>
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
+		<h3>
+			[name]( [param:String name], [param:Array times], [param:Array values] )
+		</h3>
 		<p>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
 			[page:Array values] - values for the keyframes at the times specified.<br />
 		</p>
 
-
 		<h2>Properties</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited properties.</p>
 
 		<h3>[property:Constant DefaultInterpolation]</h3>
 		<p>
@@ -42,36 +35,29 @@
 
 		<h3>[property:Array ValueBufferType]</h3>
 		<p>
-			A normal Array (no Float32Array in this case, unlike `ValueBufferType` of [page:KeyframeTrack]).
+			A normal Array (no Float32Array in this case, unlike `ValueBufferType` of
+			[page:KeyframeTrack]).
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'bool'.
-		</p>
-
+		<p>String 'bool'.</p>
 
 		<h2>Methods</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited methods.</p>
 
 		<h3>[method:undefined InterpolantFactoryMethodLinear ]()</h3>
 		<p>
-			The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			The value of this method here is 'undefined', as it does not make sense
+			for discrete properties.
 		</p>
 
 		<h3>[method:undefined InterpolantFactoryMethodSmooth ]()</h3>
 		<p>
-			The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			The value of this method here is 'undefined', as it does not make sense
+			for discrete properties.
 		</p>
-
-
 		<h2>Source</h2>
-
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 10 - 21
docs/api/en/animation/tracks/ColorKeyframeTrack.html

@@ -7,55 +7,44 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		[page:KeyframeTrack] &rarr;
 
 		<h1>[name]</h1>
 
 		<p class="desc">
 			A Track of keyframe values that represent color changes.<br /><br />
-			The very basic implementation of this subclass has nothing special yet. However, this is the place
-			for color space parameterization.
+			The very basic implementation of this subclass has nothing special yet.
+			However, this is the place for color space parameterization.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
+		<h3>
+			[name]( [param:String name], [param:Array times], [param:Array values] )
+		</h3>
 		<p>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified, a flat array of color components between 0 and 1.<br />
+			[page:Array values] - values for the keyframes at the times specified, a
+			flat array of color components between 0 and 1.<br />
 			[page:Constant interpolation] - the type of interpolation to use. See
 			[page:Animation Animation Constants] for possible values. Default is
 			[page:Animation InterpolateLinear].
 		</p>
 
-
 		<h2>Properties</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited properties.</p>
 
 		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'color'.
-		</p>
-
+		<p>String 'color'.</p>
 
 		<h2>Methods</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited methods.</p>
 
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 7 - 23
docs/api/en/animation/tracks/NumberKeyframeTrack.html

@@ -7,20 +7,17 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		[page:KeyframeTrack] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-			A Track of numeric keyframe values.
-		</p>
-
+		<p class="desc">A Track of numeric keyframe values.</p>
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
+		<h3>
+			[name]( [param:String name], [param:Array times], [param:Array values] )
+		</h3>
 		<p>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
@@ -30,32 +27,19 @@
 			[page:Animation InterpolateLinear].
 		</p>
 
-
 		<h2>Properties</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
-
+		<p class="desc">See [page:KeyframeTrack] for inherited properties.</p>
 
 		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'number'.
-		</p>
-
+		<p>String 'number'.</p>
 
 		<h2>Methods</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
+		<p class="desc">See [page:KeyframeTrack] for inherited methods.</p>
 
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 13 - 26
docs/api/en/animation/tracks/QuaternionKeyframeTrack.html

@@ -7,36 +7,30 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		[page:KeyframeTrack] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-			A Track of quaternion keyframe values.
-		</p>
-
+		<p class="desc">A Track of quaternion keyframe values.</p>
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
+		<h3>
+			[name]( [param:String name], [param:Array times], [param:Array values] )
+		</h3>
 		<p>
 			[page:String name] (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] (required) array of keyframe times.<br />
-			[page:Array values] values for the keyframes at the times specified, a flat array of quaternion components.<br />
+			[page:Array values] values for the keyframes at the times specified, a
+			flat array of quaternion components.<br />
 			[page:Constant interpolation] the type of interpolation to use. See
 			[page:Animation Animation Constants] for possible values. Default is
 			[page:Animation InterpolateLinear].
 		</p>
 
-
 		<h2>Properties</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited properties.</p>
 
 		<h3>[property:Constant DefaultInterpolation]</h3>
 		<p>
@@ -44,29 +38,22 @@
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'quaternion'.
-		</p>
-
+		<p>String 'quaternion'.</p>
 
 		<h2>Methods</h2>
 
+		<p class="desc">See [page:KeyframeTrack] for inherited methods.</p>
 
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
-		<h3>[method:QuaternionLinearInterpolant InterpolantFactoryMethodLinear]()</h3>
+		<h3>
+			[method:QuaternionLinearInterpolant InterpolantFactoryMethodLinear]()
+		</h3>
 		<p>
-			Returns a new [page:QuaternionLinearInterpolant QuaternionLinearInterpolant] based on the
-			[page:KeyframeTrack.values values], [page:KeyframeTrack.times times] and
+			Returns a new [page:QuaternionLinearInterpolant QuaternionLinearInterpolant] based on the [page:KeyframeTrack.values values], [page:KeyframeTrack.times times] and
 			[page:KeyframeTrack.valueSize valueSize] of the keyframes.
 		</p>
 
-
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 17 - 26
docs/api/en/animation/tracks/StringKeyframeTrack.html

@@ -1,26 +1,25 @@
 <!DOCTYPE html>
 <html lang="en">
+
 	<head>
 		<meta charset="utf-8" />
 		<base href="../../../../" />
 		<script src="page.js"></script>
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
-	<body>
 
+	<body>
 		[page:KeyframeTrack] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-			A Track of string keyframe values.
-		</p>
-
+		<p class="desc">A Track of string keyframe values.</p>
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
+		<h3>
+			[name]( [param:String name], [param:Array times], [param:Array values] )
+		</h3>
 		<p>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
@@ -30,13 +29,9 @@
 			[page:Animation InterpolateDiscrete].
 		</p>
 
-
 		<h2>Properties</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited properties.</p>
 
 		<h3>[property:Constant DefaultInterpolation]</h3>
 		<p>
@@ -45,38 +40,34 @@
 
 		<h3>[property:Array ValueBufferType]</h3>
 		<p>
-			A normal Array (no Float32Array in this case, unlike `ValueBufferType` of [page:KeyframeTrack]).
+			A normal Array (no Float32Array in this case, unlike `ValueBufferType` of
+			[page:KeyframeTrack]).
 		</p>
 
 		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'string'.
-		</p>
-
+		<p>String 'string'.</p>
 
 		<h2>Methods</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited methods.</p>
 
 		<h3>[method:undefined InterpolantFactoryMethodLinear]()</h3>
 		<p>
-		  The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			The value of this method here is 'undefined', as it does not make sense
+			for discrete properties.
 		</p>
 
 		<h3>[method:undefined InterpolantFactoryMethodSmooth]()</h3>
 		<p>
-		  The value of this method here is 'undefined', as it does not make sense for discrete properties.
+			The value of this method here is 'undefined', as it does not make sense
+			for discrete properties.
 		</p>
 
-
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>
 	</body>
-</html>
+
+</html>

+ 10 - 23
docs/api/en/animation/tracks/VectorKeyframeTrack.html

@@ -6,55 +6,42 @@
 		<script src="page.js"></script>
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
-	<body>
 
+	<body>
 		[page:KeyframeTrack] &rarr;
 
 		<h1>[name]</h1>
 
-		<p class="desc">
-			A Track of vector keyframe values.
-		</p>
-
+		<p class="desc">A Track of vector keyframe values.</p>
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name]( [param:String name], [param:Array times], [param:Array values] )</h3>
+		<h3>
+			[name]( [param:String name], [param:Array times], [param:Array values] )
+		</h3>
 		<p>
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
-			[page:Array values] - values for the keyframes at the times specified, a flat array of vector components.<br />
+			[page:Array values] - values for the keyframes at the times specified, a
+			flat array of vector components.<br />
 			[page:Constant interpolation] - the type of interpolation to use. See
 			[page:Animation Animation Constants] for possible values. Default is
 			[page:Animation InterpolateLinear].
 		</p>
 
-
 		<h2>Properties</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited properties.
-		</p>
+		<p class="desc">See [page:KeyframeTrack] for inherited properties.</p>
 
 		<h3>[property:String ValueTypeName]</h3>
-		<p>
-			String 'vector'.
-		</p>
-
+		<p>String 'vector'.</p>
 
 		<h2>Methods</h2>
 
-
-		<p class="desc">
-			See [page:KeyframeTrack] for inherited methods.
-		</p>
-
+		<p class="desc">See [page:KeyframeTrack] for inherited methods.</p>
 
 		<h2>Source</h2>
 
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 86 - 75
docs/api/en/audio/Audio.html

@@ -14,12 +14,13 @@
 		<p class="desc">
 			Create a non-positional ( global ) audio object.<br /><br />
 
-			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>
 
 		<h2>Code Example</h2>
-
 		<code>
+			
 		// create an AudioListener and add it to the camera
 		const listener = new THREE.AudioListener();
 		camera.add( listener );
@@ -46,12 +47,8 @@
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:AudioListener listener] )</h3>
-		<p>
-		listener — (required) [page:AudioListener AudioListener] instance.
-		</p>
-
+		<p>listener — (required) [page:AudioListener AudioListener] instance.</p>
 
 		<h2>Properties</h2>
 
@@ -59,22 +56,37 @@
 		<p>Whether to start playback automatically. Default is `false`.</p>
 
 		<h3>[property:AudioContext context]</h3>
-		<p>The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.</p>
+		<p>
+			The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the
+			constructor.
+		</p>
 
 		<h3>[property:Number detune]</h3>
-		<p>Modify pitch, measured in cents. +/- 100 is a semitone. +/- 1200 is an octave. Default is `0`.</p>
+		<p>
+			Modify pitch, measured in cents. +/- 100 is a semitone. +/- 1200 is an
+			octave. Default is `0`.
+		</p>
 
 		<h3>[property:Array filters]</h3>
-		<p>Represents an array of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioNode AudioNodes]. Can be used to apply a variety of low-order filters to create more complex sound effects.
-			In most cases, the array contains instances of [link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes]. Filters are set via [page:Audio.setFilter] or [page:Audio.setFilters].</p>
+		<p>
+			Represents an array of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioNode AudioNodes]. Can be used to apply a variety of low-order filters to create
+			more complex sound effects. In most cases, the array contains instances of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/BiquadFilterNode BiquadFilterNodes]. Filters are set via [page:Audio.setFilter] or
+			[page:Audio.setFilters].
+		</p>
 
 		<h3>[property:GainNode gain]</h3>
-		<p>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
-		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</p>
+		<p>
+			A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created using
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().
+		</p>
 
 		<h3>[property:Boolean hasPlaybackControl]</h3>
-		<p>Whether playback can be controlled using the [page:Audio.play play](),
-			[page:Audio.pause pause]() etc. methods. Default is `true`.</p>
+		<p>
+			Whether playback can be controlled using the [page:Audio.play play](),
+			[page:Audio.pause pause]() etc. methods. Default is `true`.
+		</p>
 
 		<h3>[property:Boolean isPlaying]</h3>
 		<p>Whether the audio is currently playing.</p>
@@ -86,14 +98,25 @@
 		<p>Speed of playback. Default is `1`.</p>
 
 		<h3>[property:Number offset]</h3>
-		<p>An offset to the time within the audio buffer that playback should begin. Same as the `offset` parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is `0`.</p>
+		<p>
+			An offset to the time within the audio buffer that playback should begin.
+			Same as the `offset` parameter of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is `0`.
+		</p>
 
 		<h3>[property:Number duration]</h3>
-		<p>Overrides the duration of the audio. Same as the `duration` parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is `undefined` to play the whole buffer.</p>
+		<p>
+			Overrides the duration of the audio. Same as the `duration` parameter of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is `undefined` to play the whole
+			buffer.
+		</p>
 
 		<h3>[property:AudioNode source]</h3>
-		<p>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode] created
-		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createBufferSource AudioContext.createBufferSource]().</p>
+		<p>
+			An
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode] created using
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createBufferSource AudioContext.createBufferSource]().
+		</p>
 
 		<h3>[property:String sourceType]</h3>
 		<p>Type of the audio source. Default is string 'empty'.</p>
@@ -101,142 +124,130 @@
 		<h3>[property:String type]</h3>
 		<p>String denoting the type, set to 'Audio'.</p>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:this connect]()</h3>
 		<p>
-		Connect to the [page:Audio.source]. This is used internally on initialisation and when
-		setting / removing filters.
+			Connect to the [page:Audio.source]. This is used internally on
+			initialisation and when setting / removing filters.
 		</p>
 
 		<h3>[method:this disconnect]()</h3>
 		<p>
-		Disconnect from the [page:Audio.source]. This is used internally when
-		setting / removing filters.
+			Disconnect from the [page:Audio.source]. This is used internally when
+			setting / removing filters.
 		</p>
 
 		<h3>[method:Float getDetune]()</h3>
-		<p>
-		Returns the detuning of oscillation in cents.
-		</p>
+		<p>Returns the detuning of oscillation in cents.</p>
 
 		<h3>[method:BiquadFilterNode getFilter]()</h3>
-		<p>
-		Returns the first element of the [page:Audio.filters filters] array.
-		</p>
+		<p>Returns the first element of the [page:Audio.filters filters] array.</p>
 
 		<h3>[method:Array getFilters]()</h3>
-		<p>
-		Returns the [page:Audio.filters filters] array.
-		</p>
+		<p>Returns the [page:Audio.filters filters] array.</p>
 
 		<h3>[method:Boolean getLoop]()</h3>
 		<p>
-		Return the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop]
-		 (whether playback should loop).
+			Return the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] (whether playback should loop).
 		</p>
 
 		<h3>[method:GainNode getOutput]()</h3>
-		<p>
-		Return the [page:Audio.gain gainNode].
-		</p>
+		<p>Return the [page:Audio.gain gainNode].</p>
 
 		<h3>[method:Float getPlaybackRate]()</h3>
-		<p>
-		Return the value of [page:Audio.playbackRate playbackRate].
-		</p>
+		<p>Return the value of [page:Audio.playbackRate playbackRate].</p>
 
 		<h3>[method:Float getVolume]( value )</h3>
-		<p>
-		Return the current volume.
-		</p>
+		<p>Return the current volume.</p>
 
 		<h3>[method:this play]( delay )</h3>
 		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, starts playback.
+			If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, starts
+			playback.
 		</p>
 
 		<h3>[method:this pause]()</h3>
 		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, pauses playback.
+			If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, pauses
+			playback.
 		</p>
 
 		<h3>[method:undefined onEnded]()</h3>
-		<p>
-		Called automatically when playback finished.
-		</p>
+		<p>Called automatically when playback finished.</p>
 
 		<h3>[method:this setBuffer]( audioBuffer )</h3>
 		<p>
-		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'buffer'.<br />
-		If [page:Audio.autoplay autoplay], also starts playback.
+			Setup the [page:Audio.source source] to the audioBuffer, and sets
+			[page:Audio.sourceType sourceType] to 'buffer'.<br />
+			If [page:Audio.autoplay autoplay], also starts playback.
 		</p>
 
 		<h3>[method:this setDetune]( [param:Float value] )</h3>
-		<p>
-		Defines the detuning of oscillation in cents.
-		</p>
+		<p>Defines the detuning of oscillation in cents.</p>
 
 		<h3>[method:this setFilter]( filter )</h3>
-		<p>
-		Applies a single filter node to the audio.
-		</p>
+		<p>Applies a single filter node to the audio.</p>
 
 		<h3>[method:this setFilters]( [param:Array value] )</h3>
 		<p>
-		value - arrays of filters.<br />
-		Applies an array of filter nodes to the audio.
+			value - arrays of filters.<br />
+			Applies an array of filter nodes to the audio.
 		</p>
 
 		<h3>[method:this setLoop]( [param:Boolean value] )</h3>
 		<p>
-		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to `value`
-		(whether playback should loop).
+			Set
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to `value` (whether playback should loop).
 		</p>
 
 		<h3>[method:this setLoopStart]( [param:Float value] )</h3>
 		<p>
-		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] to `value`.
+			Set
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] to `value`.
 		</p>
 
 		<h3>[method:this setLoopEnd]( [param:Float value] )</h3>
 		<p>
-		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] to `value`.
+			Set
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] to `value`.
 		</p>
 
 		<h3>[method:this setMediaElementSource]( mediaElement )</h3>
 		<p>
-		Applies the given object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement] as the source of this audio.<br />
-		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
+			Applies the given object of type
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement] as the source of this audio.<br />
+			Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
 		</p>
 
 		<h3>[method:this setMediaStreamSource]( mediaStream )</h3>
 		<p>
-		Applies the given object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream] as the source of this audio.<br />
-		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
+			Applies the given object of type
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream] as the source of this audio.<br />
+			Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
 		</p>
 
 		<h3>[method:this setNodeSource]( audioNode )</h3>
 		<p>
-		Setup the [page:Audio.source source] to the audioBuffer, and sets [page:Audio.sourceType sourceType] to 'audioNode'.<br />
-		Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
-
+			Setup the [page:Audio.source source] to the audioBuffer, and sets
+			[page:Audio.sourceType sourceType] to 'audioNode'.<br />
+			Also sets [page:Audio.hasPlaybackControl hasPlaybackControl] to false.
 		</p>
 
 		<h3>[method:this setPlaybackRate]( [param:Float value] )</h3>
 		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to `value`.
+			If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the
+			[page:Audio.playbackRate playbackRate] to `value`.
 		</p>
 
 		<h3>[method:this setVolume]( [param:Float value] )</h3>
-		<p>
-		Set the volume.
-		</p>
+		<p>Set the volume.</p>
 
 		<h3>[method:this stop]()</h3>
 		<p>
-		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, stops playback.
+			If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, stops
+			playback.
 		</p>
 
 		<h2>Source</h2>

+ 19 - 20
docs/api/en/audio/AudioAnalyser.html

@@ -10,16 +10,16 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Create a AudioAnalyser object, which uses an [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode]
-			to analyse audio data.<br /><br />
-
-			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
+			Create a AudioAnalyser object, which uses an
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode] to analyse audio data.<br /><br />
 
+			This uses the
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
 		</p>
 
 		<h2>Code Example</h2>
-
 		<code>
+			
 		// create an AudioListener and add it to the camera
 		const listener = new THREE.AudioListener();
 		camera.add( listener );
@@ -41,6 +41,7 @@
 
 		// get the average frequency of the sound
 		const data = analyser.getAverageFrequency();
+		
 		</code>
 
 		<h2>Examples</h2>
@@ -52,43 +53,41 @@
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( audio, [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/fftSize fftSize] )</h3>
-		<p>
-		Create a new [page:AudioAnalyser AudioAnalyser].
-		</p>
-
+		<p>Create a new [page:AudioAnalyser AudioAnalyser].</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:AnalyserNode analyser]</h3>
-		<p>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode] used to analyze audio.</p>
+		<p>
+			An [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode AnalyserNode] used to analyze audio.
+		</p>
 
 		<h3>[property:Integer fftSize]</h3>
 		<p>
-		A non-zero power of two up to 2048, representing the size of the FFT (Fast Fourier Transform) to be used to determine the frequency domain.
-		See [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/fftSize this page] for details.
+			A non-zero power of two up to 2048, representing the size of the FFT (Fast
+			Fourier Transform) to be used to determine the frequency domain. See
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/fftSize this page] for details.
 		</p>
 
 		<h3>[property:Uint8Array data]</h3>
 		<p>
-		A Uint8Array with size determined by [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount analyser.frequencyBinCount]
-		used to hold analysis data.
+			A Uint8Array with size determined by
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount analyser.frequencyBinCount] used to hold analysis data.
 		</p>
 
-
 		<h2>Methods</h2>
 
-
 		<h3>[method:Uint8Array getFrequencyData]()</h3>
 		<p>
-		Uses the Web Audio's [link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData getByteFrequencyData] method.
-		See that page.
+			Uses the Web Audio's
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData getByteFrequencyData] method. See that page.
 		</p>
 
 		<h3>[method:Number getAverageFrequency]()</h3>
 		<p>
-		Get the average of the frequencies returned by the [page:AudioAnalyser.getFrequencyData getFrequencyData] method.
+			Get the average of the frequencies returned by the
+			[page:AudioAnalyser.getFrequencyData getFrequencyData] method.
 		</p>
 
 		<h2>Source</h2>

+ 10 - 12
docs/api/en/audio/AudioContext.html

@@ -7,32 +7,30 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		<h1>[name]</h1>
 
 		<p class="desc">
-		This contains methods for setting up an [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
+			This contains methods for setting up an
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].<br /><br />
 
-		Used internally by the [page:AudioListener AudioListener] and [page:AudioLoader AudioLoader] classes.<br /><br />
+			Used internally by the [page:AudioListener AudioListener] and
+			[page:AudioLoader AudioLoader] classes.<br /><br />
 
-		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>
 
-
-
 		<h2>Methods</h2>
 
 		<h3>[method:AudioContext getContext]()</h3>
 		<p>
-		Return the value of the variable `context` in the outer scope, if defined,
-		otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
+			Return the value of the variable `context` in the outer scope, if defined,
+			otherwise set it to a new
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		</p>
 
 		<h3>[method:AudioContext setContext]( [param:AudioContext value] )</h3>
-		<p>
-		 Set the variable `context` in the outer scope to `value`.
-		</p>
-
+		<p>Set the variable `context` in the outer scope to `value`.</p>
 
 		<h2>Source</h2>
 

+ 30 - 34
docs/api/en/audio/AudioListener.html

@@ -12,14 +12,19 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			The [name] represents a virtual [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the scene.<br />
-			A three.js application usually creates a single instance of [name]. It is a mandatory construtor parameter for audios entities like [page:Audio Audio] and [page:PositionalAudio PositionalAudio].<br />
-			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.
+			The [name] represents a virtual
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the
+			scene.<br />
+			A three.js application usually creates a single instance of [name]. It is
+			a mandatory constructor parameter for audios entities like [page:Audio Audio] and [page:PositionalAudio PositionalAudio].<br />
+			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>
 
 		<h2>Code Example</h2>
-
 		<code>
+			
 		// create an AudioListener and add it to the camera
 		const listener = new THREE.AudioListener();
 		camera.add( listener );
@@ -35,6 +40,7 @@
 			sound.setVolume(0.5);
 			sound.play();
 		});
+		
 		</code>
 
 		<h2>Examples</h2>
@@ -47,61 +53,51 @@
 
 		<h2>Constructor</h2>
 
-
-		<h3>[name](  )</h3>
-		<p>
-		Create a new AudioListener.
-		</p>
-
+		<h3>[name]( )</h3>
+		<p>Create a new AudioListener.</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:AudioContext context]</h3>
-		<p>The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the constructor.</p>
+		<p>
+			The [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext] of the [page:AudioListener listener] given in the
+			constructor.
+		</p>
 
 		<h3>[property:GainNode gain]</h3>
-		<p>A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created
-		using [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().</p>
+		<p>
+			A [link:https://developer.mozilla.org/en-US/docs/Web/API/GainNode GainNode] created using
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/createGain AudioContext.createGain]().
+		</p>
 
 		<h3>[property:AudioNode filter]</h3>
 		<p>Default is `null`.</p>
 
 		<h3>[property:Number timeDelta]</h3>
-		<p>Time delta value for audio entities. Use in context of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/linearRampToValueAtTime AudioParam.linearRampToValueAtTimeDefault](). Default is .</p>
+		<p>
+			Time delta value for audio entities. Use in context of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/linearRampToValueAtTime AudioParam.linearRampToValueAtTimeDefault](). Default is .
+		</p>
 
 		<h2>Methods</h2>
 
-
 		<h3>[method:GainNode getInput]()</h3>
-		<p>
-		Return the [page:AudioListener.gain gainNode].
-		</p>
+		<p>Return the [page:AudioListener.gain gainNode].</p>
 
 		<h3>[method:this removeFilter]()</h3>
-		<p>
-		Set the [page:AudioListener.filter filter] property to `null`.
-		</p>
+		<p>Set the [page:AudioListener.filter filter] property to `null`.</p>
 
 		<h3>[method:AudioNode getFilter]()</h3>
-		<p>
-		Returns the value of the [page:AudioListener.filter filter] property.
-		</p>
+		<p>Returns the value of the [page:AudioListener.filter filter] property.</p>
 
 		<h3>[method:this setFilter]( [param:AudioNode value] )</h3>
-		<p>
-		Set the [page:AudioListener.filter filter] property to `value`.
-		</p>
+		<p>Set the [page:AudioListener.filter filter] property to `value`.</p>
 
 		<h3>[method:Float getMasterVolume]()</h3>
-		<p>
-		Return the volume.
-		</p>
+		<p>Return the volume.</p>
 
 		<h3>[method:this setMasterVolume]( [param:Number value] )</h3>
-		<p>
-		Set the volume.
-		</p>
-
+		<p>Set the volume.</p>
 
 		<h2>Source</h2>
 

+ 30 - 26
docs/api/en/audio/PositionalAudio.html

@@ -14,7 +14,8 @@
 		<p class="desc">
 			Create a positional audio object.<br /><br />
 
-			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>
 
 		<h2>Code Example</h2>
@@ -56,75 +57,78 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:AudioListener listener] )</h3>
-		<p>
-		listener — (required) [page:AudioListener AudioListener] instance.
-		</p>
-
+		<p>listener — (required) [page:AudioListener AudioListener] instance.</p>
 
 		<h2>Properties</h2>
 
-		<p>
-			See the [page:Audio Audio] class for inherited properties.
-		</p>
+		<p>See the [page:Audio Audio] class for inherited properties.</p>
 
 		<h3>[property:PannerNode panner]</h3>
-		<p>The PositionalAudio's [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode PannerNode].</p>
-
+		<p>
+			The PositionalAudio's
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode PannerNode].
+		</p>
 
 		<h2>Methods</h2>
 
-		<p>
-			See the [page:Audio Audio] class for inherited methods.
-		</p>
+		<p>See the [page:Audio Audio] class for inherited methods.</p>
 
 		<h3>[method:PannerNode getOutput]()</h3>
-		<p>
-		Returns the [page:PositionalAudio.panner panner].
-		</p>
+		<p>Returns the [page:PositionalAudio.panner panner].</p>
 
 		<h3>[method:Float getRefDistance]()</h3>
 		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
+			Returns the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</p>
 
 		<h3>[method:this setRefDistance]( [param:Float value] )</h3>
 		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
+			Sets the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</p>
 
 		<h3>[method:Float getRolloffFactor]()</h3>
 		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
+			Returns the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</p>
 
 		<h3>[method:this setRolloffFactor]( [param:Float value] )</h3>
 		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
+			Sets the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</p>
 
 		<h3>[method:String getDistanceModel]()</h3>
 		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
+			Returns the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</p>
 
 		<h3>[method:this setDistanceModel]( [param:String value] )</h3>
 		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
+			Sets the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</p>
 
 		<h3>[method:Float getMaxDistance]()</h3>
 		<p>
-		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
+			Returns the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</p>
 
 		<h3>[method:this setMaxDistance]( [param:Float value] )</h3>
 		<p>
-		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
+			Sets the value of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</p>
 
-		<h3>[method:this setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )</h3>
+		<h3>[method:this setDirectionalCone]( [param:Float coneInnerAngle], [param:Float coneOuterAngle], [param:Float coneOuterGain] )
+		</h3>
 		<p>
-		This method can be used in order to transform an omnidirectional sound into a [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode directional sound].
+			This method can be used in order to transform an omnidirectional sound
+			into a [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode directional sound].
 		</p>
 
 		<h2>Source</h2>

+ 10 - 15
docs/api/en/cameras/ArrayCamera.html

@@ -10,44 +10,39 @@
 		[page:Object3D] &rarr; [page:Camera] &rarr; [page:PerspectiveCamera] &rarr;
 
 		<h1>[name]</h1>
-
 		<p class="desc">
-			[name] can be used in order to efficiently render a scene with a predefined set of cameras. This is an important performance aspect for rendering VR scenes.<br />
-			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.
+			[name] can be used in order to efficiently render a scene with a
+			predefined set of cameras. This is an important performance aspect for
+			rendering VR scenes.<br />
+			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>
 
 		<h2>Examples</h2>
-
 		<p>[example:webgl_camera_array camera / array ]</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Array array] )</h3>
-		<p>
-			An array of cameras.
-		</p>
-
+		<p>An array of cameras.</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:PerspectiveCamera] class for common properties.</p>
 
 		<h3>[property:Array cameras]</h3>
-		<p>
-			An array of cameras.
-		</p>
+		<p>An array of cameras.</p>
 
 		<h3>[property:Boolean isArrayCamera]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:PerspectiveCamera] class for common methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>
+
 	</body>
 </html>

+ 19 - 25
docs/api/en/cameras/Camera.html

@@ -12,41 +12,38 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Abstract base class for cameras. This class should always be inherited when you build a new camera.
+			Abstract base class for cameras. This class should always be inherited
+			when you build a new camera.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
 		<p>
-			Creates a new [name]. Note that this class is not intended to be called directly;
-			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
+			Creates a new [name]. Note that this class is not intended to be called
+			directly; you probably want a [page:PerspectiveCamera] or
+			[page:OrthographicCamera] instead.
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Boolean isCamera]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Layers layers]</h3>
 		<p>
-		The [page:Layers layers] that the camera is a member of. This is an inherited
-		property from [page:Object3D].<br /><br />
+			The [page:Layers layers] that the camera is a member of. This is an
+			inherited property from [page:Object3D].<br /><br />
 
-		Objects must share at least one layer with the camera to be seen
-		when the camera's viewpoint is rendered.
+			Objects must share at least one layer with the camera to be seen when the
+			camera's viewpoint is rendered.
 		</p>
 
 		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<p>
-			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
-			the world transform of the Camera.
+			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which
+			has the world transform of the Camera.
 		</p>
 
 		<h3>[property:Matrix4 projectionMatrix]</h3>
@@ -55,26 +52,23 @@
 		<h3>[property:Matrix4 projectionMatrixInverse]</h3>
 		<p>The inverse of projectionMatrix.</p>
 
-
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h3>[method:Camera clone]( )</h3>
-		<p>
-			Return a new camera with the same properties as this one.
-		</p>
+		<p>Return a new camera with the same properties as this one.</p>
 
 		<h3>[method:this copy]( [param:Camera source], [param:Boolean recursive] )</h3>
-		<p>
-		Copy the properties from the source camera into this one.
-		</p>
+		<p>Copy the properties from the source camera into this one.</p>
 
 		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.
+			<br /><br />
 
-		Returns a [page:Vector3] representing the world space direction in which the camera is looking.
-		(Note: A camera looks down its local, negative z-axis).<br /><br />
+			Returns a [page:Vector3] representing the world space direction in which
+			the camera is looking. (Note: A camera looks down its local, negative
+			z-axis).<br /><br />
 		</p>
 
 		<h2>Source</h2>

+ 14 - 20
docs/api/en/cameras/CubeCamera.html

@@ -11,11 +11,14 @@
 
 		<h1>[name]</h1>
 
-		<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>Code Example</h2>
 
 		<code>
+			
 		// Create cube render target
 		const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
 
@@ -36,48 +39,39 @@
 		// Render the scene
 		car.visible = true;
 		renderer.render( scene, camera );
+		
 		</code>
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
-		</p>
+		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]( [param:Number near], [param:Number far], [param:WebGLCubeRenderTarget renderTarget] )</h3>
 		<p>
-		near -- The near clipping distance. <br />
-		far -- The far clipping distance. <br />
-		renderTarget -- The destination cube render target.
+			near -- The near clipping distance. <br />
+			far -- The far clipping distance. <br />
+			renderTarget -- The destination cube render target.
 		</p>
 
-		<p>
-		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
-		render to a [page:WebGLCubeRenderTarget].
-		</p>
+		<p>Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that render to a [page:WebGLCubeRenderTarget].</p>
 
 		<h2>Properties</h2>
 		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:WebGLCubeRenderTarget renderTarget]</h3>
-		<p>
-		The destination cube render target.
-		</p>
+		<p>The destination cube render target.</p>
 
 		<h2>Methods</h2>
 		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h3>[method:undefined update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
-		renderer -- The current WebGL renderer <br />
-		scene -- The current scene
-		</p>
-		<p>
-		Call this to update the [page:CubeCamera.renderTarget renderTarget].
+			renderer -- The current WebGL renderer <br />
+			scene -- The current scene
 		</p>
+		<p>Call this to update the [page:CubeCamera.renderTarget renderTarget].</p>
 
 		<h2>Source</h2>
 

+ 47 - 50
docs/api/en/cameras/OrthographicCamera.html

@@ -10,29 +10,28 @@
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
 		<h1>[name]</h1>
-
 		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
+			Camera that uses
+			[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
 
-			In this projection mode, an object's size in the rendered image stays constant
-			regardless of its distance from the camera.<br /><br />
+			In this projection mode, an object's size in the rendered image stays
+			constant regardless of its distance from the camera.<br /><br />
 
-			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>
 
 		<h2>Code Example</h2>
-
-		<code>
+		<code>	
 		const 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_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 />
@@ -42,26 +41,24 @@
 		</p>
 
 		<h2>Constructor</h2>
-
-
 		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
 		<p>
-		left — Camera frustum left plane.<br />
-		right — Camera frustum right plane.<br />
-		top — Camera frustum top plane.<br />
-		bottom — Camera frustum bottom plane.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
-
-		Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+			left — Camera frustum left plane.<br />
+			right — Camera frustum right plane.<br />
+			top — Camera frustum top plane.<br />
+			bottom — Camera frustum bottom plane.<br />
+			near — Camera frustum near plane.<br />
+			far — Camera frustum far plane.<br /><br />
+
+			Together these define the camera's
+			[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>
-			See the base [page:Camera] class for common properties.<br>
- 			Note that after making changes to most of these properties you will have to call
- 			[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
+			See the base [page:Camera] class for common properties.<br />
+			Note that after making changes to most of these properties you will have
+			to call [page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
 		</p>
 
 		<h3>[property:Float bottom]</h3>
@@ -69,15 +66,12 @@
 
 		<h3>[property:Float far]</h3>
 		<p>
-		Camera frustum far plane. Default is `2000`.<br /><br />
-
-		Must be greater than the current value of [page:.near near] plane.
+			Camera frustum far plane. Default is `2000`.<br /><br />
+			Must be greater than the current value of [page:.near near] plane.
 		</p>
 
 		<h3>[property:Boolean isOrthographicCamera]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float left]</h3>
 		<p>Camera frustum left plane.</p>
@@ -86,9 +80,8 @@
 		<p>
 			Camera frustum near plane. Default is `0.1`.<br /><br />
 
-			The valid range is between `0` and the current value of the [page:.far far] plane.
-			Note that, unlike for the [page:PerspectiveCamera], `0` is a valid value for an
-			OrthographicCamera's near plane.
+			The valid range is between `0` and the current value of the [page:.far far] plane. Note that, unlike for the [page:PerspectiveCamera], `0` is a
+			valid value for an OrthographicCamera's near plane.
 		</p>
 
 		<h3>[property:Float right]</h3>
@@ -98,7 +91,10 @@
 		<p>Camera frustum top plane.</p>
 
 		<h3>[property:Object view]</h3>
-		<p>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is `null`.</p>
+		<p>
+			Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is
+			`null`.
+		</p>
 
 		<h3>[property:number zoom]</h3>
 		<p>Gets or sets the zoom factor of the camera. Default is `1`.</p>
@@ -108,36 +104,37 @@
 
 		<h3>[method:undefined setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera<br /><br />
-
-			Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
-			This is useful for multi-window or multi-monitor/multi-machine setups.
-			For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
+			fullWidth — full width of multiview setup<br />
+			fullHeight — full height of multiview setup<br />
+			x — horizontal offset of subcamera<br />
+			y — vertical offset of subcamera<br />
+			width — width of subcamera<br />
+			height — height of subcamera<br /><br />
+
+			Sets an offset in a larger
+			[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]. This
+			is useful for multi-window or multi-monitor/multi-machine setups. For an
+			example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
 		</p>
 
 		<h3>[method:undefined clearViewOffset]()</h3>
-		<p>
-		Removes any offset set by the .setViewOffset method.
-		</p>
+		<p>Removes any offset set by the .setViewOffset method.</p>
 
 		<h3>[method:undefined updateProjectionMatrix]()</h3>
 		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
+			Updates the camera projection matrix. Must be called after any change of
+			parameters.
 		</p>
 
 		<h3>[method:Object toJSON]([param:Object meta])</h3>
 		<p>
-		meta -- object containing metadata such as textures or images in objects' descendants.<br />
-		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+			meta -- object containing metadata such as textures or images in objects'
+			descendants.<br />
+			Convert the camera to three.js
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 72 - 59
docs/api/en/cameras/PerspectiveCamera.html

@@ -10,12 +10,11 @@
 		[page:Object3D] &rarr; [page:Camera] &rarr;
 
 		<h1>[name]</h1>
-
 		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
-
-			This projection mode is designed to mimic the way the human eye sees. It is the most
-			common projection mode used for rendering a 3D scene.
+			Camera that uses
+			[link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
+			This projection mode is designed to mimic the way the human eye sees. It
+			is the most common projection mode used for rendering a 3D scene.
 		</p>
 
 		<h2>Code Example</h2>
@@ -26,9 +25,8 @@
 		</code>
 
 		<h2>Examples</h2>
-
 		<p>
-			[example:webgl_animation_skinning_blending animation / skinning / blending ]<br />
+			[example:webgl_animation_skinning_blending animation / skinning / blending]<br />
 			[example:webgl_animation_skinning_morph animation / skinning / morph ]<br />
 			[example:webgl_effects_stereo effects / stereo ]<br />
 			[example:webgl_interactive_cubes interactive / cubes ]<br />
@@ -39,73 +37,81 @@
 
 		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
 		<p>
-		fov — Camera frustum vertical field of view.<br />
-		aspect — Camera frustum aspect ratio.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
-
-			Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+			fov — Camera frustum vertical field of view.<br />
+			aspect — Camera frustum aspect ratio.<br />
+			near — Camera frustum near plane.<br />
+			far — Camera frustum far plane.<br /><br />
+			Together these define the camera's
+			[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
 		</p>
 
-
 		<h2>Properties</h2>
 		<p>
-			See the base [page:Camera] class for common properties.<br>
-			Note that after making changes to most of these properties you will have to call
-			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
+			See the base [page:Camera] class for common properties.<br />
+			Note that after making changes to most of these properties you will have
+			to call [page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
 		</p>
 
 		<h3>[property:Float aspect]</h3>
-		<p>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is `1` (square canvas).</p>
+		<p>
+			Camera frustum aspect ratio, usually the canvas width / canvas height.
+			Default is `1` (square canvas).
+		</p>
 
 		<h3>[property:Float far]</h3>
 		<p>
 			Camera frustum far plane. Default is `2000`.<br /><br />
-
 			Must be greater than the current value of [page:.near near] plane.
 		</p>
 
 		<h3>[property:Float filmGauge]</h3>
-		<p>Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.</p>
+		<p>
+			Film size used for the larger axis. Default is 35 (millimeters). This
+			parameter does not influence the projection matrix unless .filmOffset is
+			set to a nonzero value.
+		</p>
 
 		<h3>[property:Float filmOffset]</h3>
-		<p>Horizontal off-center offset in the same unit as `.filmGauge`. Default is `0`.</p>
+		<p>
+			Horizontal off-center offset in the same unit as `.filmGauge`. Default is
+			`0`.
+		</p>
 
 		<h3>[property:Float focus]</h3>
-		<p>Object distance used for stereoscopy and depth-of-field effects.
-			This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
-			Default is `10`.
+		<p>
+			Object distance used for stereoscopy and depth-of-field effects. This
+			parameter does not influence the projection matrix unless a
+			[page:StereoCamera] is being used. Default is `10`.
 		</p>
 
 		<h3>[property:Float fov]</h3>
-		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is `50`.</p>
-
-		<h3>[property:Boolean isPerspectiveCamera]</h3>
 		<p>
-			Read-only flag to check if a given object is of type [name].
+			Camera frustum vertical field of view, from bottom to top of view, in
+			degrees. Default is `50`.
 		</p>
 
+		<h3>[property:Boolean isPerspectiveCamera]</h3>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float near]</h3>
 		<p>
 			Camera frustum near plane. Default is `0.1`.<br /><br />
-
-			The valid range is greater than 0 and less than the current value of the [page:.far far] plane.
-			Note that, unlike for the [page:OrthographicCamera], `0` is <em>not</em> a valid value
-			for a PerspectiveCamera's near plane.
+			The valid range is greater than 0 and less than the current value of the
+			[page:.far far] plane. Note that, unlike for the
+			[page:OrthographicCamera], `0` is <em>not</em> a valid value for a
+			PerspectiveCamera's near plane.
 		</p>
 
 		<h3>[property:Object view]</h3>
 		<p>
-			Frustum window specification or null.
-			This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
-			and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
+			Frustum window specification or null. This is set using the
+			[page:PerspectiveCamera.setViewOffset .setViewOffset] method and cleared
+			using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
 		</p>
 
 		<h3>[property:number zoom]</h3>
 		<p>Gets or sets the zoom factor of the camera. Default is `1`.</p>
 
-
 		<h2>Methods</h2>
 		<p>See the base [page:Camera] class for common methods.</p>
 
@@ -117,42 +123,47 @@
 
 		<h3>[method:Float getFilmHeight]()</h3>
 		<p>
-		Returns the height of the image on the film. If .aspect is less than or equal to one
-		(portrait format), the result equals .filmGauge.
+			Returns the height of the image on the film. If .aspect is less than or
+			equal to one (portrait format), the result equals .filmGauge.
 		</p>
 
 		<h3>[method:Float getFilmWidth]()</h3>
 		<p>
-		Returns the width of the image on the film. If .aspect is greater than or equal to one
-		(landscape format), the result equals .filmGauge.
+			Returns the width of the image on the film. If .aspect is greater than or
+			equal to one (landscape format), the result equals .filmGauge.
 		</p>
 
 		<h3>[method:Float getFocalLength]()</h3>
-		<p>Returns the focal length of the current .fov in respect to .filmGauge.</p>
+		<p>
+			Returns the focal length of the current .fov in respect to .filmGauge.
+		</p>
 
 		<h3>[method:undefined setFocalLength]( [param:Float focalLength] )</h3>
 		<p>
-		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
-
-		By default, the focal length is specified for a 35mm (full frame) camera.
+			Sets the FOV by focal length in respect to the current
+			[page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
+			By default, the focal length is specified for a 35mm (full frame) camera.
 		</p>
 
 		<h3>[method:undefined setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera
+			fullWidth — full width of multiview setup<br />
+			fullHeight — full height of multiview setup<br />
+			x — horizontal offset of subcamera<br />
+			y — vertical offset of subcamera<br />
+			width — width of subcamera<br />
+			height — height of subcamera
 		</p>
 
 		<p>
-		Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
+			Sets an offset in a larger frustum. This is useful for multi-window or
+			multi-monitor/multi-machine setups.
 		</p>
 
 		<p>
-		For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
+			For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+			the monitors are in grid like this:<br />
+		</p>
 
 		<pre>
 +---+---+---+
@@ -182,25 +193,27 @@ camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
 // F
 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 </code>
-
-		Note there is no reason monitors have to be the same size or in a grid.
-		</p>
+		
+		<p>Note there is no reason monitors have to be the same size or in a grid.</p>
 
 		<h3>[method:undefined updateProjectionMatrix]()</h3>
 		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
+			Updates the camera projection matrix. Must be called after any change of
+			parameters.
 		</p>
 
 		<h3>[method:Object toJSON]([param:Object meta])</h3>
 		<p>
-		meta -- object containing metadata such as textures or images in objects' descendants.<br />
-		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+			meta -- object containing metadata such as textures or images in objects'
+			descendants.<br />
+			Convert the camera to three.js
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>
+
 	</body>
 </html>

+ 13 - 14
docs/api/en/cameras/StereoCamera.html

@@ -7,16 +7,15 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Dual [page:PerspectiveCamera PerspectiveCamera]s used for effects such as
-		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
+			Dual [page:PerspectiveCamera PerspectiveCamera]s used for effects such as
+			[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or
+			[link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
 		</p>
 
 		<h2>Examples</h2>
-
 		<p>
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]<br />
@@ -24,9 +23,8 @@
 		</p>
 
 		<h2>Constructor</h2>
-
 		<h3>[name]( )</h3>
-
+		
 		<h2>Properties</h2>
 
 		<h3>[property:Float aspect]</h3>
@@ -36,20 +34,21 @@
 		<p>Default is `0.064`.</p>
 
 		<h3>[property:PerspectiveCamera cameraL]</h3>
-		<p>Left camera. This is added to [page:Layers layer 1] - objects to be rendered
-		by the left camera must also be added to this layer.</p>
+		<p>
+			Left camera. This is added to [page:Layers layer 1] - objects to be
+			rendered by the left camera must also be added to this layer.
+		</p>
 
 		<h3>[property:PerspectiveCamera cameraR]</h3>
-		<p>Right camera.This is added to [page:Layers layer 2] - objects to be rendered
-		by the right camera must also be added to this layer.</p>
-
+		<p>
+			Right camera.This is added to [page:Layers layer 2] - objects to be
+			rendered by the right camera must also be added to this layer.
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:undefined update]( [param:PerspectiveCamera camera] )</h3>
-		<p>
-		Update the stereo cameras based on the camera passed in.
-		</p>
+		<p>Update the stereo cameras based on the camera passed in.</p>
 
 		<h2>Source</h2>
 

+ 13 - 10
docs/api/en/constants/BufferAttributeUsage.html

@@ -10,7 +10,9 @@
 		<h1>Buffer Attribute Usage Constants</h1>
 
 		<p>
-			The usage constants can be used to provide a hint to the API regarding how the geometry buffer attribute will be used in order to optimize performance.
+			The usage constants can be used to provide a hint to the API regarding how
+			the geometry buffer attribute will be used in order to optimize
+			performance.
 		</p>
 
 		<h2>Code Example</h2>
@@ -27,20 +29,21 @@
 
 		<h2>Geometry Usage</h2>
 		<code>
-		THREE.StaticDrawUsage
-		THREE.DynamicDrawUsage
+		THREE.StaticDrawUsage 
+		THREE.DynamicDrawUsage 
 		THREE.StreamDrawUsage
-
-		THREE.StaticReadUsage
-		THREE.DynamicReadUsage
+				
+		THREE.StaticReadUsage 
+		THREE.DynamicReadUsage 
 		THREE.StreamReadUsage
-
-		THREE.StaticCopyUsage
-		THREE.DynamicCopyUsage
+				
+		THREE.StaticCopyUsage 
+		THREE.DynamicCopyUsage 
 		THREE.StreamCopyUsage
 		</code>
 
-		For more detailed information on each of these constants see [link:https://www.khronos.org/opengl/wiki/Buffer_Object#Buffer_Object_Usage this OpenGL documentation].
+		For more detailed information on each of these constants see
+		[link:https://www.khronos.org/opengl/wiki/Buffer_Object#Buffer_Object_Usage this OpenGL documentation].
 
 		<h2>Source</h2>
 

+ 24 - 30
docs/api/en/constants/Core.html

@@ -11,8 +11,8 @@
 
 		<h2>Revision Number</h2>
 
-		<code>
-THREE.REVISION
+		<code> 
+THREE.REVISION 
 		</code>
 
 		<div id="rev">
@@ -21,51 +21,47 @@ THREE.REVISION
 
 		<h2>Color Spaces</h2>
 		<code>
-THREE.NoColorSpace			
-THREE.SRGBColorSpace
+THREE.NoColorSpace 
+THREE.SRGBColorSpace 
 THREE.LinearSRGBColorSpace
 		</code>
+		<p>[page:NoColorSpace] defines no specific color space.</p>
 		<p>
-			[page:NoColorSpace] defines no specific color space. 
-		</p>
-		<p>
-			[page:SRGBColorSpace] (“sRGB”) refers to the color space defined by the Rec. 709 primaries, D65
-			white point, and nonlinear sRGB transfer functions. sRGB is the default color space in
-			CSS, and is often found in color palettes and color pickers. Colors expressed in
-			hexadecimal or CSS notation are typically in the sRGB color space.
+			[page:SRGBColorSpace] (“sRGB”) refers to the color space defined by the
+			Rec. 709 primaries, D65 white point, and nonlinear sRGB transfer
+			functions. sRGB is the default color space in CSS, and is often found in
+			color palettes and color pickers. Colors expressed in hexadecimal or CSS
+			notation are typically in the sRGB color space.
 		</p>
 
 		<p>
-			[page:LinearSRGBColorSpace] (“Linear-sRGB”) refers to the sRGB color space (above) with
-			linear transfer functions. Linear-sRGB is the working color space in three.js, used
-			throughout most of the rendering process. RGB components found in three.js materials
-			and shaders are in the Linear-sRGB color space.
+			[page:LinearSRGBColorSpace] (“Linear-sRGB”) refers to the sRGB color space
+			(above) with linear transfer functions. Linear-sRGB is the working color
+			space in three.js, used throughout most of the rendering process. RGB
+			components found in three.js materials and shaders are in the Linear-sRGB
+			color space.
 		</p>
 
-		<p>
-			For further background and usage, see <i>Color management</i>.
-		</p>
+		<p>For further background and usage, see <i>Color management</i>.</p>
 
 		<h2>Mouse Buttons</h2>
 		<code>
-THREE.MOUSE.LEFT
-THREE.MOUSE.MIDDLE
-THREE.MOUSE.RIGHT
+THREE.MOUSE.LEFT 
+THREE.MOUSE.MIDDLE 
+THREE.MOUSE.RIGHT 
 THREE.MOUSE.ROTATE
-THREE.MOUSE.DOLLY
+THREE.MOUSE.DOLLY 
 THREE.MOUSE.PAN
 		</code>
 		<p>
-			The constants LEFT and ROTATE have the same underlying value.
-			The constants MIDDLE and DOLLY have the same underlying value.
-			The constants RIGHT and PAN have the same underlying value.
+			The constants LEFT and ROTATE have the same underlying value. The
+			constants MIDDLE and DOLLY have the same underlying value. The constants
+			RIGHT and PAN have the same underlying value.
 		</p>
 
 		<h2>Touch Actions</h2>
 		<code>
-THREE.TOUCH.ROTATE
-THREE.TOUCH.PAN
-THREE.TOUCH.DOLLY_PAN
+THREE.TOUCH.ROTATE THREE.TOUCH.PAN THREE.TOUCH.DOLLY_PAN
 THREE.TOUCH.DOLLY_ROTATE
 		</code>
 
@@ -75,6 +71,4 @@ THREE.TOUCH.DOLLY_ROTATE
 			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		</p>
 	</body>
-
-
 </html>

+ 20 - 15
docs/api/en/constants/CustomBlendingEquations.html

@@ -10,49 +10,54 @@
 		<h1>Custom Blending Equation Constants</h1>
 
 		<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>
 
 		<h2>Code Example</h2>
 
 		<code>
 		const material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
-		material.blending = THREE.CustomBlending;
-		material.blendEquation = THREE.AddEquation; //default
-		material.blendSrc = THREE.SrcAlphaFactor; //default
+		material.blending = THREE.CustomBlending; 
+		material.blendEquation = THREE.AddEquation; //default 
+		material.blendSrc = THREE.SrcAlphaFactor;  //default 
 		material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
 		</code>
 
 		<h2>Examples</h2>
-		<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>
+		<p>
+			[example:webgl_materials_blending_custom materials / blending / custom ]
+		</p>
 
 		<h2>Blending Equations</h2>
 		<code>
-		THREE.AddEquation
-		THREE.SubtractEquation
+		THREE.AddEquation 
+		THREE.SubtractEquation 
 		THREE.ReverseSubtractEquation
-		THREE.MinEquation
+		THREE.MinEquation 
 		THREE.MaxEquation
 		</code>
 
 		<h2>Source Factors</h2>
 		<code>
-		THREE.ZeroFactor
-		THREE.OneFactor
+		THREE.ZeroFactor 
+		THREE.OneFactor 
 		THREE.SrcColorFactor
-		THREE.OneMinusSrcColorFactor
+		THREE.OneMinusSrcColorFactor 
 		THREE.SrcAlphaFactor
-		THREE.OneMinusSrcAlphaFactor
+		THREE.OneMinusSrcAlphaFactor 
 		THREE.DstAlphaFactor
-		THREE.OneMinusDstAlphaFactor
+		THREE.OneMinusDstAlphaFactor 
 		THREE.DstColorFactor
-		THREE.OneMinusDstColorFactor
+		THREE.OneMinusDstColorFactor 
 		THREE.SrcAlphaSaturateFactor
 		</code>
 
 		<h2>Destination Factors</h2>
 		<p>
-			All of the Source Factors are valid as Destination Factors, except for <code>THREE.SrcAlphaSaturateFactor</code>
+			All of the Source Factors are valid as Destination Factors, except for
+			<code>THREE.SrcAlphaSaturateFactor</code>
 		</p>
 
 		<h2>Source</h2>

+ 106 - 69
docs/api/en/constants/Materials.html

@@ -10,138 +10,175 @@
 		<h1>Material Constants</h1>
 
 		<p class="desc">
-		These constants define properties common to all material types,
-		with the exception of Texture Combine Operations which only apply to [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
+			These constants define properties common to all material types, with the
+			exception of Texture Combine Operations which only apply to
+			[page:MeshBasicMaterial.combine MeshBasicMaterial],
+			[page:MeshLambertMaterial.combine MeshLambertMaterial] and
+			[page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
 		</p>
 
-
 		<h2>Side</h2>
 		<code>
-		THREE.FrontSide
-		THREE.BackSide
+		THREE.FrontSide 
+		THREE.BackSide 
 		THREE.DoubleSide
 		</code>
+		
 		<p>
-		Defines which side of faces will be rendered - front, back or both.
-		Default is [page:Constant FrontSide].
+			Defines which side of faces will be rendered - front, back or both.
+			Default is [page:Constant FrontSide].
 		</p>
 
 		<h2>Blending Mode</h2>
 		<code>
-		THREE.NoBlending
-		THREE.NormalBlending
+		THREE.NoBlending 
+		THREE.NormalBlending 
 		THREE.AdditiveBlending
-		THREE.SubtractiveBlending
-		THREE.MultiplyBlending
+		THREE.SubtractiveBlending 
+		THREE.MultiplyBlending 
 		THREE.CustomBlending
 		</code>
 
-
 		<p>
-		These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
-		[page:Constant NormalBlending] is the default.<br />
-		Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
-		See the [example:webgl_materials_blending materials / blending] example.<br />
+			These control the source and destination blending equations for the
+			material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
+			[page:Constant NormalBlending] is the default.<br />
+			Note that [page:Constant CustomBlending] must be set to use
+			[page:CustomBlendingEquation Custom Blending Equations].<br />
+			See the [example:webgl_materials_blending materials / blending]
+			example.<br />
 		</p>
 
 		<h2>Depth Mode</h2>
 		<code>
 		THREE.NeverDepth
-		THREE.AlwaysDepth
-		THREE.EqualDepth
+		THREE.AlwaysDepth 
+		THREE.EqualDepth 
 		THREE.LessDepth
-		THREE.LessEqualDepth
-		THREE.GreaterEqualDepth
+		THREE.LessEqualDepth 
+		THREE.GreaterEqualDepth 
 		THREE.GreaterDepth
 		THREE.NotEqualDepth
 		</code>
 		<p>
-		Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
-		[page:Materials NeverDepth] will never return true.<br />
-		[page:Materials AlwaysDepth] will always return true.<br />
-		[page:Materials EqualDepth] will return true if the incoming pixel Z-depth is equal to the current buffer Z-depth.<br />
-		[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
-		[page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
-		[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
-		[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is not equal to the current buffer Z-depth.<br />
+			Which depth function the material uses to compare incoming pixels Z-depth
+			against the current Z-depth buffer value. If the result of the comparison
+			is true, the pixel will be drawn.<br />
+			[page:Materials NeverDepth] will never return true.<br />
+			[page:Materials AlwaysDepth] will always return true.<br />
+			[page:Materials EqualDepth] will return true if the incoming pixel Z-depth
+			is equal to the current buffer Z-depth.<br />
+			[page:Materials LessDepth] will return true if the incoming pixel Z-depth
+			is less than the current buffer Z-depth.<br />
+			[page:Materials LessEqualDepth] is the default and will return true if the
+			incoming pixel Z-depth is less than or equal to the current buffer
+			Z-depth.<br />
+			[page:Materials GreaterEqualDepth] will return true if the incoming pixel
+			Z-depth is greater than or equal to the current buffer Z-depth.<br />
+			[page:Materials GreaterDepth] will return true if the incoming pixel
+			Z-depth is greater than the current buffer Z-depth.<br />
+			[page:Materials NotEqualDepth] will return true if the incoming pixel
+			Z-depth is not equal to the current buffer Z-depth.<br />
 		</p>
 
 		<h2>Texture Combine Operations</h2>
 		<code>
-		THREE.MultiplyOperation
-		THREE.MixOperation
+		THREE.MultiplyOperation 
+		THREE.MixOperation 
 		THREE.AddOperation
 		</code>
+		
 		<p>
-		These define how the result of the surface's color is combined with the environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
-		[page:Constant MultiplyOperation] is the default and multiplies the environment map color with the surface color.<br />
-		[page:Constant MixOperation] uses reflectivity to blend between the two colors.<br />
-		[page:Constant AddOperation] adds the two colors.
+			These define how the result of the surface's color is combined with the
+			environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial],
+			[page:MeshLambertMaterial.combine MeshLambertMaterial]
+			and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
+			[page:Constant MultiplyOperation] is the default and multiplies the
+			environment map color with the surface color.<br />
+			[page:Constant MixOperation] uses reflectivity to blend between the two
+			colors.<br />
+			[page:Constant AddOperation] adds the two colors.
 		</p>
 
 		<h2>Stencil Functions</h2>
 		<code>
-		THREE.NeverStencilFunc
-		THREE.LessStencilFunc
+		THREE.NeverStencilFunc 
+		THREE.LessStencilFunc 
 		THREE.EqualStencilFunc
-		THREE.LessEqualStencilFunc
+		THREE.LessEqualStencilFunc 
 		THREE.GreaterStencilFunc
-		THREE.NotEqualStencilFunc
+		THREE.NotEqualStencilFunc 
 		THREE.GreaterEqualStencilFunc
 		THREE.AlwaysStencilFunc
 		</code>
 		<p>
-		Which stencil function the material uses to determine whether or not to perform a stencil operation.<br />
-		[page:Materials NeverStencilFunc] will never return true.<br />
-		[page:Materials LessStencilFunc] will return true if the stencil reference value is less than the current stencil value.<br />
-		[page:Materials EqualStencilFunc] will return true if the stencil reference value is equal to the current stencil value.<br />
-		[page:Materials LessEqualStencilFunc] will return true if the stencil reference value is less than or equal to the current stencil value.<br />
-		[page:Materials GreaterStencilFunc] will return true if the stencil reference value is greater than the current stencil value.<br />
-		[page:Materials NotEqualStencilFunc] will return true if the stencil reference value is not equal to the current stencil value.<br />
-		[page:Materials GreaterEqualStencilFunc] will return true if the stencil reference value is greater than or equal to the current stencil value.<br />
-		[page:Materials AlwaysStencilFunc] will always return true.<br />
+			Which stencil function the material uses to determine whether or not to
+			perform a stencil operation.<br />
+			[page:Materials NeverStencilFunc] will never return true.<br />
+			[page:Materials LessStencilFunc] will return true if the stencil reference
+			value is less than the current stencil value.<br />
+			[page:Materials EqualStencilFunc] will return true if the stencil
+			reference value is equal to the current stencil value.<br />
+			[page:Materials LessEqualStencilFunc] will return true if the stencil
+			reference value is less than or equal to the current stencil value.<br />
+			[page:Materials GreaterStencilFunc] will return true if the stencil
+			reference value is greater than the current stencil value.<br />
+			[page:Materials NotEqualStencilFunc] will return true if the stencil
+			reference value is not equal to the current stencil value.<br />
+			[page:Materials GreaterEqualStencilFunc] will return true if the stencil
+			reference value is greater than or equal to the current stencil value.<br />
+			[page:Materials AlwaysStencilFunc] will always return true.<br />
 		</p>
 
 		<h2>Stencil Operations</h2>
 		<code>
-		THREE.ZeroStencilOp
-		THREE.KeepStencilOp
+		THREE.ZeroStencilOp 
+		THREE.KeepStencilOp 
 		THREE.ReplaceStencilOp
-		THREE.IncrementStencilOp
+		THREE.IncrementStencilOp 
 		THREE.DecrementStencilOp
-		THREE.IncrementWrapStencilOp
+		THREE.IncrementWrapStencilOp 
 		THREE.DecrementWrapStencilOp
 		THREE.InvertStencilOp
 		</code>
 		<p>
-		Which stencil operation the material will perform on the stencil buffer pixel if the provided stencil function passes.<br />
-		[page:Materials ZeroStencilOp] will set the stencil value to 0.<br />
-		[page:Materials KeepStencilOp] will not change the current stencil value.<br />
-		[page:Materials ReplaceStencilOp] will replace the stencil value with the specified stencil reference value.<br />
-		[page:Materials IncrementStencilOp] will increment the current stencil value by `1`.<br />
-		[page:Materials DecrementStencilOp] will decrement the current stencil value by `1`.<br />
-		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by `1`. If the value increments past `255` it will be set to `0`.<br />
-		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by `1`. If the value decrements below `0` it will be set to `255`.<br />
-		[page:Materials InvertStencilOp] will perform a bitwise inversion of the current stencil value.<br />
+			Which stencil operation the material will perform on the stencil buffer
+			pixel if the provided stencil function passes.<br />
+			[page:Materials ZeroStencilOp] will set the stencil value to 0.<br />
+			[page:Materials KeepStencilOp] will not change the current stencil
+			value.<br />
+			[page:Materials ReplaceStencilOp] will replace the stencil value with the
+			specified stencil reference value.<br />
+			[page:Materials IncrementStencilOp] will increment the current stencil
+			value by `1`.<br />
+			[page:Materials DecrementStencilOp] will decrement the current stencil
+			value by `1`.<br />
+			[page:Materials IncrementWrapStencilOp] will increment the current stencil
+			value by `1`. If the value increments past `255` it will be set to `0`.<br />
+			[page:Materials DecrementWrapStencilOp] will increment the current stencil
+			value by `1`. If the value decrements below `0` it will be set to
+			`255`.<br />
+			[page:Materials InvertStencilOp] will perform a bitwise inversion of the
+			current stencil value.<br />
 		</p>
 
 		<h2>Normal map type</h2>
 		<code>
-		THREE.TangentSpaceNormalMap
-		THREE.ObjectSpaceNormalMap
+		THREE.TangentSpaceNormalMap 
+		THREE.ObjectSpaceNormalMap 
 		</code>
+		
 		<p>
-		Defines the type of the normal map. 
-		For TangentSpaceNormalMap, the information is relative to the underlying surface. 
-		For ObjectSpaceNormalMap, the information is relative to the object orientation.
-		Default is [page:Constant TangentSpaceNormalMap].
+			Defines the type of the normal map. For TangentSpaceNormalMap, the
+			information is relative to the underlying surface. For
+			ObjectSpaceNormalMap, the information is relative to the object
+			orientation. Default is [page:Constant TangentSpaceNormalMap].
 		</p>
 
 		<h2>GLSL Version</h2>
 		<code>
-		THREE.GLSL1
-		THREE.GLSL3
+		THREE.GLSL1 
+		THREE.GLSL3 
 		</code>
 
 		<h2>Source</h2>

+ 31 - 25
docs/api/en/constants/Renderer.html

@@ -11,57 +11,63 @@
 
 		<h2>Cull Face Modes</h2>
 		<code>
-		THREE.CullFaceNone
-		THREE.CullFaceBack
+		THREE.CullFaceNone 
+		THREE.CullFaceBack 
 		THREE.CullFaceFront
 		THREE.CullFaceFrontBack
 		</code>
 		<p>
-		[page:constant CullFaceNone] disables face culling.<br />
-		[page:constant CullFaceBack] culls back faces (default).<br />
-		[page:constant CullFaceFront] culls front faces.<br />
-		[page:constant CullFaceFrontBack] culls both front and back faces.
+			[page:constant CullFaceNone] disables face culling.<br />
+			[page:constant CullFaceBack] culls back faces (default).<br />
+			[page:constant CullFaceFront] culls front faces.<br />
+			[page:constant CullFaceFrontBack] culls both front and back faces.
 		</p>
 
 		<h2>Shadow Types</h2>
 		<code>
-		THREE.BasicShadowMap
-		THREE.PCFShadowMap
+		THREE.BasicShadowMap 
+		THREE.PCFShadowMap 
 		THREE.PCFSoftShadowMap
 		THREE.VSMShadowMap
 		</code>
 		<p>
-		These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
-
-		[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.<br />
-		[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).<br />
-		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.<br />
-		[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
+			These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.<br /><br />
+			[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but 
+			lowest quality.<br />
+			[page:constant PCFShadowMap] filters shadow maps using the
+			Percentage-Closer Filtering (PCF) algorithm (default).<br />
+			[page:constant PCFSoftShadowMap] filters shadow maps using the
+			Percentage-Closer Filtering (PCF) algorithm with better soft shadows
+			especially when using low-resolution shadow maps.<br />
+			[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow
+			Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will
+			also cast shadows.
 		</p>
 
+		
 		<h2>Tone Mapping</h2>
 		<code>
-		THREE.NoToneMapping
-		THREE.LinearToneMapping
+		THREE.NoToneMapping 
+		THREE.LinearToneMapping 
 		THREE.ReinhardToneMapping
-		THREE.CineonToneMapping
+		THREE.CineonToneMapping 
 		THREE.ACESFilmicToneMapping
 		THREE.CustomToneMapping
 		</code>
 		<p>
-		These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property.
-		This is used to approximate the appearance of high dynamic range (HDR) on the
-		low dynamic range medium of a standard computer monitor or mobile device's screen.
+			These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property. This is used to approximate the appearance of high
+			dynamic range (HDR) on the low dynamic range medium of a standard computer
+			monitor or mobile device's screen.
 		</p>
 		<p>
-		THREE.LinearToneMapping, THREE.ReinhardToneMapping, THREE.CineonToneMapping and THREE.ACESFilmicToneMapping are built-in implementations of tone mapping.
-		THREE.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader.   
-		See the [example:webgl_tonemapping WebGL / tonemapping] example.
+			THREE.LinearToneMapping, THREE.ReinhardToneMapping,
+			THREE.CineonToneMapping and THREE.ACESFilmicToneMapping are built-in
+			implementations of tone mapping. THREE.CustomToneMapping expects a custom
+			implementation by modyfing GLSL code of the material's fragment shader.
+			See the [example:webgl_tonemapping WebGL / tonemapping] example.
 		</p>
 
-
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		</p>

+ 365 - 314
docs/api/en/constants/Textures.html

@@ -12,269 +12,298 @@
 		<h2>Mapping Modes</h2>
 		<code>
 		THREE.UVMapping
-		THREE.CubeReflectionMapping
+		THREE.CubeReflectionMapping 
 		THREE.CubeRefractionMapping
 		THREE.EquirectangularReflectionMapping
-		THREE.EquirectangularRefractionMapping
+		THREE.EquirectangularRefractionMapping 
 		THREE.CubeUVReflectionMapping
 		</code>
 
 		<p>
-		These define the texture's mapping mode.<br />
-		[page:Constant UVMapping] is the default, and maps the texture using the mesh's UV coordinates.<br /><br />
-
-		The rest define environment mapping types.<br /><br />
-
-		[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for
-		use with a [page:CubeTexture CubeTexture], which is made up of six textures, one for each face of the cube.
-		[page:Constant CubeReflectionMapping] is the default for a [page:CubeTexture CubeTexture]. <br /><br />
-
-		[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping]
-		are for use with an equirectangular environment map.  Also called a lat-long map, an equirectangular
-		texture represents a 360-degree view along the horizontal centerline, and a 180-degree view along the
-		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
-		of a mapped sphere.<br /><br />
-
-		See the [example:webgl_materials_envmaps materials / envmaps] example.
+			These define the texture's mapping mode.<br />
+			[page:Constant UVMapping] is the default, and maps the texture using the
+			mesh's UV coordinates.<br /><br />
+			The rest define environment mapping types.<br /><br />
+			[page:Constant CubeReflectionMapping] and [page:Constant CubeRefractionMapping] are for use with a [page:CubeTexture CubeTexture],
+			which is made up of six textures, one for each face of the cube.
+			[page:Constant CubeReflectionMapping] is the default for a
+			[page:CubeTexture CubeTexture]. <br /><br />
+			[page:Constant EquirectangularReflectionMapping] and [page:Constant EquirectangularRefractionMapping] are for use with an equirectangular
+			environment map. Also called a lat-long map, an equirectangular texture
+			represents a 360-degree view along the horizontal centerline, and a
+			180-degree view along the vertical axis, with the top and bottom edges of
+			the image corresponding to the north and south poles of a mapped
+			sphere.<br /><br />
+			See the [example:webgl_materials_envmaps materials / envmaps] example.
 		</p>
 
-
 		<h2>Wrapping Modes</h2>
 		<code>
-		THREE.RepeatWrapping
+		THREE.RepeatWrapping 
 		THREE.ClampToEdgeWrapping
 		THREE.MirroredRepeatWrapping
 		</code>
 		<p>
-		These define the texture's [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT] properties,
-		which define horizontal and vertical texture wrapping.<br /><br />
-
-		With [page:constant RepeatWrapping] the texture will simply repeat to infinity.<br /><br />
-
-		[page:constant ClampToEdgeWrapping] is the default.
-		The last pixel of the texture stretches to the edge of the mesh.<br /><br />
-
-		With [page:constant MirroredRepeatWrapping] the texture will repeats to infinity, mirroring on each repeat.
+			These define the texture's [page:Texture.wrapS wrapS] and
+			[page:Texture.wrapT wrapT] properties, which define horizontal and
+			vertical texture wrapping.<br /><br />
+			With [page:constant RepeatWrapping] the texture will simply repeat to
+			infinity.<br /><br />
+			[page:constant ClampToEdgeWrapping] is the default. The last pixel of the
+			texture stretches to the edge of the mesh.<br /><br />
+			With [page:constant MirroredRepeatWrapping] the texture will repeats to
+			infinity, mirroring on each repeat.
 		</p>
 
 		<h2>Magnification Filters</h2>
 		<code>
-		THREE.NearestFilter
+		THREE.NearestFilter 
 		THREE.LinearFilter
 		</code>
 
 		<p>
-		For use with a texture's [page:Texture.magFilter magFilter]	property,
-		these define the texture magnification function to be used when the pixel being textured maps to an
-		area less than or equal to one texture element (texel).<br /><br />
-
-		[page:constant NearestFilter] returns the value of the texture element that is nearest
-		(in Manhattan distance) to the specified texture coordinates.<br /><br />
-
-		[page:constant LinearFilter] is the default and returns the weighted average
-		of the four texture elements that are closest to the specified texture coordinates,
-		and can include items wrapped or repeated from other parts of a texture,
-		depending on the values of [page:Texture.wrapS wrapS] and [page:Texture.wrapT wrapT], and on the exact mapping.
+			For use with a texture's [page:Texture.magFilter magFilter] property,
+			these define the texture magnification function to be used when the pixel
+			being textured maps to an area less than or equal to one texture element
+			(texel).<br /><br />
+
+			[page:constant NearestFilter] returns the value of the texture element
+			that is nearest (in Manhattan distance) to the specified texture
+			coordinates.<br /><br />
+
+			[page:constant LinearFilter] is the default and returns the weighted
+			average of the four texture elements that are closest to the specified
+			texture coordinates, and can include items wrapped or repeated from other
+			parts of a texture, depending on the values of [page:Texture.wrapS wrapS]
+			and [page:Texture.wrapT wrapT], and on the exact mapping.
 		</p>
 
 		<h2>Minification Filters</h2>
 		<code>
-		THREE.NearestFilter
+		THREE.NearestFilter 
 		THREE.NearestMipmapNearestFilter
-		THREE.NearestMipmapLinearFilter
+		THREE.NearestMipmapLinearFilter 
 		THREE.LinearFilter
-		THREE.LinearMipmapNearestFilter
+		THREE.LinearMipmapNearestFilter 
 		THREE.LinearMipmapLinearFilter
 		</code>
 
 		<p>
-		For use with a texture's [page:Texture.minFilter minFilter]	property, these define
-		the texture minifying function that is used whenever the pixel being textured maps
-		to an area greater than one texture element (texel).<br /><br />
-
-		In addition to [page:constant NearestFilter] and [page:constant LinearFilter],
-		the following four functions can be used for minification:<br /><br />
-
-		[page:constant NearestMipmapNearestFilter] chooses the mipmap that most closely
-		matches the size of the pixel being textured
-		and uses the [page:constant NearestFilter] criterion (the texel nearest to the
-		center of the pixel) to produce a texture value.<br /><br />
-
-		[page:constant NearestMipmapLinearFilter] chooses the two mipmaps that most closely
-		match the size of the pixel being textured and uses the [page:constant NearestFilter] criterion to produce
-		a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
-
-		[page:constant LinearMipmapNearestFilter] chooses the mipmap that most closely matches
-		the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		(a weighted average of the four texels that are closest to the center of the pixel)
-		to produce a texture value.<br /><br />
-
-		[page:constant LinearMipmapLinearFilter] is the default and chooses the two mipmaps
-		that most closely match the size of the pixel being textured and uses the [page:constant LinearFilter] criterion
-		to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.<br /><br />
-
-		See the [example:webgl_materials_texture_filters materials / texture / filters] example.
+			For use with a texture's [page:Texture.minFilter minFilter] property,
+			these define the texture minifying function that is used whenever the
+			pixel being textured maps to an area greater than one texture element
+			(texel).<br /><br />
+
+			In addition to [page:constant NearestFilter] and [page:constant LinearFilter], the following four functions can be used for
+			minification:<br /><br />
+
+			[page:constant NearestMipmapNearestFilter] chooses the mipmap that most
+			closely matches the size of the pixel being textured and uses the
+			[page:constant NearestFilter] criterion (the texel nearest to the center
+			of the pixel) to produce a texture value.<br /><br />
+
+			[page:constant NearestMipmapLinearFilter] chooses the two mipmaps that
+			most closely match the size of the pixel being textured and uses the
+			[page:constant NearestFilter] criterion to produce a texture value from
+			each mipmap. The final texture value is a weighted average of those two
+			values.<br /><br />
+
+			[page:constant LinearMipmapNearestFilter] chooses the mipmap that most
+			closely matches the size of the pixel being textured and uses the
+			[page:constant LinearFilter] criterion (a weighted average of the four
+			texels that are closest to the center of the pixel) to produce a texture
+			value.<br /><br />
+
+			[page:constant LinearMipmapLinearFilter] is the default and chooses the
+			two mipmaps that most closely match the size of the pixel being textured
+			and uses the [page:constant LinearFilter] criterion to produce a texture
+			value from each mipmap. The final texture value is a weighted average of
+			those two values.<br /><br />
+
+			See the [example:webgl_materials_texture_filters materials / texture / filters] example.
 		</p>
 
 		<h2>Types</h2>
 		<code>
-		THREE.UnsignedByteType
-		THREE.ByteType
+		THREE.UnsignedByteType 
+		THREE.ByteType 
 		THREE.ShortType
-		THREE.UnsignedShortType
-		THREE.IntType
+		THREE.UnsignedShortType 
+		THREE.IntType 
 		THREE.UnsignedIntType
-		THREE.FloatType
-		THREE.HalfFloatType
+		THREE.FloatType 
+		THREE.HalfFloatType 
 		THREE.UnsignedShort4444Type
-		THREE.UnsignedShort5551Type
+		THREE.UnsignedShort5551Type 
 		THREE.UnsignedInt248Type
 		</code>
 		<p>
-		For use with a texture's [page:Texture.type type]	property, which must correspond to the correct format. See below for details.<br /><br />
+			For use with a texture's [page:Texture.type type] property, which must
+			correspond to the correct format. See below for details.<br /><br />
 
-		[page:constant UnsignedByteType] is the default.
+			[page:constant UnsignedByteType] is the default.
 		</p>
 
 		<h2>Formats</h2>
 		<code>
-		THREE.AlphaFormat
-		THREE.RedFormat
-		THREE.RedIntegerFormat
+		THREE.AlphaFormat 
+		THREE.RedFormat 
+		THREE.RedIntegerFormat 
 		THREE.RGFormat
-		THREE.RGIntegerFormat
-		THREE.RGBAFormat
+		THREE.RGIntegerFormat 
+		THREE.RGBAFormat 
 		THREE.RGBAIntegerFormat
-		THREE.LuminanceFormat
-		THREE.LuminanceAlphaFormat
+		THREE.LuminanceFormat 
+		THREE.LuminanceAlphaFormat 
 		THREE.DepthFormat
 		THREE.DepthStencilFormat
 		</code>
 		<p>
-		For use with a texture's [page:Texture.format format]	property, these define
-		how elements of a 2d texture, or `texels`, are read by shaders.<br /><br />
-
-		[page:constant AlphaFormat] discards the red, green and blue components and reads just the alpha component.<br /><br />
-
-		[page:constant RedFormat] discards the green and blue components and reads just the red component.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RedIntegerFormat] discards the green and blue components and reads just the red component.
-		The texels are read as integers instead of floating point.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RGFormat] discards the alpha, and blue components and reads the red, and green components.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RGIntegerFormat] discards the alpha, and blue components and reads the red, and green components.
-		The texels are read as integers instead of floating point.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant RGBAFormat] is the default and reads the red, green, blue and alpha components.<br /><br />
-
-		[page:constant RGBAIntegerFormat] is the default and reads the red, green, blue and alpha components.
-		The texels are read as integers instead of floating point.
-		(can only be used with a WebGL 2 rendering context).
-		<br /><br />
-
-		[page:constant LuminanceFormat] reads each element as a single luminance component.
-		 This is then converted to a floating point, clamped to the range [0,1], and then assembled
-		 into an RGBA element by placing the luminance value in the red, green and blue channels,
-		 and attaching 1.0 to the alpha channel.<br /><br />
-
-		[page:constant LuminanceAlphaFormat] reads each element as a luminance/alpha double.
-		The same process occurs as for the [page:constant LuminanceFormat], except that the
-		alpha channel may have values other than `1.0`.<br /><br />
-
-		[page:constant DepthFormat] reads each element as a single depth value, converts it to floating point, and clamps to the range [0,1].
-		This is the default for [page:DepthTexture DepthTexture].<br /><br />
-
-		[page:constant DepthStencilFormat] reads each element is a pair of depth and stencil values.
-		The depth component of the pair is interpreted as in [page:constant DepthFormat].
-		The stencil component is interpreted based on the depth + stencil internal format.
-		<br /><br />
-
-		Note that the texture must have the correct [page:Texture.type type] set, as described above.
-		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
+			For use with a texture's [page:Texture.format format] property, these
+			define how elements of a 2d texture, or `texels`, are read by shaders.<br /><br />
+
+			[page:constant AlphaFormat] discards the red, green and blue components
+			and reads just the alpha component.<br /><br />
+
+			[page:constant RedFormat] discards the green and blue components and reads
+			just the red component. (can only be used with a WebGL 2 rendering
+			context).
+			<br /><br />
+
+			[page:constant RedIntegerFormat] discards the green and blue components
+			and reads just the red component. The texels are read as integers instead
+			of floating point. (can only be used with a WebGL 2 rendering context).
+			<br /><br />
+
+			[page:constant RGFormat] discards the alpha, and blue components and reads
+			the red, and green components. (can only be used with a WebGL 2 rendering
+			context).
+			<br /><br />
+
+			[page:constant RGIntegerFormat] discards the alpha, and blue components
+			and reads the red, and green components. The texels are read as integers
+			instead of floating point. (can only be used with a WebGL 2 rendering
+			context).
+			<br /><br />
+
+			[page:constant RGBAFormat] is the default and reads the red, green, blue
+			and alpha components.<br /><br />
+
+			[page:constant RGBAIntegerFormat] is the default and reads the red, green,
+			blue and alpha components. The texels are read as integers instead of
+			floating point. (can only be used with a WebGL 2 rendering context).
+			<br /><br />
+
+			[page:constant LuminanceFormat] reads each element as a single luminance
+			component. This is then converted to a floating point, clamped to the
+			range [0,1], and then assembled into an RGBA element by placing the
+			luminance value in the red, green and blue channels, and attaching 1.0 to
+			the alpha channel.<br /><br />
+
+			[page:constant LuminanceAlphaFormat] reads each element as a
+			luminance/alpha double. The same process occurs as for the [page:constant LuminanceFormat], except that the alpha channel may have values other than
+			`1.0`.<br /><br />
+
+			[page:constant DepthFormat] reads each element as a single depth value,
+			converts it to floating point, and clamps to the range [0,1]. This is the
+			default for [page:DepthTexture DepthTexture].<br /><br />
+
+			[page:constant DepthStencilFormat] reads each element is a pair of depth
+			and stencil values. The depth component of the pair is interpreted as in
+			[page:constant DepthFormat]. The stencil component is interpreted based on
+			the depth + stencil internal format.
+			<br /><br />
+
+			Note that the texture must have the correct [page:Texture.type type] set,
+			as described above. See
+			[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D] for details.
 		</p>
 
 		<h2>DDS / ST3C Compressed Texture Formats</h2>
 		<code>
-		THREE.RGB_S3TC_DXT1_Format
+		THREE.RGB_S3TC_DXT1_Format 
 		THREE.RGBA_S3TC_DXT1_Format
-		THREE.RGBA_S3TC_DXT3_Format
+		THREE.RGBA_S3TC_DXT3_Format 
 		THREE.RGBA_S3TC_DXT5_Format
 		</code>
 		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the
-		[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
-		extension. <br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
-		[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format.<br />
-		[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB image format with a simple on/off alpha value.<br />
-		[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.<br />
-		[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 compression in how the alpha compression is done.<br />
+			For use with a [page:CompressedTexture CompressedTexture]'s
+			[page:Texture.format format] property, these require support for the
+			[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc] extension. <br /><br />
+
+			There are four [link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC] formats available via this extension. These are:<br />
+			[page:constant RGB_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
+			image format.<br />
+			[page:constant RGBA_S3TC_DXT1_Format]: A DXT1-compressed image in an RGB
+			image format with a simple on/off alpha value.<br />
+			[page:constant RGBA_S3TC_DXT3_Format]: A DXT3-compressed image in an RGBA
+			image format. Compared to a 32-bit RGBA texture, it offers 4:1
+			compression.<br />
+			[page:constant RGBA_S3TC_DXT5_Format]: A DXT5-compressed image in an RGBA
+			image format. It also provides a 4:1 compression, but differs to the DXT3
+			compression in how the alpha compression is done.<br />
 		</p>
 
 		<h2>PVRTC Compressed Texture Formats</h2>
 		<code>
 		THREE.RGB_PVRTC_4BPPV1_Format
 		THREE.RGB_PVRTC_2BPPV1_Format
-		THREE.RGBA_PVRTC_4BPPV1_Format
+		THREE.RGBA_PVRTC_4BPPV1_Format 
 		THREE.RGBA_PVRTC_2BPPV1_Format
 		</code>
 		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
-		extension. <br />
-		PVRTC is typically only available on mobile devices with PowerVR chipsets, which are mainly Apple devices.<br /><br />
-
-		There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats available via this extension. These are:<br />
-		[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode. One block for each 8×4 pixels.<br />
-		[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode. One block for each 4×4 pixels.<br />
-		[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode. One block for each 8×4 pixels.<br />
+			For use with a [page:CompressedTexture CompressedTexture]'s
+			[page:Texture.format format] property, these require support for the
+			[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/	WEBGL_compressed_texture_pvrtc] extension. <br />
+			PVRTC is typically only available on mobile devices with PowerVR chipsets,
+			which are mainly Apple devices.<br /><br />
+
+			There are four [link:https://en.wikipedia.org/wiki/PVRTC PVRTC] formats
+			available via this extension. These are:<br />
+			[page:constant RGB_PVRTC_4BPPV1_Format]: RGB compression in 4-bit mode.
+			One block for each 4×4 pixels.<br />
+			[page:constant RGB_PVRTC_2BPPV1_Format]: RGB compression in 2-bit mode.
+			One block for each 8×4 pixels.<br />
+			[page:constant RGBA_PVRTC_4BPPV1_Format]: RGBA compression in 4-bit mode.
+			One block for each 4×4 pixels.<br />
+			[page:constant RGBA_PVRTC_2BPPV1_Format]: RGBA compression in 2-bit mode.
+			One block for each 8×4 pixels.<br />
 		</p>
 
 		<h2>ETC Compressed Texture Format</h2>
 		<code>
-		THREE.RGB_ETC1_Format
-		THREE.RGB_ETC2_Format
+		THREE.RGB_ETC1_Format 
+		THREE.RGB_ETC2_Format 
 		THREE.RGBA_ETC2_EAC_Format
 		</code>
 		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format]	property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
-		(ETC1) or [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc]
-		(ETC2) extensions. <br /><br />
+			For use with a [page:CompressedTexture CompressedTexture]'s
+			[page:Texture.format format] property, these require support for the
+			[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1] (ETC1) or
+			[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/ WEBGL_compressed_texture_etc] (ETC2) extensions. <br /><br />
 		</p>
 
 		<h2>ASTC Compressed Texture Format</h2>
 		<code>
-		THREE.RGBA_ASTC_4x4_Format
+		THREE.RGBA_ASTC_4x4_Format 
 		THREE.RGBA_ASTC_5x4_Format
-		THREE.RGBA_ASTC_5x5_Format
+		THREE.RGBA_ASTC_5x5_Format 
 		THREE.RGBA_ASTC_6x5_Format
-		THREE.RGBA_ASTC_6x6_Format
+		THREE.RGBA_ASTC_6x6_Format 
 		THREE.RGBA_ASTC_8x5_Format
-		THREE.RGBA_ASTC_8x6_Format
+		THREE.RGBA_ASTC_8x6_Format 
 		THREE.RGBA_ASTC_8x8_Format
-		THREE.RGBA_ASTC_10x5_Format
+		THREE.RGBA_ASTC_10x5_Format 
 		THREE.RGBA_ASTC_10x6_Format
-		THREE.RGBA_ASTC_10x8_Format
+		THREE.RGBA_ASTC_10x8_Format 
 		THREE.RGBA_ASTC_10x10_Format
-		THREE.RGBA_ASTC_12x10_Format
+		THREE.RGBA_ASTC_12x10_Format 
 		THREE.RGBA_ASTC_12x12_Format
 		</code>
 		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
+			For use with a [page:CompressedTexture CompressedTexture]'s
+			[page:Texture.format format] property, these require support for the
+			[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/ WEBGL_compressed_texture_astc] extension. <br /><br />
 		</p>
 
 		<h2>BPTC Compressed Texture Format</h2>
@@ -282,8 +311,9 @@
 		THREE.RGBA_BPTC_Format
 		</code>
 		<p>
-		For use with a [page:CompressedTexture CompressedTexture]'s [page:Texture.format format] property,
-		these require support for the [link:https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/ EXT_texture_compression_bptc] extension. <br /><br />
+			For use with a [page:CompressedTexture CompressedTexture]'s
+			[page:Texture.format format] property, these require support for the
+			[link:https://www.khronos.org/registry/webgl/extensions/EXT_texture_compression_bptc/ EXT_texture_compression_bptc] extension. <br /><br />
 		</p>
 
 		<h2>Internal Formats</h2>
@@ -351,219 +381,240 @@
 		</code>
 
 		<p>
+			Heads up: changing the internal format of a texture will only affect the
+			texture when using a WebGL 2 rendering context.<br /><br />
 
-		Heads up: changing the internal format of a texture will only affect the
-		texture when using a WebGL 2 rendering context.<br /><br />
+			For use with a texture's [page:Texture.internalFormat internalFormat]
+			property, these define how elements of a texture, or `texels`, are stored
+			on the GPU.<br /><br />
 
-		For use with a texture's [page:Texture.internalFormat internalFormat]	property,
-		these define how elements of a texture, or `texels`, are stored on the GPU.<br /><br />
+			[page:constant R8] stores the red component on 8 bits.<br /><br />
 
-		[page:constant R8] stores the red component on 8 bits.<br /><br />
+			[page:constant R8_SNORM] stores the red component on 8 bits. The component
+			is stored as normalized. <br /><br />
 
-		[page:constant R8_SNORM] stores the red component on 8 bits. The component is stored as normalized. <br /><br />
+			[page:constant R8I] stores the red component on 8 bits. The component is
+			stored as an integer. <br /><br />
 
-		[page:constant R8I] stores the red component on 8 bits. The component is stored as an integer. <br /><br />
+			[page:constant R8UI] stores the red component on 8 bits. The component is
+			stored as an unsigned integer. <br /><br />
 
-		[page:constant R8UI] stores the red component on 8 bits. The component is stored as an unsigned integer. <br /><br />
+			[page:constant R16I] stores the red component on 16 bits. The component is
+			stored as an integer. <br /><br />
 
-		[page:constant R16I] stores the red component on 16 bits. The component is stored as an integer. <br /><br />
+			[page:constant R16UI] stores the red component on 16 bits. The component
+			is stored as an unsigned integer. <br /><br />
 
-		[page:constant R16UI] stores the red component on 16 bits. The component is stored as an unsigned integer. <br /><br />
+			[page:constant R16F] stores the red component on 16 bits. The component is
+			stored as floating point. <br /><br />
 
-		[page:constant R16F] stores the red component on 16 bits. The component is stored as floating point. <br /><br />
+			[page:constant R32I] stores the red component on 32 bits. The component is
+			stored as an integer. <br /><br />
 
-		[page:constant R32I] stores the red component on 32 bits. The component is stored as an integer. <br /><br />
+			[page:constant R32UI] stores the red component on 32 bits. The component
+			is stored as an unsigned integer. <br /><br />
 
-		[page:constant R32UI] stores the red component on 32 bits. The component is stored as an unsigned integer. <br /><br />
+			[page:constant R32F] stores the red component on 32 bits. The component is
+			stored as floating point. <br /><br />
 
-		[page:constant R32F] stores the red component on 32 bits. The component is stored as floating point. <br /><br />
+			[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
 
-		[page:constant RG8] stores the red and green components on 8 bits each.<br /><br />
+			[page:constant RG8_SNORM] stores the red and green components on 8 bits
+			each. Every component is stored as normalized.
+			<br /><br />
 
-		[page:constant RG8_SNORM] stores the red and green components on 8 bits each.
-		Every component is stored as normalized.
-		<br /><br />
+			[page:constant RG8I] stores the red and green components on 8 bits each.
+			Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RG8I] stores the red and green components on 8 bits each.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RG8UI] stores the red and green components on 8 bits each.
+			Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RG8UI] stores the red and green components on 8 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RG16I] stores the red and green components on 16 bits each.
+			Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RG16I] stores the red and green components on 16 bits each.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RG16UI] stores the red and green components on 16 bits
+			each. Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RG16UI] stores the red and green components on 16 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RG16F] stores the red and green components on 16 bits each.
+			Every component is stored as floating point.
+			<br /><br />
 
-		[page:constant RG16F] stores the red and green components on 16 bits each.
-		Every component is stored as floating point.
-		<br /><br />
+			[page:constant RG32I] stores the red and green components on 32 bits each.
+			Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RG32I] stores the red and green components on 32 bits each.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RG32UI] stores the red and green components on 32 bits.
+			Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RG32UI] stores the red and green components on 32 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RG32F] stores the red and green components on 32 bits.
+			Every component is stored as floating point.
+			<br /><br />
 
-		[page:constant RG32F] stores the red and green components on 32 bits.
-		Every component is stored as floating point.
-		<br /><br />
+			[page:constant RGB8] stores the red, green, and blue components on 8 bits
+			each. [page:constant RGB8_SNORM] stores the red, green, and blue
+			components on 8 bits each. Every component is stored as normalized.
+			<br /><br />
 
-		[page:constant RGB8] stores the red, green, and blue components on 8 bits each.
+			[page:constant RGB8I] stores the red, green, and blue components on 8 bits
+			each. Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RGB8_SNORM] stores the red, green, and blue components on 8 bits each.
-		Every component is stored as normalized.
-		<br /><br />
+			[page:constant RGB8UI] stores the red, green, and blue components on 8
+			bits each. Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RGB8I] stores the red, green, and blue components on 8 bits each.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RGB16I] stores the red, green, and blue components on 16
+			bits each. Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RGB8UI] stores the red, green, and blue components on 8 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RGB16UI] stores the red, green, and blue components on 16
+			bits each. Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RGB16I] stores the red, green, and blue components on 16 bits each.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RGB16F] stores the red, green, and blue components on 16
+			bits each. Every component is stored as floating point
+			<br /><br />
 
-		[page:constant RGB16UI] stores the red, green, and blue components on 16 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RGB32I] stores the red, green, and blue components on 32
+			bits each. Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RGB16F] stores the red, green, and blue components on 16 bits each.
-		Every component is stored as floating point
-		<br /><br />
+			[page:constant RGB32UI] stores the red, green, and blue components on 32
+			bits each. Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RGB32I] stores the red, green, and blue components on 32 bits each.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RGB32F] stores the red, green, and blue components on 32
+			bits each. Every component is stored as floating point
+			<br /><br />
 
-		[page:constant RGB32UI] stores the red, green, and blue components on 32 bits each.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant R11F_G11F_B10F] stores the red, green, and blue components
+			respectively on 11 bits, 11 bits, and 10bits. Every component is stored as
+			floating point.
+			<br /><br />
 
-		[page:constant RGB32F] stores the red, green, and blue components on 32 bits each.
-		Every component is stored as floating point
-		<br /><br />
+			[page:constant RGB565] stores the red, green, and blue components
+			respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
 
-		[page:constant R11F_G11F_B10F] stores the red, green, and blue components respectively on 11 bits, 11 bits, and 10bits.
-		Every component is stored as floating point.
-		<br /><br />
+			[page:constant RGB9_E5] stores the red, green, and blue components on 9
+			bits each.<br /><br />
 
-		[page:constant RGB565] stores the red, green, and blue components respectively on 5 bits, 6 bits, and 5 bits.<br /><br />
+			[page:constant RGBA8] stores the red, green, blue, and alpha components on
+			8 bits each.<br /><br />
 
-		[page:constant RGB9_E5] stores the red, green, and blue components on 9 bits each.<br /><br />
+			[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha
+			components on 8 bits. Every component is stored as normalized.
+			<br /><br />
 
-		[page:constant RGBA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+			[page:constant RGBA8I] stores the red, green, blue, and alpha components
+			on 8 bits each. Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RGBA8_SNORM] stores the red, green, blue, and alpha components on 8 bits.
-		Every component is stored as normalized.
-		<br /><br />
+			[page:constant RGBA8UI] stores the red, green, blue, and alpha components
+			on 8 bits. Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RGBA8I] stores the red, green, blue, and alpha components on 8 bits each.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RGBA16I] stores the red, green, blue, and alpha components
+			on 16 bits. Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RGBA8UI] stores the red, green, blue, and alpha components on 8 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RGBA16UI] stores the red, green, blue, and alpha components
+			on 16 bits. Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RGBA16I] stores the red, green, blue, and alpha components on 16 bits.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RGBA16F] stores the red, green, blue, and alpha components
+			on 16 bits. Every component is stored as floating point.
+			<br /><br />
 
-		[page:constant RGBA16UI] stores the red, green, blue, and alpha components on 16 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RGBA32I] stores the red, green, blue, and alpha components
+			on 32 bits. Every component is stored as an integer.
+			<br /><br />
 
-		[page:constant RGBA16F] stores the red, green, blue, and alpha components on 16 bits.
-		Every component is stored as floating point.
-		<br /><br />
+			[page:constant RGBA32UI] stores the red, green, blue, and alpha components
+			on 32 bits. Every component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RGBA32I] stores the red, green, blue, and alpha components on 32 bits.
-		Every component is stored as an integer.
-		<br /><br />
+			[page:constant RGBA32F] stores the red, green, blue, and alpha components
+			on 32 bits. Every component is stored as floating point.
+			<br /><br />
 
-		[page:constant RGBA32UI] stores the red, green, blue, and alpha components on 32 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant RGB5_A1] stores the red, green, blue, and alpha components
+			respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
 
-		[page:constant RGBA32F] stores the red, green, blue, and alpha components on 32 bits.
-		Every component is stored as floating point.
-		<br /><br />
+			[page:constant RGB10_A2] stores the red, green, blue, and alpha components
+			respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
 
-		[page:constant RGB5_A1] stores the red, green, blue, and alpha components respectively on 5 bits, 5 bits, 5 bits, and 1 bit.<br /><br />
+			[page:constant RGB10_A2UI] stores the red, green, blue, and alpha
+			components respectively on 10 bits, 10 bits, 10 bits and 2 bits. Every
+			component is stored as an unsigned integer.
+			<br /><br />
 
-		[page:constant RGB10_A2] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.<br /><br />
+			[page:constant SRGB8] stores the red, green, and blue components on 8 bits
+			each.<br /><br />
 
-		[page:constant RGB10_A2UI] stores the red, green, blue, and alpha components respectively on 10 bits, 10 bits, 10 bits and 2 bits.
-		Every component is stored as an unsigned integer.
-		<br /><br />
+			[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha
+			components on 8 bits each.<br /><br />
 
-		[page:constant SRGB8] stores the red, green, and blue components on 8 bits each.<br /><br />
+			[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
 
-		[page:constant SRGB8_ALPHA8] stores the red, green, blue, and alpha components on 8 bits each.<br /><br />
+			[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
 
-		[page:constant DEPTH_COMPONENT16] stores the depth component on 16bits.<br /><br />
+			[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits.
+			The component is stored as floating point.<br /><br />
 
-		[page:constant DEPTH_COMPONENT24] stores the depth component on 24bits.<br /><br />
+			[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components
+			respectively on 24 bits and 8 bits. The stencil component is stored as an
+			unsigned integer.
+			<br /><br />
 
-		[page:constant DEPTH_COMPONENT32F] stores the depth component on 32bits. The component is stored as floating point.<br /><br />
+			[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components
+			respectively on 32 bits and 8 bits. The depth component is stored as
+			floating point, and the stencil component as an unsigned integer.
+			<br /><br />
 
-		[page:constant DEPTH24_STENCIL8] stores the depth, and stencil components respectively on 24 bits and 8 bits.
-		The stencil component is stored as an unsigned integer.
-		<br /><br />
+			Note that the texture must have the correct [page:Texture.type type] set,
+			as well as the correct [page:Texture.format format]. See
+			[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D], for more details regarding the
+			possible combination of [page:Texture.format format],
+			[page:Texture.internalFormat internalFormat], and [page:Texture.type type].<br /><br />
 
-		[page:constant DEPTH32F_STENCIL8] stores the depth, and stencil components respectively on 32 bits and 8 bits.
-		The depth component is stored as floating point, and the stencil component as an unsigned integer.
-		<br /><br />
-
-		Note that the texture must have the correct [page:Texture.type type] set,
-		as well as the correct [page:Texture.format format].
-
-		See [link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D], and
-		[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texImage3D WebGL2RenderingContext.texImage3D],
-		for more details regarding the possible combination of [page:Texture.format format], [page:Texture.internalFormat internalFormat],
-		and [page:Texture.type type].<br /><br />
-
-		For more in-depth information regarding internal formats, you can also refer directly
-		to the [link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and
-		to the [link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
+			For more in-depth information regarding internal formats, you can also
+			refer directly to the
+			[link:https://www.khronos.org/registry/webgl/specs/latest/2.0/ WebGL2 Specification] and to the
+			[link:https://www.khronos.org/registry/OpenGL/specs/es/3.0/es_spec_3.0.pdf OpenGL ES 3.0 Specification].
 		</p>
 
 		<h2>Depth Packing</h2>
 		<code>
-		THREE.BasicDepthPacking
+		THREE.BasicDepthPacking 
 		THREE.RGBADepthPacking
 		</code>
 		<p>
-			For use with the [page:MeshDepthMaterial.depthPacking depthPacking] property of `MeshDepthMaterial`.
+			For use with the [page:MeshDepthMaterial.depthPacking depthPacking]
+			property of `MeshDepthMaterial`.
 		</p>
 
 		<h2>Color Space</h2>
 		<code>
-		THREE.NoColorSpace
-		THREE.SRGBColorSpace
+		THREE.NoColorSpace 
+		THREE.SRGBColorSpace 
 		THREE.LinearSRGBColorSpace
 		THREE.DisplayP3ColorSpace
 		</code>
 		<p>
-		Used to define the color space of textures (and the output color space of the renderer).<br /><br />
+			Used to define the color space of textures (and the output color space of
+			the renderer).<br /><br />
 
-		If the color space type is changed after the texture has already been used by a material,
-		you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
+			If the color space type is changed after the texture has already been used
+			by a material, you will need to set [page:Material.needsUpdate Material.needsUpdate] to `true` to make the material recompile.<br /><br />
 		</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
 		</p>

+ 126 - 94
docs/api/en/core/BufferAttribute.html

@@ -10,202 +10,234 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		This class stores data for an attribute (such as vertex positions, face indices, normals,
-		colors, UVs, and any custom attributes ) associated with a [page:BufferGeometry], which allows
-		for more efficient passing of data to the GPU. See that page for details and a usage example.
-		When working with vector-like data, the <i>.fromBufferAttribute( attribute, index )</i>
-		helper methods on [page:Vector2.fromBufferAttribute Vector2],
-		[page:Vector3.fromBufferAttribute Vector3],
-		[page:Vector4.fromBufferAttribute Vector4], and
-		[page:Color.fromBufferAttribute Color] classes may be helpful.
+			This class stores data for an attribute (such as vertex positions, face
+			indices, normals, colors, UVs, and any custom attributes ) associated with
+			a [page:BufferGeometry], which allows for more efficient passing of data
+			to the GPU. See that page for details and a usage example. When working
+			with vector-like data, the <i>.fromBufferAttribute( attribute, index )</i>
+			helper methods on [page:Vector2.fromBufferAttribute Vector2],
+			[page:Vector3.fromBufferAttribute Vector3],
+			[page:Vector4.fromBufferAttribute Vector4], and
+			[page:Color.fromBufferAttribute Color] classes may be helpful.
 		</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<p>
-		[page:TypedArray array] -- Must be a [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray].
-		Used to instantiate the buffer. <br />
-		This array should have
-	 	<code>itemSize * numVertices</code>
-		elements, where numVertices is the number of vertices in the associated [page:BufferGeometry BufferGeometry].<br /><br />
-
-
-		[page:Integer itemSize] --  the number of values of the array that should be associated with
-		a particular vertex. For instance, if this
-		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
-		<br /><br />
-
-		[page:Boolean normalized] -- (optional) Applies to integer data only. Indicates how the underlying data
-		in the buffer maps to the values in the GLSL code. For instance, if [page:TypedArray array] is an instance
-		of UInt16Array, and [page:Boolean normalized] is true, the values `0 - +65535` in the array
-		 data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map
-		 from -32768 - +32767 to -1.0f - +1.0f. If [page:Boolean normalized] is false, the values
-		 will be converted to floats unmodified, i.e. 32767 becomes 32767.0f.
+			[page:TypedArray array] -- Must be a
+			[link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray]. Used to instantiate the buffer. <br />
+			This array should have
+			<code>
+			itemSize * numVertices
+			</code>
+			elements, where numVertices is the number of vertices in the associated
+			[page:BufferGemetry BufferGeometry].<br /><br />
+
+			[page:Integer itemSize] -- the number of values of the array that should
+			be associated with a particular vertex. For instance, if this attribute is
+			storing a 3-component vector (such as a position, normal, or color), then
+			itemSize should be 3.
+			<br /><br />
+
+			[page:Boolean normalized] -- (optional) Applies to integer data only.
+			Indicates how the underlying data in the buffer maps to the values in the
+			GLSL code. For instance, if [page:TypedArray array] is an instance of
+			UInt16Array, and [page:Boolean normalized] is true, the values `0 -
+			+65535` in the array data will be mapped to 0.0f - +1.0f in the GLSL
+			attribute. An Int16Array (signed) would map from -32768 - +32767 to -1.0f
+			- +1.0f. If [page:Boolean normalized] is false, the values will be
+			converted to floats unmodified, i.e. 32767 becomes 32767.0f.
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:TypedArray array]</h3>
-		<p>
-		The [page:TypedArray array] holding data stored in the buffer.
-		</p>
+		<p>The [page:TypedArray array] holding data stored in the buffer.</p>
 
 		<h3>[property:Integer count]</h3>
 		<p>
-		Stores the [page:BufferAttribute.array array]'s length divided by the [page:BufferAttribute.itemSize itemSize].<br /><br />
+			Stores the [page:BufferAttribute.array array]'s length divided by the
+			[page:BufferAttribute.itemSize itemSize].<br /><br />
 
-		If the buffer is storing a 3-component vector (such as a position, normal, or color),
-		then this will count the number of such vectors stored.
+			If the buffer is storing a 3-component vector (such as a position, normal,
+			or color), then this will count the number of such vectors stored.
 		</p>
 
 		<h3>[property:Boolean isBufferAttribute]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Integer itemSize]</h3>
-		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
-
-		<h3>[property:String name]</h3>
 		<p>
-		Optional name for this attribute instance. Default is an empty string.
+			The length of vectors that are being stored in the
+			[page:BufferAttribute.array array].
 		</p>
 
+		<h3>[property:String name]</h3>
+		<p>Optional name for this attribute instance. Default is an empty string.</p>
+
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
-		Flag to indicate that this attribute has changed and should be re-sent to the GPU.
-		Set this to true when you modify the value of the array.<br /><br />
+			Flag to indicate that this attribute has changed and should be re-sent to
+			the GPU. Set this to true when you modify the value of the array.<br /><br />
 
-		Setting this to true also increments the [page:BufferAttribute.version version].
+			Setting this to true also increments the [page:BufferAttribute.version version].
 		</p>
 
 		<h3>[property:Boolean normalized]</h3>
 		<p>
-		Indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
-		See the constructor above for details.
+			Indicates how the underlying data in the buffer maps to the values in the
+			GLSL shader code. See the constructor above for details.
 		</p>
 
 		<h3>[property:Function onUploadCallback]</h3>
 		<p>
-		A callback function that is executed after the Renderer has transferred the attribute array data to the GPU.
+			A callback function that is executed after the Renderer has transferred
+			the attribute array data to the GPU.
 		</p>
 
 		<h3>[property:Object updateRange]</h3>
-		<p>Object containing:<br />
-			[page:Integer offset]: Default is `0`. Position at which to start update.<br />
-			[page:Integer count]: Default is `-1`, which means don't use update ranges. <br /><br />
+		<p>
+			Object containing:<br />
+			[page:Integer offset]: Default is `0`. Position at which to start
+			update.<br />
+			[page:Integer count]: Default is `-1`, which means don't use update
+			ranges. <br /><br />
 
-			This can be used to only update some components of stored vectors (for example, just the component
-			related to color).
+			This can be used to only update some components of stored vectors (for
+			example, just the component related to color).
 		</p>
 
 		<h3>[property:Usage usage]</h3>
 		<p>
-			Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the `usage` parameter of
-			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
-			Default is [page:BufferAttributeUsage StaticDrawUsage]. See usage [page:BufferAttributeUsage constants] for all possible values. <br /><br />
-			
-			Note: After the initial use of a buffer, its usage cannot be changed. Instead, instantiate a new one and set the desired usage before the next render.
+			Defines the intended usage pattern of the data store for optimization
+			purposes. Corresponds to the `usage` parameter of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData](). Default is [page:BufferAttributeUsage StaticDrawUsage]. See usage [page:BufferAttributeUsage constants] for all
+			possible values. <br /><br />
+
+			Note: After the initial use of a buffer, its usage cannot be changed.
+			Instead, instantiate a new one and set the desired usage before the next
+			render.
 		</p>
 
 		<h3>[property:Integer version]</h3>
-		<p>A version number, incremented every time the [page:BufferAttribute.needsUpdate needsUpdate] property is set to true.</p>
+		<p>
+			A version number, incremented every time the
+			[page:BufferAttribute.needsUpdate needsUpdate] property is set to true.
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:this applyMatrix3]( [param:Matrix3 m] )</h3>
-		<p>Applies matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+		<p>
+			Applies matrix [page:Matrix3 m] to every Vector3 element of this
+			BufferAttribute.
+		</p>
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute.</p>
+		<p>
+			Applies matrix [page:Matrix4 m] to every Vector3 element of this
+			BufferAttribute.
+		</p>
 
 		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
-		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this BufferAttribute.</p>
+		<p>
+			Applies normal matrix [page:Matrix3 m] to every Vector3 element of this
+			BufferAttribute.
+		</p>
 
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this BufferAttribute, interpreting the elements as a direction vectors.</p>
+		<p>
+			Applies matrix [page:Matrix4 m] to every Vector3 element of this
+			BufferAttribute, interpreting the elements as a direction vectors.
+		</p>
 
-		<h3>[method:BufferAttribute clone]() </h3>
+		<h3>[method:BufferAttribute clone]()</h3>
 		<p>Return a copy of this bufferAttribute.</p>
 
 		<h3>[method:this copy]( [param:BufferAttribute bufferAttribute] )</h3>
 		<p>Copies another BufferAttribute to this BufferAttribute.</p>
 
-		<h3>[method:this copyArray]( array ) </h3>
-		<p>Copy the array given here (which can be a normal array or TypedArray) into
+		<h3>[method:this copyArray]( array )</h3>
+		<p>
+			Copy the array given here (which can be a normal array or TypedArray) into
 			[page:BufferAttribute.array array].<br /><br />
 
-			See [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]
-			for notes on requirements if copying a TypedArray.
+			See
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set] for notes on requirements if copying a TypedArray.
 		</p>
 
-		<h3>[method:this copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
+		<h3>[method:this copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] )</h3>
 		<p>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</p>
 
-		<h3>[method:Number getX]( [param:Integer index] ) </h3>
+		<h3>[method:Number getX]( [param:Integer index] )</h3>
 		<p>Returns the x component of the vector at the given index.</p>
 
-		<h3>[method:Number getY]( [param:Integer index] ) </h3>
+		<h3>[method:Number getY]( [param:Integer index] )</h3>
 		<p>Returns the y component of the vector at the given index.</p>
 
-		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
+		<h3>[method:Number getZ]( [param:Integer index] )</h3>
 		<p>Returns the z component of the vector at the given index.</p>
 
-		<h3>[method:Number getW]( [param:Integer index] ) </h3>
+		<h3>[method:Number getW]( [param:Integer index] )</h3>
 		<p>Returns the w component of the vector at the given index.</p>
 
-		<h3>[method:this onUpload]( [param:Function callback] ) </h3>
+		<h3>[method:this onUpload]( [param:Function callback] )</h3>
 		<p>
-		Sets the value of the onUploadCallback property.<br /><br />
+			Sets the value of the onUploadCallback property.<br /><br />
 
-		In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
-		after the buffer has been	transferred to the GPU.
+			In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used
+			to free memory after the buffer has been transferred to the GPU.
 		</p>
 
-		<h3>[method:this set] ( [param:Array value], [param:Integer offset] ) </h3>
+		<h3>[method:this set] ( [param:Array value], [param:Integer offset] )</h3>
 		<p>
-		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
-		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
+			value -- an [page:Array] or [page:TypedArray] from which to copy values.
+			<br />
+			offset -- (optional) index of the [page:BufferAttribute.array array] at
+			which to start copying.<br /><br />
 
-		Calls	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
-		on the [page:BufferAttribute.array array].<br /><br />
+			Calls
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] ) on the
+			[page:BufferAttribute.array array].<br /><br />
 
-		In particular, see that page for requirements on [page:Array value]
-		being a [page:TypedArray].
+			In particular, see that page for requirements on [page:Array value] being
+			a [page:TypedArray].
 		</p>
 
-		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] )</h3>
 		<p>
-			Set [page:BufferAttribute.usage usage] to value. See usage [page:BufferAttributeUsage constants] for all possible input values.  <br /><br />
+			Set [page:BufferAttribute.usage usage] to value. See usage
+			[page:BufferAttributeUsage constants] for all possible input values.
+			<br /><br />
 
-			Note: After the initial use of a buffer, its usage cannot be changed. Instead, instantiate a new one and set the desired usage before the next render.
+			Note: After the initial use of a buffer, its usage cannot be changed.
+			Instead, instantiate a new one and set the desired usage before the next
+			render.
 		</p>
 
-		<h3>[method:this setX]( [param:Integer index], [param:Float x] ) </h3>
+		<h3>[method:this setX]( [param:Integer index], [param:Float x] )</h3>
 		<p>Sets the x component of the vector at the given index.</p>
 
-		<h3>[method:this setY]( [param:Integer index], [param:Float y] ) </h3>
+		<h3>[method:this setY]( [param:Integer index], [param:Float y] )</h3>
 		<p>Sets the y component of the vector at the given index.</p>
 
-		<h3>[method:this setZ]( [param:Integer index], [param:Float z] ) </h3>
+		<h3>[method:this setZ]( [param:Integer index], [param:Float z] )</h3>
 		<p>Sets the z component of the vector at the given index.</p>
 
-		<h3>[method:this setW]( [param:Integer index], [param:Float w] ) </h3>
+		<h3>[method:this setW]( [param:Integer index], [param:Float w] )</h3>
 		<p>Sets the w component of the vector at the given index.</p>
 
-		<h3>[method:this setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
+		<h3>[method:this setXY]( [param:Integer index], [param:Float x], [param:Float y] )</h3>
 		<p>Sets the x and y components of the vector at the given index.</p>
 
-		<h3>[method:this setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
+		<h3>[method:this setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>Sets the x, y and z components of the vector at the given index.</p>
 
-		<h3>[method:this setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
+		<h3>[method:this setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] )
+		</h3>
 		<p>Sets the x, y, z and w components of the vector at the given index.</p>
 
-
-
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>

+ 102 - 72
docs/api/en/core/BufferGeometry.html

@@ -10,12 +10,13 @@
 		<h1>[name]</h1>
 
 		<p>
-		A representation of mesh, line, or point geometry. Includes vertex positions, face
-		indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of
-		passing all this data to the GPU.
+			A representation of mesh, line, or point geometry. Includes vertex
+			positions, face indices, normals, colors, UVs, and custom attributes
+			within buffers, reducing the cost of passing all this data to the GPU.
 		</p>
 		<p>
-		To read and edit data in BufferGeometry attributes, see [page:BufferAttribute] documentation.
+			To read and edit data in BufferGeometry attributes, see
+			[page:BufferAttribute] documentation.
 		</p>
 
 		<h2>Code Example</h2>
@@ -51,19 +52,20 @@
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
 		<div>
-		This creates a new [name]. It also sets several properties to a default value.
+			This creates a new [name]. It also sets several properties to a default
+			value.
 		</div>
 
-
 		<h2>Properties</h2>
 
 		<h3>[property:Object attributes]</h3>
 		<p>
-		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
-		Rather than accessing this property directly, use [page:.setAttribute] and [page:.getAttribute] to access attributes of this geometry.
+			This hashmap has as id the name of the attribute to be set and as value
+			the [page:BufferAttribute buffer] to set it to. Rather than accessing this
+			property directly, use [page:.setAttribute] and [page:.getAttribute] to
+			access attributes of this geometry.
 		</p>
 
 		<h3>[property:Box3 boundingBox]</h3>
@@ -80,10 +82,10 @@
 
 		<h3>[property:Object drawRange]</h3>
 		<p>
-			Determines the part of the geometry to render. This should not
-			be set directly, instead use [page:.setDrawRange]. Default is
+			Determines the part of the geometry to render. This should not be set
+			directly, instead use [page:.setDrawRange]. Default is
 			<code>
-				{ start: 0, count: Infinity }
+			{ start: 0, count: Infinity }
 			</code>
 			For non-indexed BufferGeometry, count is the number of vertices to render.
 			For indexed BufferGeometry, count is the number of indices to render.
@@ -91,21 +93,26 @@
 
 		<h3>[property:Array groups]</h3>
 		<p>
-			Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
-			This allows an array of materials to be used with the geometry.<br /><br />
+			Split the geometry into groups, each of which will be rendered in a
+			separate WebGL draw call. This allows an array of materials to be used
+			with the geometry.<br /><br />
 
 			Each group is an object of the form:
-			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
-			where start specifies the first element in this draw call – the first vertex for non-indexed geometry,
-			otherwise the first triangle index. Count specifies how many vertices (or indices) are included, and
-			materialIndex specifies the material array index to use.<br /><br />
+			<code>
+			{ start: Integer, count: Integer, materialIndex: Integer }
+			</code>
+			where start specifies the first element in this draw call – the first
+			vertex for non-indexed geometry, otherwise the first triangle index. Count
+			specifies how many vertices (or indices) are included, and materialIndex
+			specifies the material array index to use.<br /><br />
 
-			Use [page:.addGroup] to add groups, rather than modifying this array directly.<br /><br />
+			Use [page:.addGroup] to add groups, rather than modifying this array
+			directly.<br /><br />
 
-			Every vertex and index must belong to exactly one group — groups must not share vertices or indices, and must not leave vertices or indices unused.
+			Every vertex and index must belong to exactly one group — groups must not
+			share vertices or indices, and must not leave vertices or indices unused.
 		</p>
 
-
 		<!-- Note: groups used to be called drawCalls
 
 		<h3>[property:Array drawcalls]</h3>
@@ -116,59 +123,63 @@
 		for instance, you have more than 65535 vertices in your object.
 		</p> -->
 
-
 		<h3>[property:Integer id]</h3>
 		<p>Unique number for this bufferGeometry instance.</p>
 
 		<h3>[property:BufferAttribute index]</h3>
 		<p>
-			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles".
-			Each triangle is associated with the indices of three vertices. This attribute therefore stores the index of each vertex for each triangular face.
-
-			If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
-			positions represent a single triangle.
-
-			Default is `null`.
+			Allows for vertices to be re-used across multiple triangles; this is
+			called using "indexed triangles". Each triangle is associated with the
+			indices of three vertices. This attribute therefore stores the index of
+			each vertex for each triangular face. If this attribute is not set, the
+			[page:WebGLRenderer renderer] assumes that each three contiguous positions
+			represent a single triangle. Default is `null`.
 		</p>
 
 		<h3>[property:Boolean isBufferGeometry]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
-			Hashmap of [page:BufferAttribute]s holding details of the geometry's morph targets.<br />
-			Note: Once the geometry has been rendered, the morph attribute data cannot be changed. You will have to call [page:.dispose](), and create a new instance of [name].
+			Hashmap of [page:BufferAttribute]s holding details of the geometry's morph
+			targets.<br />
+			Note: Once the geometry has been rendered, the morph attribute data cannot
+			be changed. You will have to call [page:.dispose](), and create a new
+			instance of [name].
 		</p>
 
 		<h3>[property:Boolean morphTargetsRelative]</h3>
 		<p>
-			Used to control the morph target behavior; when set to true, the morph target data is treated as relative offsets, rather than as absolute positions/normals.
-
-			Default is `false`.
+			Used to control the morph target behavior; when set to true, the morph
+			target data is treated as relative offsets, rather than as absolute
+			positions/normals. Default is `false`.
 		</p>
 
 		<h3>[property:String name]</h3>
 		<p>
-		Optional name for this bufferGeometry instance. Default is an empty string.
+			Optional name for this bufferGeometry instance. Default is an empty
+			string.
 		</p>
 
 		<h3>[property:Object userData]</h3>
 		<p>
-		An object that can be used to store custom data about the BufferGeometry. It should not hold
-		references to functions as these will not be cloned.
+			An object that can be used to store custom data about the BufferGeometry.
+			It should not hold references to functions as these will not be cloned.
 		</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned and shouldn't be edited.
+			[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of
+			this object instance. This gets automatically assigned and shouldn't be
+			edited.
 		</p>
 
 		<h2>Methods</h2>
 
-		<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
+		<p>
+			[page:EventDispatcher EventDispatcher] methods are available on this
+			class.
+		</p>
 
 		<h3>[method:undefined addGroup]( [param:Integer start], [param:Integer count], [param:Integer materialIndex] )</h3>
 		<p>
@@ -193,21 +204,27 @@
 
 		<h3>[method:undefined computeBoundingBox]()</h3>
 		<p>
-		Computes bounding box of the geometry, updating [page:.boundingBox] attribute.<br />
-		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
+			Computes bounding box of the geometry, updating [page:.boundingBox]
+			attribute.<br />
+			Bounding boxes aren't computed by default. They need to be explicitly
+			computed, otherwise they are `null`.
 		</p>
 
 		<h3>[method:undefined computeBoundingSphere]()</h3>
 		<p>
-		Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.<br />
-		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are `null`.
+			Computes bounding sphere of the geometry, updating [page:.boundingSphere]
+			attribute.<br />
+			Bounding spheres aren't computed by default. They need to be explicitly
+			computed, otherwise they are `null`.
 		</p>
 
 		<h3>[method:undefined computeTangents]()</h3>
 		<p>
-		Calculates and adds a tangent attribute to this geometry.<br />
-		The computation is only supported for indexed geometries and if position, normal, and uv attributes are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
-		[page:BufferGeometryUtils.computeMikkTSpaceTangents] instead.
+			Calculates and adds a tangent attribute to this geometry.<br />
+			The computation is only supported for indexed geometries and if position,
+			normal, and uv attributes are defined. When using a tangent space normal
+			map, prefer the MikkTSpace algorithm provided by
+			[page:BufferGeometryUtils.computeMikkTSpaceTangents] instead.
 		</p>
 
 		<h3>[method:undefined computeVertexNormals]()</h3>
@@ -222,7 +239,8 @@
 
 		<h3>[method:undefined dispose]()</h3>
 		<p>
-		Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
+			Frees the GPU-related resources allocated by this instance. Call this
+			method whenever this instance is no longer used in your app.
 		</p>
 
 		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
@@ -236,52 +254,60 @@
 
 		<h3>[method:this lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
-		vector - A world vector to look at.<br /><br />
+			vector - A world vector to look at.<br /><br />
 
-		Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.lookAt] for typical real-time mesh usage.
+			Rotates the geometry to face a point in space. This is typically done as a
+			one time operation, and not during a loop. Use [page:Object3D.lookAt] for
+			typical real-time mesh usage.
 		</p>
 
 		<h3>[method:undefined normalizeNormals]()</h3>
 		<p>
-		Every normal vector in a geometry will have a magnitude of 1.
-		This will correct lighting on the geometry surfaces.
+			Every normal vector in a geometry will have a magnitude of 1. This will
+			correct lighting on the geometry surfaces.
 		</p>
 
 		<h3>[method:this rotateX] ( [param:Float radians] )</h3>
 		<p>
-		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			Rotate the geometry about the X axis. This is typically done as a one time
+			operation, and not during a loop. Use [page:Object3D.rotation] for typical
+			real-time mesh rotation.
 		</p>
 
 		<h3>[method:this rotateY] ( [param:Float radians] )</h3>
 		<p>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			Rotate the geometry about the Y axis. This is typically done as a one time
+			operation, and not during a loop. Use [page:Object3D.rotation] for typical
+			real-time mesh rotation.
 		</p>
 
 		<h3>[method:this rotateZ] ( [param:Float radians] )</h3>
 		<p>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			Rotate the geometry about the Z axis. This is typically done as a one time
+			operation, and not during a loop. Use [page:Object3D.rotation] for typical
+			real-time mesh rotation.
 		</p>
 
 		<h3>[method:this scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
-		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.scale] for typical real-time mesh scaling.
+			Scale the geometry data. This is typically done as a one time operation,
+			and not during a loop. Use [page:Object3D.scale] for typical real-time
+			mesh scaling.
 		</p>
 
 		<h3>[method:this setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<p>
-		Sets an attribute to this geometry. Use this rather than the attributes property,
-		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
-		attributes.
+			Sets an attribute to this geometry. Use this rather than the attributes
+			property, because an internal hashmap of [page:.attributes] is maintained
+			to speed up iterating over attributes.
 		</p>
 
 		<h3>[method:undefined setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
-		<p>Set the [page:.drawRange] property. For non-indexed BufferGeometry, count is the number of vertices to render.
-		For indexed BufferGeometry, count is the number of indices to render.</p>
+		<p>
+			Set the [page:.drawRange] property. For non-indexed BufferGeometry, count
+			is the number of vertices to render. For indexed BufferGeometry, count is
+			the number of indices to render.
+		</p>
 
 		<h3>[method:this setFromPoints] ( [param:Array points] )</h3>
 		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
@@ -290,15 +316,19 @@
 		<p>Set the [page:.index] buffer.</p>
 
 		<h3>[method:Object toJSON]()</h3>
-		<p>Convert the buffer geometry to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].</p>
+		<p>
+			Convert the buffer geometry to three.js
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+		</p>
 
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
 		<p>Return a non-index version of an indexed BufferGeometry.</p>
 
 		<h3>[method:this translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
-		Translate the geometry. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.position] for typical real-time mesh translation.
+			Translate the geometry. This is typically done as a one time operation,
+			and not during a loop. Use [page:Object3D.position] for typical real-time
+			mesh translation.
 		</p>
 
 		<h2>Source</h2>

+ 31 - 20
docs/api/en/core/Clock.html

@@ -10,67 +10,78 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		Object for keeping track of time. This uses [link:https://developer.mozilla.org/en-US/docs/Web/API/Performance/now performance.now]
-		if it is available, otherwise it reverts to the less accurate [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now Date.now].
+			Object for keeping track of time. This uses
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/Performance/now performance.now] if it is available, otherwise it reverts to the less
+			accurate
+			[link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now Date.now].
 		</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Boolean autoStart] )</h3>
 		<p>
-		autoStart — (optional) whether to automatically start the clock when [page:.getDelta]() is called for the first time. Default is `true`.
+			autoStart — (optional) whether to automatically start the clock when
+			[page:.getDelta]() is called for the first time. Default is `true`.
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean autoStart]</h3>
 		<p>
-		If set, starts the clock automatically when [page:.getDelta]() is called for the first time. Default is `true`.
+			If set, starts the clock automatically when [page:.getDelta]() is called
+			for the first time. Default is `true`.
 		</p>
 
 		<h3>[property:Float startTime]</h3>
 		<p>
-		Holds the time at which the clock's [page:Clock.start start] method was last called. Default is `0`.
- 		</p>
+			Holds the time at which the clock's [page:Clock.start start] method was
+			last called. Default is `0`.
+		</p>
 
 		<h3>[property:Float oldTime]</h3>
 		<p>
-		Holds the time at which the clock's [page:Clock.start start], [page:.getElapsedTime]() or [page:.getDelta]()
-		methods were last called. Default is `0`.
- 		</p>
+			Holds the time at which the clock's [page:Clock.start start],
+			[page:.getElapsedTime]() or [page:.getDelta]() methods were last called.
+			Default is `0`.
+		</p>
 
 		<h3>[property:Float elapsedTime]</h3>
 		<p>
-		Keeps track of the total time that the clock has been running. Default is `0`.
- 		</p>
+			Keeps track of the total time that the clock has been running. Default is
+			`0`.
+		</p>
 
 		<h3>[property:Boolean running]</h3>
-		<p>
-		Whether the clock is running or not. Default is `false`.
- 		</p>
+		<p>Whether the clock is running or not. Default is `false`.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:undefined start]()</h3>
 		<p>
-		Starts clock. Also sets the [page:.startTime] and [page:.oldTime] to the current time, sets [page:.elapsedTime] to `0` and [page:.running] to `true`.
+			Starts clock. Also sets the [page:.startTime] and [page:.oldTime] to the
+			current time, sets [page:.elapsedTime] to `0` and [page:.running] to
+			`true`.
 		</p>
 
 		<h3>[method:undefined stop]()</h3>
 		<p>
-		Stops clock and sets [page:Clock.oldTime oldTime] to the current time.
+			Stops clock and sets [page:Clock.oldTime oldTime] to the current time.
 		</p>
 
 		<h3>[method:Float getElapsedTime]()</h3>
 		<p>
-		Get the seconds passed since the clock started and sets [page:.oldTime] to the current time.<br />
-		If [page:.autoStart] is `true` and the clock is not running, also starts the clock.
+			Get the seconds passed since the clock started and sets [page:.oldTime] to
+			the current time.<br />
+			If [page:.autoStart] is `true` and the clock is not running, also starts
+			the clock.
 		</p>
 
 		<h3>[method:Float getDelta]()</h3>
 		<p>
-		Get the seconds passed since the time [page:.oldTime] was set and sets [page:.oldTime] to the current time.<br />
-		If [page:.autoStart] is `true` and the clock is not running, also starts the clock.
+			Get the seconds passed since the time [page:.oldTime] was set and sets
+			[page:.oldTime] to the current time.<br />
+			If [page:.autoStart] is `true` and the clock is not running, also starts
+			the clock.
 		</p>
 
 		<h2>Source</h2>

+ 12 - 35
docs/api/en/core/EventDispatcher.html

@@ -18,25 +18,16 @@
 
 		<code>
 		// Adding events to a custom object
-
 		class Car extends EventDispatcher {
-
 			start() {
-
 				this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
-
 			}
-
 		};
 
 		// Using events with the custom object
-
 		const car = new Car();
-
 		car.addEventListener( 'start', function ( event ) {
-
 			alert( event.message );
-
 		} );
 
 		car.start();
@@ -45,48 +36,34 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]()</h3>
-		<p>
-		Creates EventDispatcher object.
-		</p>
-
+		<p>Creates EventDispatcher object.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:undefined addEventListener]( [param:String type], [param:Function listener] )</h3>
 		<p>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
-		</p>
-		<p>
-		Adds a listener to an event type.
+			type - The type of event to listen to.<br />
+			listener - The function that gets called when the event is fired.
 		</p>
+		<p>Adds a listener to an event type.</p>
 
 		<h3>[method:Boolean hasEventListener]( [param:String type], [param:Function listener] )</h3>
 		<p>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
-		</p>
-		<p>
-		Checks if listener is added to an event type.
+			type - The type of event to listen to.<br />
+			listener - The function that gets called when the event is fired.
 		</p>
+		<p>Checks if listener is added to an event type.</p>
 
 		<h3>[method:undefined removeEventListener]( [param:String type], [param:Function listener] )</h3>
 		<p>
-		type - The type of the listener that gets removed.<br />
-		listener - The listener function that gets removed.
-		</p>
-		<p>
-		Removes a listener from an event type.
+			type - The type of the listener that gets removed.<br />
+			listener - The listener function that gets removed.
 		</p>
+		<p>Removes a listener from an event type.</p>
 
 		<h3>[method:undefined dispatchEvent]( [param:Object event] )</h3>
-		<p>
-		event - The event that gets fired.
-		</p>
-		<p>
-		Fire an event type.
-		</p>
-
+		<p>event - The event that gets fired.</p>
+		<p>Fire an event type.</p>
 
 		<h2>Source</h2>
 

+ 36 - 35
docs/api/en/core/GLBufferAttribute.html

@@ -13,9 +13,9 @@
 			This buffer attribute class does not construct a VBO. Instead, it uses
 			whatever VBO is passed in constructor and can later be altered via the
 			`buffer` property.<br /><br />
-			It is required to pass additional params alongside the VBO. Those are:
-			the GL context, the GL data type, the number of components per vertex,
-			the number of bytes per component, and the number of vertices.<br /><br />
+			It is required to pass additional params alongside the VBO. Those are: the
+			GL context, the GL data type, the number of components per vertex, the
+			number of bytes per component, and the number of vertices.<br /><br />
 			The most common use case for this class is when some kind of GPGPU
 			calculation interferes or even produces the VBOs in question.
 		</p>
@@ -23,15 +23,21 @@
 		<h2>Constructor</h2>
 		<h3>[name]( [param:WebGLBuffer buffer], [param:GLenum type], [param:Integer itemSize], [param:Integer elementSize], [param:Integer count] )</h3>
 		<p>
-		`buffer` — Must be a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer].
-		<br />
-		`type` — One of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Types].
-		<br />
-		`itemSize` — The number of values of the array that should be associated with
-		a particular vertex. For instance, if this
-		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
-		<br />
-		`elementSize` — 1, 2 or 4. The corresponding size (in bytes) for the given "type" param.
+			`buffer` — Must be a
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer].
+			<br />
+			`type` — One of
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Types].
+			<br />
+			`itemSize` — The number of values of the array that should be associated
+			with a particular vertex. For instance, if this attribute is storing a
+			3-component vector (such as a position, normal, or color), then itemSize
+			should be 3.
+			<br />
+			`elementSize` — 1, 2 or 4. The corresponding size (in bytes) for the given
+			"type" param.
+		</p>
+
 		<ul>
 			<li>gl.FLOAT: 4</li>
 			<li>gl.UNSIGNED_SHORT: 2</li>
@@ -42,37 +48,30 @@
 			<li>gl.UNSIGNED_BYTE: 1</li>
 		</ul>
 		`count` — The expected number of vertices in VBO.
-		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:WebGLBuffer buffer]</h3>
 		<p>
-			The current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer] instance.
+			The current
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLBuffer WebGLBuffer] instance.
 		</p>
 
 		<h3>[property:Integer count]</h3>
-		<p>
-			The expected number of vertices in VBO.
-		</p>
+		<p>The expected number of vertices in VBO.</p>
 
 		<h3>[property:Boolean isGLBufferAttribute]</h3>
-		<p>
-			Read-only. Always `true`.
-		</p>
+		<p>Read-only. Always `true`.</p>
 
 		<h3>[property:Integer itemSize]</h3>
-		<p>
-			How many values make up each item (vertex).
-		</p>
+		<p>How many values make up each item (vertex).</p>
 
 		<h3>[property:Integer elementSize]</h3>
 		<p>
-			Stores the corresponding size in bytes for the current `type` property value.
-		</p>
-		<p>
-			See above (constructor) for a list of known type sizes.
+			Stores the corresponding size in bytes for the current `type` property
+			value.
 		</p>
+		<p>See above (constructor) for a list of known type sizes.</p>
 
 		<h3>[property:String name]</h3>
 		<p>
@@ -81,8 +80,8 @@
 
 		<h3>[property:GLenum type]</h3>
 		<p>
-			A [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Type]
-			describing the underlying VBO contents.
+			A
+			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants#Data_types WebGL Data Type] describing the underlying VBO contents.
 		</p>
 		<p>
 			Set this property together with `elementSize`. The recommended way is
@@ -91,26 +90,28 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:this setBuffer]( buffer ) </h3>
+		<h3>[method:this setBuffer]( buffer )</h3>
 		<p>Sets the `buffer` property.</p>
 
-		<h3>[method:this setType]( type, elementSize ) </h3>
+		<h3>[method:this setType]( type, elementSize )</h3>
 		<p>Sets the both `type` and `elementSize` properties.</p>
 
-		<h3>[method:this setItemSize]( itemSize ) </h3>
+		<h3>[method:this setItemSize]( itemSize )</h3>
 		<p>Sets the `itemSize` property.</p>
 
-		<h3>[method:this setCount]( count ) </h3>
+		<h3>[method:this setCount]( count )</h3>
 		<p>Sets the `count` property.</p>
 
 		<h3>[property:Integer version]</h3>
 		<p>
-		A version number, incremented every time the needsUpdate property is set to true.
+			A version number, incremented every time the needsUpdate property is set
+			to true.
 		</p>
 
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
-		Default is `false`. Setting this to true increments [page:GLBufferAttribute.version version].
+			Default is `false`. Setting this to true increments
+			[page:GLBufferAttribute.version version].
 		</p>
 
 		<h2>Source</h2>

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

@@ -10,31 +10,29 @@
 		[page:BufferAttribute] &rarr;
 
 		<h1>[name]</h1>
-
-		<p class="desc">
-		An instanced version of [page:BufferAttribute].
-		</p>
+		<p class="desc">An instanced version of [page:BufferAttribute].</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized], [param:Number meshPerAttribute] )</h3>
-		<p>
-		</p>
 
 		<h2>Properties</h2>
 		<p>See [page:BufferAttribute] for inherited properties.</p>
 
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>
-			Defines how often a value of this buffer attribute should be repeated. A value of one means that each value of the instanced attribute is used for a single instance. A value of two means that each value is used for two consecutive instances (and so on). Default is `1`.
+			Defines how often a value of this buffer attribute should be repeated. A
+			value of one means that each value of the instanced attribute is used for
+			a single instance. A value of two means that each value is used for two
+			consecutive instances (and so on). Default is `1`.
 		</p>
 
 		<h2>Methods</h2>
 		<p>See [page:BufferAttribute] for inherited methods.</p>
 
 		<h2>Source</h2>
-
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		</p>
+		
 	</body>
 </html>

+ 3 - 12
docs/api/en/core/InstancedBufferGeometry.html

@@ -10,28 +10,19 @@
 		[page:BufferGeometry] &rarr;
 
 		<h1>[name]</h1>
-
-		<p class="desc">
-		An instanced version of [page:BufferGeometry].
-		</p>
+		<p class="desc">An instanced version of [page:BufferGeometry].</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
-		<p>
-		</p>
 
 		<h2>Properties</h2>
 		<p>See [page:BufferGeometry] for inherited properties.</p>
 
 		<h3>[property:Number instanceCount]</h3>
-		<p>
-			Default is `Infinity`.
-		</p>
+		<p>Default is `Infinity`.</p>
 
 		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h2>Methods</h2>
 		<p>See [page:BufferGeometry] for inherited methods.</p>

+ 4 - 15
docs/api/en/core/InstancedInterleavedBuffer.html

@@ -10,30 +10,19 @@
 		[page:InterleavedBuffer] &rarr;
 
 		<h1>[name]</h1>
-
-		<p class="desc">
-		An instanced version of [page:InterleavedBuffer].
-		</p>
+		<p class="desc">An instanced version of [page:InterleavedBuffer].</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
-		<p>
-		</p>
 
 		<h2>Properties</h2>
-		<p>
-			See [page:InterleavedBuffer] for inherited properties.
-		</p>
+		<p>See [page:InterleavedBuffer] for inherited properties.</p>
 
 		<h3>[property:Number meshPerAttribute]</h3>
-		<p>
-			Default is `1`.
-		</p>
+		<p>Default is `1`.</p>
 
 		<h2>Methods</h2>
-		<p>
-			See [page:InterleavedBuffer] for inherited methods.
-		</p>
+		<p>See [page:InterleavedBuffer] for inherited methods.</p>
 
 		<h2>Source</h2>
 

+ 43 - 37
docs/api/en/core/InterleavedBuffer.html

@@ -8,100 +8,106 @@
 	</head>
 	<body>
 		<h1>[name]</h1>
-
 		<p class="desc">
-			"Interleaved" means that multiple attributes, possibly of different types, (e.g., position, normal, uv, color) are packed into a single array buffer.
-			<br/><br/>
-			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
+			"Interleaved" means that multiple attributes, possibly of different types,
+			(e.g., position, normal, uv, color) are packed into a single array buffer.
+			<br /><br />
+			An introduction into interleaved arrays can be found here:
+			[link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
 		</p>
 
 		<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>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer stride] )</h3>
 		<p>
-			[page:TypedArray array] -- A typed array with a shared buffer. Stores the geometry data.<br/>
+			[page:TypedArray array] -- A typed array with a shared buffer. Stores the
+			geometry data.<br />
 			[page:Integer stride] -- The number of typed-array elements per vertex.
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Array array]</h3>
-		<p>
-			 A typed array with a shared buffer. Stores the geometry data.
-		</p>
+		<p>A typed array with a shared buffer. Stores the geometry data.</p>
 
 		<h3>[property:Integer stride]</h3>
-		<p>
-			The number of typed-array elements per vertex.
-		</p>
+		<p>The number of typed-array elements per vertex.</p>
 
 		<h3>[property:Integer count]</h3>
-		<p>
-		Gives the total number of elements in the array.
-		</p>
+		<p>Gives the total number of elements in the array.</p>
 
 		<h3>[property:Object updateRange]</h3>
 		<p>
-		Object containing offset and count.<br />
-		- [page:Number offset]: Default is `0`.<br />
-		- [page:Number count]: Default is `-1`.<br />
+			Object containing offset and count.<br />
+			- [page:Number offset]: Default is `0`.<br />
+			- [page:Number count]: Default is `-1`.<br />
 		</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
+			[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of
+			this instance. This gets automatically assigned, so this shouldn't be
+			edited.
 		</p>
 
 		<h3>[property:Integer version]</h3>
 		<p>
-		A version number, incremented every time the needsUpdate property is set to true.
+			A version number, incremented every time the needsUpdate property is set
+			to true.
 		</p>
 
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
-		Default is `false`. Setting this to true increments [page:InterleavedBuffer.version version].
+			Default is `false`. Setting this to true increments
+			[page:InterleavedBuffer.version version].
 		</p>
 
 		<h3>[property:Usage usage]</h3>
 		<p>
-			Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the `usage` parameter of
+			Defines the intended usage pattern of the data store for optimization
+			purposes. Corresponds to the `usage` parameter of
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
 		</p>
 
 		<h2>Methods</h2>
 
-		<h3>[method:this copy]( [param:InterleavedBuffer source] ) </h3>
+		<h3>[method:this copy]( [param:InterleavedBuffer source] )</h3>
+		<p>Copies another [name] to this [name].</p>
+
+		<h3>[method:this copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] )</h3>
 		<p>
-		 Copies another [name] to this [name].
+			Copies data from `attribute[index2]` to [page:InterleavedBuffer.array array][index1].
 		</p>
 
-		<h3>[method:this copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
-		<p>Copies data from `attribute[index2]` to [page:InterleavedBuffer.array array][index1].</p>
-
-		<h3>[method:this set]( [param:TypedArray value], [param:Integer offset] ) </h3>
+		<h3>[method:this set]( [param:TypedArray value], [param:Integer offset] )</h3>
 		<p>
-			value - The source (typed) array.<br/>
-			offset - The offset into the target array at which to begin writing values from the source array. Default is `0`.<br/><br />
+			value - The source (typed) array.<br />
+			offset - The offset into the target array at which to begin writing values
+			from the source array. Default is `0`.<br /><br />
 
-			Stores multiple values in the buffer, reading input values from a specified array.
+			Stores multiple values in the buffer, reading input values from a
+			specified array.
 		</p>
 
-		<h3>[method:InterleavedBuffer clone]( [param:Object data] ) </h3>
+		<h3>[method:InterleavedBuffer clone]( [param:Object data] )</h3>
 		<p>
-			data - This object holds shared array buffers required for properly cloning geometries with interleaved attributes.<br/><br />
+			data - This object holds shared array buffers required for properly
+			cloning geometries with interleaved attributes.<br /><br />
 
 			Creates a clone of this [name].
 		</p>
 
-		<h3>[method:this setUsage] ( [param:Usage value] ) </h3>
+		<h3>[method:this setUsage] ( [param:Usage value] )</h3>
 		<p>Set [page:InterleavedBuffer.usage usage] to value.</p>
 
-		<h3>[method:Object toJSON]( [param:Object data] ) </h3>
+		<h3>[method:Object toJSON]( [param:Object data] )</h3>
 		<p>
-			data - This object holds shared array buffers required for properly serializing geometries with interleaved attributes.<br/><br />
+			data - This object holds shared array buffers required for properly
+			serializing geometries with interleaved attributes.<br /><br />
 
 			Serializes this [name].
 		</p>

+ 39 - 44
docs/api/en/core/InterleavedBufferAttribute.html

@@ -7,114 +7,109 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-
 		<h1>[name]</h1>
 
-		<p class="desc">
-
-		</p>
+		<p class="desc"></p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:InterleavedBuffer interleavedBuffer], [param:Integer itemSize], [param:Integer offset], [param:Boolean normalized] )</h3>
-		<p>
-		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:InterleavedBuffer data]</h3>
 		<p>
-			The [page:InterleavedBuffer InterleavedBuffer] instance passed in the constructor.
+			The [page:InterleavedBuffer InterleavedBuffer] instance passed in the
+			constructor.
 		</p>
 
 		<h3>[property:TypedArray array]</h3>
-		<p>
-			The value of [page:InterleavedBufferAttribute.data data].array.
-		</p>
+		<p>The value of [page:InterleavedBufferAttribute.data data].array.</p>
 
 		<h3>[property:Integer count]</h3>
 		<p>
-			The value of [page:InterleavedBufferAttribute.data data].count.
-
-			If the buffer is storing a 3-component item (such as a position, normal, or color),
-			then this will count the number of such items stored.
+			The value of [page:InterleavedBufferAttribute.data data].count. If the
+			buffer is storing a 3-component item (such as a position, normal, or
+			color), then this will count the number of such items stored.
 		</p>
 
 		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Integer itemSize]</h3>
-		<p>
-			How many values make up each item.
-		</p>
+		<p>How many values make up each item.</p>
 
 		<h3>[property:String name]</h3>
 		<p>
-		Optional name for this attribute instance. Default is an empty string.
+			Optional name for this attribute instance. Default is an empty string.
 		</p>
 
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
-			Default is `false`. Setting this to `true` will send the entire interleaved buffer (not just the specific attribute data) to the GPU again.
+			Default is `false`. Setting this to `true` will send the entire
+			interleaved buffer (not just the specific attribute data) to the GPU
+			again.
 		</p>
 
 		<h3>[property:Boolean normalized]</h3>
-		<p>
-			Default is `false`.
-		</p>
+		<p>Default is `false`.</p>
 
 		<h3>[property:Integer offset]</h3>
-		<p>
-			The offset in the underlying array buffer where an item starts.
-		</p>
+		<p>The offset in the underlying array buffer where an item starts.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:this applyMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this InterleavedBufferAttribute.</p>
+		<p>
+			Applies matrix [page:Matrix4 m] to every Vector3 element of this
+			InterleavedBufferAttribute.
+		</p>
 
 		<h3>[method:this applyNormalMatrix]( [param:Matrix3 m] )</h3>
-		<p>Applies normal matrix [page:Matrix3 m] to every Vector3 element of this InterleavedBufferAttribute.</p>
+		<p>
+			Applies normal matrix [page:Matrix3 m] to every Vector3 element of this
+			InterleavedBufferAttribute.
+		</p>
 
 		<h3>[method:this transformDirection]( [param:Matrix4 m] )</h3>
-		<p>Applies matrix [page:Matrix4 m] to every Vector3 element of this InterleavedBufferAttribute, interpreting the elements as a direction vectors.</p>
+		<p>
+			Applies matrix [page:Matrix4 m] to every Vector3 element of this
+			InterleavedBufferAttribute, interpreting the elements as a direction
+			vectors.
+		</p>
 
-		<h3>[method:Number getX]( [param:Integer index] ) </h3>
+		<h3>[method:Number getX]( [param:Integer index] )</h3>
 		<p>Returns the x component of the item at the given index.</p>
 
-		<h3>[method:Number getY]( [param:Integer index] ) </h3>
+		<h3>[method:Number getY]( [param:Integer index] )</h3>
 		<p>Returns the y component of the item at the given index.</p>
 
-		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
+		<h3>[method:Number getZ]( [param:Integer index] )</h3>
 		<p>Returns the z component of the item at the given index.</p>
 
-		<h3>[method:Number getW]( [param:Integer index] ) </h3>
+		<h3>[method:Number getW]( [param:Integer index] )</h3>
 		<p>Returns the w component of the item at the given index.</p>
 
-		<h3>[method:this setX]( [param:Integer index], [param:Float x] ) </h3>
+		<h3>[method:this setX]( [param:Integer index], [param:Float x] )</h3>
 		<p>Sets the x component of the item at the given index.</p>
 
-		<h3>[method:this setY]( [param:Integer index], [param:Float y] ) </h3>
+		<h3>[method:this setY]( [param:Integer index], [param:Float y] )</h3>
 		<p>Sets the y component of the item at the given index.</p>
 
-		<h3>[method:this setZ]( [param:Integer index], [param:Float z] ) </h3>
+		<h3>[method:this setZ]( [param:Integer index], [param:Float z] )</h3>
 		<p>Sets the z component of the item at the given index.</p>
 
-		<h3>[method:this setW]( [param:Integer index], [param:Float w] ) </h3>
+		<h3>[method:this setW]( [param:Integer index], [param:Float w] )</h3>
 		<p>Sets the w component of the item at the given index.</p>
 
-		<h3>[method:this setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
+		<h3>[method:this setXY]( [param:Integer index], [param:Float x], [param:Float y] )</h3>
 		<p>Sets the x and y components of the item at the given index.</p>
 
-		<h3>[method:this setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
+		<h3>[method:this setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>Sets the x, y and z components of the item at the given index.</p>
 
-		<h3>[method:this setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
+		<h3>[method:this setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<p>Sets the x, y, z and w components of the item at the given index.</p>
 
-
-
 		<h2>Source</h2>
 
 		<p>

+ 17 - 22
docs/api/en/core/Layers.html

@@ -10,38 +10,36 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A [page:Layers] object assigns an [page:Object3D] to 1 or more of 32 layers numbered `0` to `31`
-			- internally the layers are stored as a [link:https://en.wikipedia.org/wiki/Mask_(computing) bit mask], and by default all
-			Object3Ds are a member of layer 0.<br /><br />
+			A [page:Layers] object assigns an [page:Object3D] to 1 or more of 32
+			layers numbered `0` to `31` - internally the layers are stored as a
+			[link:https://en.wikipedia.org/wiki/Mask_(computing) bit mask], and by
+			default all Object3Ds are a member of layer 0.<br /><br />
 
-			This can be used to control visibility - an object must share a layer with a [page:Camera camera] to be visible when that camera's
-			view is rendered.<br /><br />
+			This can be used to control visibility - an object must share a layer with
+			a [page:Camera camera] to be visible when that camera's view is
+			rendered.<br /><br />
 
-			All classes that inherit from [page:Object3D] have an [page:Object3D.layers] property which is an instance of this class.
+			All classes that inherit from [page:Object3D] have an
+			[page:Object3D.layers] property which is an instance of this class.
 		</p>
 
 		<h2>Examples</h2>
 
-		<p>
-			[example:webgl_layers WebGL / layers]
-		</p>
+		<p>[example:webgl_layers WebGL / layers]</p>
 
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
-		<p>
-			Create a new Layers object, with membership initially set to layer 0.
-		</p>
+		<p>Create a new Layers object, with membership initially set to layer 0.</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Integer mask]</h3>
 		<p>
-			A bit mask storing which of the 32 layers this layers object is currently a member of.
+			A bit mask storing which of the 32 layers this layers object is currently
+			a member of.
 		</p>
 
-
 		<h2>Methods</h2>
 
 		<h3>[method:undefined disable]( [param:Integer layer] )</h3>
@@ -69,7 +67,8 @@
 		<p>
 			layers - a Layers object<br /><br />
 
-			Returns true if this and the passed `layers` object have at least one layer in common.
+			Returns true if this and the passed `layers` object have at least one
+			layer in common.
 		</p>
 
 		<h3>[method:Boolean isEnabled]( [param:Integer layer] )</h3>
@@ -87,14 +86,10 @@
 		</p>
 
 		<h3>[method:undefined enableAll]()</h3>
-		<p>
-			Add membership to all layers.
-		</p>
+		<p>Add membership to all layers.</p>
 
 		<h3>[method:undefined disableAll]()</h3>
-		<p>
-			Remove membership from all layers.
-		</p>
+		<p>Remove membership from all layers.</p>
 
 		<h2>Source</h2>
 

+ 238 - 174
docs/api/en/core/Object3D.html

@@ -10,22 +10,17 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is the base class for most objects in three.js and provides a set of properties and methods
-			for manipulating objects in 3D space.<br /><br />
+			This is the base class for most objects in three.js and provides a set of
+			properties and methods for manipulating objects in 3D space.<br /><br />
 
-			Note that this can be used for grouping objects via the [page:.add]( object ) method
-			which adds the object as a child, however it is better to use [page:Group] for this.
+			Note that this can be used for grouping objects via the [page:.add]( object ) method which adds the object as a child, however it is better to
+			use [page:Group] for this.
 		</p>
 
-
 		<h2>Constructor</h2>
 
-
 		<h3>[name]()</h3>
-		<p>
-		The constructor takes no arguments.
-		</p>
-
+		<p>The constructor takes no arguments.</p>
 
 		<h2>Properties</h2>
 
@@ -36,37 +31,46 @@
 		<p>Whether the object gets rendered into shadow map. Default is `false`.</p>
 
 		<h3>[property:Array children]</h3>
-		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
+		<p>
+			Array with object's children. See [page:Group] for info on manually
+			grouping objects.
+		</p>
 
 		<h3>[property:Material customDepthMaterial]</h3>
 		<p>
-		Custom depth material to be used when rendering to the depth map. Can only be used in context of meshes.
-		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows. Default is `undefined`.
+			Custom depth material to be used when rendering to the depth map. Can only
+			be used in context of meshes. When shadow-casting with a
+			[page:DirectionalLight] or [page:SpotLight], if you are modifying vertex
+			positions in the vertex shader you must specify a customDepthMaterial for
+			proper shadows. Default is `undefined`.
 		</p>
 
 		<h3>[property:Material customDistanceMaterial]</h3>
 		<p>
-		Same as [page:.customDepthMaterial customDepthMaterial], but used with [page:PointLight]. Default is `undefined`.
+			Same as [page:.customDepthMaterial customDepthMaterial], but used with
+			[page:PointLight]. Default is `undefined`.
 		</p>
 
 		<h3>[property:Boolean frustumCulled]</h3>
 		<p>
-		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to `false` the object gets rendered every frame even if it is not in the frustum of the camera. Default is `true`.
+			When this is set, it checks every frame if the object is in the frustum of
+			the camera before rendering the object. If set to `false` the object gets
+			rendered every frame even if it is not in the frustum of the camera.
+			Default is `true`.
 		</p>
 
 		<h3>[property:Integer id]</h3>
 		<p>readonly – Unique number for this object instance.</p>
 
 		<h3>[property:Boolean isObject3D]</h3>
-		<p>
-			Read-only flag to check if a given object is of type [name].
-		</p>
+		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Layers layers]</h3>
 		<p>
-		The layer membership of the object. The object is only visible if it has at least one
-		layer in common with the [page:Camera] in use. This property can also be used to filter out
-		unwanted objects in ray-intersection tests when using [page:Raycaster].
+			The layer membership of the object. The object is only visible if it has
+			at least one layer in common with the [page:Camera] in use. This property
+			can also be used to filter out unwanted objects in ray-intersection tests
+			when using [page:Raycaster].
 		</p>
 
 		<h3>[property:Matrix4 matrix]</h3>
@@ -74,74 +78,97 @@
 
 		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<p>
-		When this is set, it calculates the matrix of position, (rotation or quaternion) and
-		scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DEFAULT_MATRIX_AUTO_UPDATE] (true).
+			When this is set, it calculates the matrix of position, (rotation or
+			quaternion) and scale every frame and also recalculates the matrixWorld
+			property. Default is [page:Object3D.DEFAULT_MATRIX_AUTO_UPDATE] (true).
 		</p>
 
 		<h3>[property:Matrix4 matrixWorld]</h3>
 		<p>
-		The global transform of the object. If the Object3D has no parent, then it's identical to
-		the local transform [page:.matrix].
+			The global transform of the object. If the Object3D has no parent, then
+			it's identical to the local transform [page:.matrix].
 		</p>
 
 		<h3>[property:Boolean matrixWorldAutoUpdate]</h3>
 		<p>
-		If set, then the renderer checks every frame if the object and its children need matrix updates.
-		When it isn't, then you have to maintain all matrices in the object and its children yourself.
-		Default is [page:Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE] (true).
+			If set, then the renderer checks every frame if the object and its
+			children need matrix updates. When it isn't, then you have to maintain all
+			matrices in the object and its children yourself. Default is
+			[page:Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE] (true).
 		</p>
 
 		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<p>
-		When this is set, it calculates the matrixWorld in that frame and resets this property
-		 to false. Default is `false`.
+			When this is set, it calculates the matrixWorld in that frame and resets
+			this property to false. Default is `false`.
 		</p>
 
 		<h3>[property:Matrix4 modelViewMatrix]</h3>
-		<p>This is passed to the shader and used to calculate the position of the object.</p>
+		<p>
+			This is passed to the shader and used to calculate the position of the
+			object.
+		</p>
 
 		<h3>[property:String name]</h3>
-		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
+		<p>
+			Optional name of the object (doesn't need to be unique). Default is an
+			empty string.
+		</p>
 
 		<h3>[property:Matrix3 normalMatrix]</h3>
 		<p>
-		This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix.<br /><br />
+			This is passed to the shader and used to calculate lighting for the
+			object. It is the transpose of the inverse of the upper left 3x3
+			sub-matrix of this object's modelViewMatrix.<br /><br />
 
-		The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling).<br /><br />
+			The reason for this special matrix is that simply using the
+			modelViewMatrix could result in a non-unit length of normals (on scaling)
+			or in a non-perpendicular direction (on non-uniform scaling).<br /><br />
 
-		On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
+			On the other hand the translation part of the modelViewMatrix is not
+			relevant for the calculation of normals. Thus a Matrix3 is sufficient.
 		</p>
 
 		<h3>[property:Function onAfterRender]</h3>
 		<p>
-		An optional callback that is executed immediately after a 3D object is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
+			An optional callback that is executed immediately after a 3D object is
+			rendered. This function is called with the following parameters: renderer,
+			scene, camera, geometry, material, group.
 		</p>
 		<p>
-		Please notice that this callback is only executed for `renderable` 3D objects. Meaning 3D objects which define their visual
-		appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
-		Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
+			Please notice that this callback is only executed for `renderable` 3D
+			objects. Meaning 3D objects which define their visual appearance with
+			geometries and materials like instances of [page:Mesh], [page:Line],
+			[page:Points] or [page:Sprite]. Instances of [page:Object3D], [page:Group]
+			or [page:Bone] are not renderable and thus this callback is not executed
+			for such objects.
 		</p>
 
 		<h3>[property:Function onBeforeRender]</h3>
 		<p>
-		An optional callback that is executed immediately before a 3D object is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
+			An optional callback that is executed immediately before a 3D object is
+			rendered. This function is called with the following parameters: renderer,
+			scene, camera, geometry, material, group.
 		</p>
 		<p>
-		Please notice that this callback is only executed for `renderable` 3D objects. Meaning 3D objects which define their visual
-		appearance with geometries and materials like instances of [page:Mesh], [page:Line], [page:Points] or [page:Sprite].
-		Instances of [page:Object3D], [page:Group] or [page:Bone] are not renderable and thus this callback is not executed for such objects.
+			Please notice that this callback is only executed for `renderable` 3D
+			objects. Meaning 3D objects which define their visual appearance with
+			geometries and materials like instances of [page:Mesh], [page:Line],
+			[page:Points] or [page:Sprite]. Instances of [page:Object3D], [page:Group]
+			or [page:Bone] are not renderable and thus this callback is not executed
+			for such objects.
 		</p>
 
 		<h3>[property:Object3D parent]</h3>
-		<p>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most
-		one parent.</p>
+		<p>
+			Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most one parent.
+		</p>
 
 		<h3>[property:Vector3 position]</h3>
-		<p>A [page:Vector3] representing the object's local position. Default is `(0, 0, 0)`.</p>
+		<p>
+			A [page:Vector3] representing the object's local position. Default is `(0,
+			0, 0)`.
+		</p>
 
 		<h3>[property:Quaternion quaternion]</h3>
 		<p>Object's local rotation as a [page:Quaternion Quaternion].</p>
@@ -151,250 +178,280 @@
 
 		<h3>[property:Number renderOrder]</h3>
 		<p>
-		This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
-		objects to be overridden although opaque and transparent objects remain sorted independently. When this property
-		is set for an instance of [page:Group Group], all descendants objects will be sorted and rendered together.
-		Sorting is from lowest to highest renderOrder. Default value is `0`.
+			This value allows the default rendering order of
+			[link:https://en.wikipedia.org/wiki/Scene_graph scene graph] objects to be
+			overridden although opaque and transparent objects remain sorted
+			independently. When this property is set for an instance of [page:Group Group], all descendants objects will be sorted and rendered together.
+			Sorting is from lowest to highest renderOrder. Default value is `0`.
 		</p>
 
 		<h3>[property:Euler rotation]</h3>
 		<p>
-		Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
+			Object's local rotation (see
+			[link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in
+			radians.
 		</p>
 
 		<h3>[property:Vector3 scale]</h3>
-		<p>
-		The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).
-		</p>
+		<p>The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).</p>
 
 		<h3>[property:Vector3 up]</h3>
 		<p>
-		This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
-		Default is [page:Object3D.DEFAULT_UP] - that is, `( 0, 1, 0 )`.
+			This is used by the [page:.lookAt lookAt] method, for example, to
+			determine the orientation of the result.<br />
+			Default is [page:Object3D.DEFAULT_UP] - that is, `( 0, 1, 0 )`.
 		</p>
 
 		<h3>[property:Object userData]</h3>
 		<p>
-		An object that can be used to store custom data about the Object3D. It should not hold
-		references to functions as these will not be cloned.
+			An object that can be used to store custom data about the Object3D. It
+			should not hold references to functions as these will not be cloned.
 		</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned, so this shouldn't be edited.
+			[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of
+			this object instance. This gets automatically assigned, so this shouldn't
+			be edited.
 		</p>
 
 		<h3>[property:Boolean visible]</h3>
 		<p>Object gets rendered if `true`. Default is `true`.</p>
 
-
-
-
 		<h2>Static Properties</h2>
 		<p>
-			Static properties and methods are defined per class rather than per instance of that class.
-			This means that changing [page:Object3D.DEFAULT_UP] or [page:Object3D.DEFAULT_MATRIX_AUTO_UPDATE]
-			will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
-			`every`	instance of Object3D (or derived classes)	created after the change has
-			been made (already created Object3Ds will not be affected).
+			Static properties and methods are defined per class rather than per
+			instance of that class. This means that changing
+			[page:Object3D.DEFAULT_UP] or [page:Object3D.DEFAULT_MATRIX_AUTO_UPDATE]
+			will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for `every` instance of Object3D (or derived classes)
+			created after the change has been made (already created Object3Ds will not
+			be affected).
 		</p>
 
 		<h3>[property:Vector3 DEFAULT_UP]</h3>
 		<p>
-			The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
-			[page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
+			The default [page:.up up] direction for objects, also used as the default
+			position for [page:DirectionalLight], [page:HemisphereLight] and
+			[page:Spotlight] (which creates lights shining from the top down).<br />
 			Set to ( 0, 1, 0 ) by default.
 		</p>
 
 		<h3>[property:Boolean DEFAULT_MATRIX_AUTO_UPDATE]</h3>
 		<p>
-			The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
-
+			The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for
+			newly created Object3Ds.<br />
 		</p>
 
 		<h3>[property:Boolean DEFAULT_MATRIX_WORLD_AUTO_UPDATE]</h3>
 		<p>
-			The default setting for [page:.matrixWorldAutoUpdate matrixWorldAutoUpdate] for newly created Object3Ds.<br />
+			The default setting for [page:.matrixWorldAutoUpdate
+			matrixWorldAutoUpdate] for newly created Object3Ds.<br />
 		</p>
 
 		<h2>Methods</h2>
 
-		<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
+		<p>
+			[page:EventDispatcher EventDispatcher] methods are available on this
+			class.
+		</p>
 
 		<h3>[method:this add]( [param:Object3D object], ... )</h3>
 		<p>
-		Adds `object` as child of this object. An arbitrary number of objects may be added. Any current parent on an
-		object passed in here will be removed, since an object can have at most one parent.<br /><br />
+			Adds `object` as child of this object. An arbitrary number of objects may
+			be added. Any current parent on an object passed in here will be removed,
+			since an object can have at most one parent.<br /><br />
 
-		See [page:Group] for info on manually grouping objects.
+			See [page:Group] for info on manually grouping objects.
 		</p>
 
 		<h3>[method:undefined applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
+		<p>
+			Applies the matrix transform to the object and updates the object's
+			position, rotation and scale.
+		</p>
 
 		<h3>[method:this applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<p>Applies the rotation represented by the quaternion to the object.</p>
 
 		<h3>[method:this attach]( [param:Object3D object] )</h3>
-		<p>Adds `object` as a child of this, while maintaining the object's world transform.<br/><br/>
-		Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).
+		<p>
+			Adds `object` as a child of this, while maintaining the object's world
+			transform.<br /><br />
+			Note: This method does not support scene graphs having
+			non-uniformly-scaled nodes(s).
 		</p>
 
 		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
 		<p>
-		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
+			recursive -- if true, descendants of the object are also cloned. Default
+			is true.<br /><br />
 
-		Returns a clone of this object and optionally all descendants.
+			Returns a clone of this object and optionally all descendants.
 		</p>
 
 		<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
 		<p>
-		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
-
-		Copy the given object into this object.
+			recursive -- if true, descendants of the object are also copied. Default
+			is true.<br /><br />
 
-		Note: event listeners and user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender]) are not copied.
+			Copy the given object into this object. Note: event listeners and
+			user-defined callbacks ([page:.onAfterRender] and [page:.onBeforeRender])
+			are not copied.
 		</p>
 
 		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
 		<p>
-		id -- Unique number of the object instance<br /><br />
+			id -- Unique number of the object instance<br /><br />
 
-		Searches through an object and its children, starting with the object itself, and returns the first with a matching id.<br />
-		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
+			Searches through an object and its children, starting with the object
+			itself, and returns the first with a matching id.<br />
+			Note that ids are assigned in chronological order: 1, 2, 3, ...,
+			incrementing by one for each new object.
 		</p>
 
 		<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
 		<p>
-		name -- String to match to the children's Object3D.name property. <br /><br />
+			name -- String to match to the children's Object3D.name property.
+			<br /><br />
 
-		Searches through an object and its children, starting with the object itself, and returns the first with a matching name.<br />
-		Note that for most objects the name is an empty string by default. You will
-		have to set it manually to make use of this method.
+			Searches through an object and its children, starting with the object
+			itself, and returns the first with a matching name.<br />
+			Note that for most objects the name is an empty string by default. You
+			will have to set it manually to make use of this method.
 		</p>
 
 		<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Any value] )</h3>
 		<p>
-		name -- the property name to search for. <br />
-		value -- value of the given property. <br /><br />
+			name -- the property name to search for. <br />
+			value -- value of the given property. <br /><br />
 
-		Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.
+			Searches through an object and its children, starting with the object
+			itself, and returns the first with a property that matches the value
+			given.
 		</p>
 
 		<h3>[method:Object3D getObjectsByProperty]( [param:String name], [param:Any value] )</h3>
 		<p>
-		name -- the property name to search for. <br />
-		value -- value of the given property. <br /><br />
+			name -- the property name to search for. <br />
+			value -- value of the given property. <br /><br />
 
-		Searches through an object and its children, starting with the object itself, and returns all the objects with a property that matches the value given.
+			Searches through an object and its children, starting with the object
+			itself, and returns all the objects with a property that matches the value
+			given.
 		</p>
 
 		<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.
+			<br /><br />
 
-		Returns a vector representing the position of the object in world space.
+			Returns a vector representing the position of the object in world space.
 		</p>
 
 		<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
 		<p>
-		[page:Quaternion target] — the result will be copied into this Quaternion. <br /><br />
+			[page:Quaternion target] — the result will be copied into this Quaternion.
+			<br /><br />
 
-		Returns a quaternion representing the rotation of the object in world space.
+			Returns a quaternion representing the rotation of the object in world
+			space.
 		</p>
 
 		<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.
+			<br /><br />
 
-		Returns a vector of the scaling factors applied to the object for each axis in world space.
+			Returns a vector of the scaling factors applied to the object for each
+			axis in world space.
 		</p>
 
 		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
+			[page:Vector3 target] — the result will be copied into this Vector3.
+			<br /><br />
 
-		Returns a vector representing the direction of object's positive z-axis in world space.
+			Returns a vector representing the direction of object's positive z-axis in
+			world space.
 		</p>
 
-
 		<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
 		<p>
-		vector - A vector representing a position in this object's local space.<br /><br />
+			vector - A vector representing a position in this object's local space.<br /><br />
 
-		Converts the vector from this object's local space to world space.
+			Converts the vector from this object's local space to world space.
 		</p>
 
 		<h3>[method:undefined lookAt]( [param:Vector3 vector] )<br />
-		[method:undefined lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
+			[method:undefined lookAt]( [param:Float x], [param:Float y], [param:Float z] )
+		</h3>
 		<p>
-		vector - A vector representing a position in world space.<br /><br />
-		Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
+			vector - A vector representing a position in world space.<br /><br />
+			Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the
+			world space position.<br /><br />
 
-		Rotates the object to face a point in world space.<br /><br />
+			Rotates the object to face a point in world space.<br /><br />
 
-		This method does not support objects having non-uniformly-scaled parent(s).
+			This method does not support objects having non-uniformly-scaled
+			parent(s).
 		</p>
 
 		<h3>[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
-		Abstract (empty) method to get intersections between a casted ray and this object.
-		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
-		to use raycasting.
+			Abstract (empty) method to get intersections between a casted ray and this
+			object. Subclasses such as [page:Mesh], [page:Line], and [page:Points]
+			implement this method in order to use raycasting.
 		</p>
 
 		<h3>[method:this remove]( [param:Object3D object], ... )</h3>
 		<p>
-		Removes `object` as child of this object. An arbitrary number of objects may be removed.
+			Removes `object` as child of this object. An arbitrary number of objects
+			may be removed.
 		</p>
 
 		<h3>[method:this removeFromParent]()</h3>
-		<p>
-		Removes this object from its current parent.
-		</p>
+		<p>Removes this object from its current parent.</p>
 
 		<h3>[method:this clear]()</h3>
-		<p>
-		Removes all child objects.
-		</p>
+		<p>Removes all child objects.</p>
 
 		<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<p>
-		axis -- A normalized vector in object space. <br />
-		angle -- The angle in radians.<br /><br />
+			axis -- A normalized vector in object space. <br />
+			angle -- The angle in radians.<br /><br />
 
-		Rotate an object along an axis in object space. The axis is assumed to be normalized.
+			Rotate an object along an axis in object space. The axis is assumed to be
+			normalized.
 		</p>
 
-		<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
+		<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle])</h3>
 		<p>
-		axis -- A normalized vector in world space. <br />
-		angle -- The angle in radians.<br /><br />
+			axis -- A normalized vector in world space. <br />
+			angle -- The angle in radians.<br /><br />
 
-		Rotate an object along an axis in world space. The axis is assumed to be normalized.
-		Method Assumes no rotated parent.
+			Rotate an object along an axis in world space. The axis is assumed to be
+			normalized. Method Assumes no rotated parent.
 		</p>
 
 		<h3>[method:this rotateX]( [param:Float rad] )</h3>
 		<p>
-		rad - the angle to rotate in radians.<br /><br />
+			rad - the angle to rotate in radians.<br /><br />
 
-		Rotates the object around x axis in local space.
+			Rotates the object around x axis in local space.
 		</p>
 
 		<h3>[method:this rotateY]( [param:Float rad] )</h3>
 		<p>
-		rad - the angle to rotate in radians.<br /><br />
+			rad - the angle to rotate in radians.<br /><br />
 
-		Rotates the object around y axis in local space.
+			Rotates the object around y axis in local space.
 		</p>
 
 		<h3>[method:this rotateZ]( [param:Float rad] )</h3>
 		<p>
-		rad - the angle to rotate in radians.<br /><br />
+			rad - the angle to rotate in radians.<br /><br />
 
-		Rotates the object around z axis in local space.
+			Rotates the object around z axis in local space.
 		</p>
 
 		<h3>[method:undefined setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
@@ -402,26 +459,26 @@
 			axis -- A normalized vector in object space. <br />
 			angle -- angle in radians<br /><br />
 
-			Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
-			on the [page:.quaternion].
+			Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] ) on the [page:.quaternion].
 		</p>
 
 		<h3>[method:undefined setRotationFromEuler]( [param:Euler euler] )</h3>
 		<p>
 			euler -- Euler angle specifying rotation amount.<br />
 
-			Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
-			on the [page:.quaternion].
+			Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler](
+			[page:Euler euler]) on the [page:.quaternion].
 		</p>
 
 		<h3>[method:undefined setRotationFromMatrix]( [param:Matrix4 m] )</h3>
 		<p>
 			m -- rotate the quaternion by the rotation component of the matrix.<br />
 
-			Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
-			on the [page:.quaternion].<br /><br />
+			Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix](
+			[page:Matrix4 m]) on the [page:.quaternion].<br /><br />
 
-			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
+			Note that this assumes that the upper 3x3 of m is a pure rotation matrix
+			(i.e, unscaled).
 		</p>
 
 		<h3>[method:undefined setRotationFromQuaternion]( [param:Quaternion q] )</h3>
@@ -433,16 +490,19 @@
 
 		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
-		meta -- object containing metadata such as materials, textures or images for the object.<br />
-		Convert the object to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
+			meta -- object containing metadata such as materials, textures or images
+			for the object.<br />
+			Convert the object to three.js
+			[link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
 		</p>
 
 		<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
 		<p>
-		axis -- A normalized vector in object space.<br />
-		distance -- The distance to translate.<br /><br />
+			axis -- A normalized vector in object space.<br />
+			distance -- The distance to translate.<br /><br />
 
-		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
+			Translate an object by distance along an axis in object space. The axis is
+			assumed to be normalized.
 		</p>
 
 		<h3>[method:this translateX]( [param:Float distance] )</h3>
@@ -456,27 +516,27 @@
 
 		<h3>[method:undefined traverse]( [param:Function callback] )</h3>
 		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
+			callback - A function with as first argument an object3D object.<br /><br />
 
-		Executes the callback on this object and all descendants.<br/>
-		Note: Modifying the scene graph inside the callback is discouraged.
+			Executes the callback on this object and all descendants.<br />
+			Note: Modifying the scene graph inside the callback is discouraged.
 		</p>
 
 		<h3>[method:undefined traverseVisible]( [param:Function callback] )</h3>
 		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
+			callback - A function with as first argument an object3D object.<br /><br />
 
-		Like traverse, but the callback will only be executed for visible objects.
-		Descendants of invisible objects are not traversed.<br/>
-		Note: Modifying the scene graph inside the callback is discouraged.
+			Like traverse, but the callback will only be executed for visible objects.
+			Descendants of invisible objects are not traversed.<br />
+			Note: Modifying the scene graph inside the callback is discouraged.
 		</p>
 
 		<h3>[method:undefined traverseAncestors]( [param:Function callback] )</h3>
 		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
+			callback - A function with as first argument an object3D object.<br /><br />
 
-		Executes the callback on all ancestors.<br/>
-		Note: Modifying the scene graph inside the callback is discouraged.
+			Executes the callback on all ancestors.<br />
+			Note: Modifying the scene graph inside the callback is discouraged.
 		</p>
 
 		<h3>[method:undefined updateMatrix]()</h3>
@@ -484,26 +544,30 @@
 
 		<h3>[method:undefined updateMatrixWorld]( [param:Boolean force] )</h3>
 		<p>
-		force - A boolean that can be used to bypass [page:.matrixWorldAutoUpdate],
-		to recalculate the world matrix of the object and descendants on the current frame.
-		Useful if you cannot wait for the renderer to update it on the next frame (assuming [page:.matrixWorldAutoUpdate] set to `true`).<br /><br />
+			force - A boolean that can be used to bypass
+			[page:.matrixWorldAutoUpdate], to recalculate the world matrix of the
+			object and descendants on the current frame. Useful if you cannot wait for
+			the renderer to update it on the next frame (assuming
+			[page:.matrixWorldAutoUpdate] set to `true`).<br /><br />
 
-		Updates the global transform of the object and its descendants if the world matrix needs update ([page:.matrixWorldNeedsUpdate] set to true) or if the `force` parameter is set to `true`.
+			Updates the global transform of the object and its descendants if the
+			world matrix needs update ([page:.matrixWorldNeedsUpdate] set to true) or
+			if the `force` parameter is set to `true`.
 		</p>
 
 		<h3>[method:undefined updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
 		<p>
-		updateParents - recursively updates global transform of ancestors.<br />
-		updateChildren - recursively updates global transform of descendants.<br /><br />
+			updateParents - recursively updates global transform of ancestors.<br />
+			updateChildren - recursively updates global transform of descendants.<br /><br />
 
-		Updates the global transform of the object.
+			Updates the global transform of the object.
 		</p>
 
 		<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
 		<p>
-		vector - A vector representing a position in world space.<br /><br />
+			vector - A vector representing a position in world space.<br /><br />
 
-		Converts the vector from world space to this object's local space.
+			Converts the vector from world space to this object's local space.
 		</p>
 
 		<h2>Source</h2>

+ 83 - 58
docs/api/en/core/Raycaster.html

@@ -10,9 +10,10 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-		This class is designed to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
-		Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst
-		other things.
+			This class is designed to assist with
+			[link:https://en.wikipedia.org/wiki/Ray_casting raycasting]. Raycasting is
+			used for mouse picking (working out what objects in the 3d space the mouse
+			is over) amongst other things.
 		</p>
 
 		<h2>Code Example</h2>
@@ -72,132 +73,156 @@
 
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] )</h3>
 		<p>
-		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />
-		[page:Float near] — All results returned are further away than near. Near can't be negative. Default value is 0.<br />
-		[page:Float far] — All results returned are closer than far. Far can't be lower than near. Default value is Infinity.
-		</p>
-		<p>
-		This creates a new raycaster object.<br />
+			[page:Vector3 origin] — The origin vector where the ray casts from.<br />
+			[page:Vector3 direction] — The direction vector that gives direction to
+			the ray. Should be normalized.<br />
+			[page:Float near] — All results returned are further away than near. Near
+			can't be negative. Default value is 0.<br />
+			[page:Float far] — All results returned are closer than far. Far can't be
+			lower than near. Default value is Infinity.
 		</p>
-
+		<p>This creates a new raycaster object.<br /></p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Float far]</h3>
 		<p>
-		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be larger than the near property.
+			The far factor of the raycaster. This value indicates which objects can be
+			discarded based on the distance. This value shouldn't be negative and
+			should be larger than the near property.
 		</p>
 
 		<h3>[property:Float near]</h3>
 		<p>
-		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be smaller than the far property.
+			The near factor of the raycaster. This value indicates which objects can
+			be discarded based on the distance. This value shouldn't be negative and
+			should be smaller than the far property.
 		</p>
 
 		<h3>[property:Camera camera]</h3>
 		<p>
-		The camera to use when raycasting against view-dependent objects such as billboarded objects like [page:Sprites]. This field
-		can be set manually or is set when calling "setFromCamera".
-
-		Defaults to null.
+			The camera to use when raycasting against view-dependent objects such as
+			billboarded objects like [page:Sprites]. This field can be set manually or
+			is set when calling "setFromCamera". Defaults to null.
 		</p>
 
 		<h3>[property:Layers layers]</h3>
 		<p>
-		Used by [name] to selectively ignore 3D objects when performing intersection tests. The following code example ensures that
-		only 3D objects on layer `1` will be honored by the instance of [name].
-
-		<code>
-		raycaster.layers.set( 1 );
-		object.layers.enable( 1 );
-		</code>
+			Used by [name] to selectively ignore 3D objects when performing
+			intersection tests. The following code example ensures that only 3D
+			objects on layer `1` will be honored by the instance of [name].
 
+			<code>
+raycaster.layers.set( 1 ); 
+object.layers.enable( 1 ); 
+			</code>
 		</p>
 
 		<h3>[property:Object params]</h3>
 		<p>
-		An object with the following properties:
+			An object with the following properties:
 
 			<code>
-{
+{ 
 	Mesh: {},
 	Line: { threshold: 1 },
 	LOD: {},
 	Points: { threshold: 1 },
-	Sprite: {}
+	Sprite: {} 
 }
 			</code>
 
-		Where threshold is the precision of the raycaster when intersecting objects, in world units.
+			Where threshold is the precision of the raycaster when intersecting
+			objects, in world units.
 		</p>
 
 		<h3>[property:Ray ray]</h3>
 		<p>The [Page:Ray] used for the raycasting.</p>
 
-
 		<h2>Methods</h2>
 
-		<h3>[method:undefined set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
+		<h3>[method:undefined set]( [param:Vector3 origin], [param:Vector3 direction])</h3>
 		<p>
-		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
+			[page:Vector3 origin] — The origin vector where the ray casts from.<br />
+			[page:Vector3 direction] — The normalized direction vector that gives
+			direction to the ray.
 		</p>
 		<p>
-		Updates the ray with a new origin and direction. Please note that this method only copies the values from the arguments.
+			Updates the ray with a new origin and direction. Please note that this
+			method only copies the values from the arguments.
 		</p>
 
 		<h3>[method:undefined setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<p>
-		[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
-		[page:Camera camera] — camera from which the ray should originate
-		</p>
-		<p>
-		Updates the ray with a new origin and direction.
+			[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device
+			coordinates (NDC)---X and Y components should be between -1 and 1.<br />
+			[page:Camera camera] — camera from which the ray should originate
 		</p>
+		<p>Updates the ray with a new origin and direction.</p>
 
 		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
-		[page:Object3D object] — The object to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersection with the object. Default is true.<br />
-		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
+			[page:Object3D object] — The object to check for intersection with the
+			ray.<br />
+			[page:Boolean recursive] — If true, it also checks all descendants.
+			Otherwise it only checks intersection with the object. Default is true.<br />
+			[page:Array optionalTarget] — (optional) target to set the result.
+			Otherwise a new [page:Array] is instantiated. If set, you must clear this
+			array prior to each call (i.e., array.length = 0;).
 		</p>
 		<p>
-		Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first. An array of intersections is returned...
+			Checks all intersection between the ray and the object with or without the
+			descendants. Intersections are returned sorted by distance, closest first.
+			An array of intersections is returned...
 		</p>
-		<code>
-				[ { distance, point, face, faceIndex, object }, ... ]
-		</code>
+		<code> [ { distance, point, face, faceIndex, object }, ... ] </code>
 		<p>
-			[page:Float distance] – distance between the origin of the ray and the intersection<br />
+			[page:Float distance] – distance between the origin of the ray and the
+			intersection<br />
 			[page:Vector3 point] – point of intersection, in world coordinates<br />
 			[page:Object face] – intersected face<br />
 			[page:Integer faceIndex] – index of the intersected face<br />
 			[page:Object3D object] – the intersected object<br />
 			[page:Vector2 uv] - U,V coordinates at point of intersection<br />
-			[page:Vector2 uv2] - Second set of U,V coordinates at point of intersection<br />
-			[page:Vector3 normal] - interpolated normal vector at point of intersection<br />
-			[page:Integer instanceId] – The index number of the instance where the ray intersects the InstancedMesh
+			[page:Vector2 uv2] - Second set of U,V coordinates at point of
+			intersection<br />
+			[page:Vector3 normal] - interpolated normal vector at point of
+			intersection<br />
+			[page:Integer instanceId] – The index number of the instance where the ray
+			intersects the InstancedMesh
 		</p>
 		<p>
-		`Raycaster` delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
+			`Raycaster` delegates to the [page:Object3D.raycast raycast] method of the
+			passed object, when evaluating whether the ray intersects the object or
+			not. This allows [page:Mesh meshes] to respond differently to ray casting
+			than [page:Line lines] and [page:Points pointclouds].
 		</p>
 		<p>
-		*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to `THREE.DoubleSide`.
+			*Note* that for meshes, faces must be pointed towards the origin of the
+			[page:.ray ray] in order to be detected; intersections of the ray passing
+			through the back of a face will not be detected. To raycast against both
+			faces of an object, you'll want to set the [page:Mesh.material material]'s
+			[page:Material.side side] property to `THREE.DoubleSide`.
 		</p>
 
 		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
-		[page:Array objects] — The objects to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersection with the objects. Default is true.<br />
-		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
+			[page:Array objects] — The objects to check for intersection with the
+			ray.<br />
+			[page:Boolean recursive] — If true, it also checks all descendants of the
+			objects. Otherwise it only checks intersection with the objects. Default
+			is true.<br />
+			[page:Array optionalTarget] — (optional) target to set the result.
+			Otherwise a new [page:Array] is instantiated. If set, you must clear this
+			array prior to each call (i.e., array.length = 0;).
 		</p>
 		<p>
-		Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by [page:.intersectObject].
+			Checks all intersection between the ray and the objects with or without
+			the descendants. Intersections are returned sorted by distance, closest
+			first. Intersections are of the same form as those returned by
+			[page:.intersectObject].
 		</p>
 
-
 		<h2>Source</h2>
 
 		<p>

+ 42 - 41
docs/api/en/core/Uniform.html

@@ -9,34 +9,40 @@
 	<body>
 		<h1>[name]</h1>
 
-		<p class="desc">Uniforms are global GLSL variables. They are passed to shader programs.
+		<p class="desc">
+			Uniforms are global GLSL variables. They are passed to shader programs.
 		</p>
 
 		<h2>Code Example</h2>
 		<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>
 		<code>
 		uniforms: {
-			time: { value: 1.0 },
+			time: { value: 1.0 }, 
 			resolution: new Uniform( new Vector2() )
 		};
 		</code>
 
 		<h2>Uniform types</h2>
-
 		<p>
-		Each uniform must have a `value` property. The type of the value must correspond to the
-		type of the uniform variable in the GLSL code as specified for the primitive GLSL types
-		in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive
-		type must either be specified as an array of the corresponding THREE objects or as a flat
-		array containing the data of all the objects. In other words; GLSL primitives in arrays
-		must not be represented by arrays. This rule does not apply transitively.
-		An array of `vec2` arrays, each with a length of five vectors, must be an array of arrays,
-		of either five [page:Vector2] objects or ten `number`s.
+			Each uniform must have a `value` property. The type of the value must
+			correspond to the type of the uniform variable in the GLSL code as
+			specified for the primitive GLSL types in the table below. Uniform
+			structures and arrays are also supported. GLSL arrays of primitive type
+			must either be specified as an array of the corresponding THREE objects or
+			as a flat array containing the data of all the objects. In other words;
+			GLSL primitives in arrays must not be represented by arrays. This rule
+			does not apply transitively. An array of `vec2` arrays, each with a length
+			of five vectors, must be an array of arrays, of either five [page:Vector2]
+			objects or ten `number`s.
 		</p>
+
 		<table>
-			<caption><a id="uniform-types">Uniform types</a></caption>
+			<caption>
+				<a id="uniform-types">Uniform types</a>
+			</caption>
 			<thead>
 				<tr>
 					<th>GLSL type</th>
@@ -44,7 +50,6 @@
 				</tr>
 			</thead>
 			<tbody>
-
 				<tr>
 					<td>int</td>
 					<td>[page:Number]</td>
@@ -65,7 +70,6 @@
 					<td>bool</td>
 					<td>[page:Number]</td>
 				</tr>
-
 				<tr>
 					<td>vec2</td>
 					<td>[page:Vector2 THREE.Vector2]</td>
@@ -110,7 +114,6 @@
 					<td>vec4</td>
 					<td>[page:Array Array] (*)</td>
 				</tr>
-
 				<tr>
 					<td>mat2</td>
 					<td>[page:Float32Array Float32Array] (*)</td>
@@ -143,7 +146,6 @@
 					<td>mat4</td>
 					<td>[page:Array Array] (*)</td>
 				</tr>
-
 				<tr>
 					<td>ivec2, bvec2</td>
 					<td>[page:Float32Array Float32Array] (*)</td>
@@ -168,7 +170,6 @@
 					<td>ivec4, bvec4</td>
 					<td>[page:Array Array] (*)</td>
 				</tr>
-
 				<tr>
 					<td>sampler2D</td>
 					<td>[page:Texture THREE.Texture]</td>
@@ -177,44 +178,45 @@
 					<td>samplerCube</td>
 					<td>[page:CubeTexture THREE.CubeTexture]</td>
 				</tr>
-
 			</tbody>
 		</table>
 
 		<p>
-		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
+			(*) Same for an (innermost) array (dimension) of the same GLSL type,
+			containing the components of all vectors or matrices in the array.
 		</p>
 
 		<h2>Structured Uniforms</h2>
 
 		<p>
-			Sometimes you want to organize uniforms as `structs` in your shader code. The following style must be used so `three.js` is able
-			to process structured uniform data.
+			Sometimes you want to organize uniforms as `structs` in your shader code.
+			The following style must be used so `three.js` is able to process
+			structured uniform data.
 		</p>
 		<code>
 		uniforms = {
-			data: {
+			data: { 
 				value: {
-					position: new Vector3(),
-					direction: new Vector3( 0, 0, 1 )
-				 }
-			}
+					position: new Vector3(), 
+					direction: new Vector3( 0, 0, 1 ) 
+				} 
+			} 
 		};
 		</code>
 		This definition can be mapped on the following GLSL code:
 		<code>
-		struct Data {
+		struct Data { 
 			vec3 position;
 			vec3 direction;
 		};
-
 		uniform Data data;
 		</code>
 
 		<h2>Structured Uniforms with Arrays</h2>
 
 		<p>
-			It's also possible to manage `structs` in arrays. The syntax for this use case looks like so:
+			It's also possible to manage `structs` in arrays. The syntax for this use
+			case looks like so:
 		</p>
 		<code>
 		const entry1 = {
@@ -234,11 +236,10 @@
 		</code>
 		This definition can be mapped on the following GLSL code:
 		<code>
-		struct Data {
-			vec3 position;
-			vec3 direction;
+		struct Data { 
+			vec3 position; 
+			vec3 direction; 
 		};
-
 		uniform Data data[ 2 ];
 		</code>
 
@@ -246,23 +247,23 @@
 
 		<h3>[name]( [param:Object value] )</h3>
 		<p>
-		value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
+			value -- An object containing the value to set up the uniform. It's type
+			must be one of the Uniform Types described above.
 		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Object value]</h3>
-		<p>
-		Current value of the uniform.
-		</p>
+		<p>Current value of the uniform.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Uniform clone]()</h3>
 		<p>
-		Returns a clone of this uniform.<br />
-		If the uniform's value property is an [page:Object] with a clone() method, this is used, otherwise the value is copied by assignment.
-		Array values are shared between cloned [page:Uniform]s.
+			Returns a clone of this uniform.<br />
+			If the uniform's value property is an [page:Object] with a clone() method,
+			this is used, otherwise the value is copied by assignment. Array values
+			are shared between cloned [page:Uniform]s.
 		</p>
 
 		<h2>Source</h2>

+ 21 - 19
docs/api/en/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -12,20 +12,21 @@
 		<h1>BufferAttribute Types</h1>
 
 		<p class="desc">
-		There are nine types of [page:BufferAttribute] available in three.js. These correspond to the JavaScript
-		[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray#Syntax Typed Arrays].
+			There are nine types of [page:BufferAttribute] available in three.js.
+			These correspond to the JavaScript
+			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray#Syntax Typed Arrays].
 		</p>
 
 		<code>
-		THREE.Float64BufferAttribute
+		THREE.Float64BufferAttribute 
 		THREE.Float32BufferAttribute
-		THREE.Float16BufferAttribute
+		THREE.Float16BufferAttribute 
 		THREE.Uint32BufferAttribute
-		THREE.Int32BufferAttribute
+		THREE.Int32BufferAttribute 
 		THREE.Uint16BufferAttribute
-		THREE.Int16BufferAttribute
+		THREE.Int16BufferAttribute 
 		THREE.Uint8ClampedBufferAttribute
-		THREE.Uint8BufferAttribute
+		THREE.Uint8BufferAttribute 
 		THREE.Int8BufferAttribute
 		</code>
 
@@ -33,28 +34,29 @@
 
 		<p>All of the above are called in the same way.</p>
 
-		<h3>TypedBufferAttribute( [param:Array_or_Integer array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
+		<h3>
+			TypedBufferAttribute( [param:Array_or_Integer array], [param:Integer itemSize], [param:Boolean normalized] )
+		</h3>
 		<p>
-			array -- this can be a typed or untyped (normal) array or an integer length.
-			An array value will be converted to the Type specified.
-			If a length is given a new TypedArray will created, initialized with all elements set to zero.<br /><br />
+			array -- this can be a typed or untyped (normal) array or an integer
+			length. An array value will be converted to the Type specified. If a
+			length is given a new TypedArray will created, initialized with all
+			elements set to zero.<br /><br />
 
-			itemSize -- the number of values of the array that should be associated with a particular vertex.<br /><br />
+			itemSize -- the number of values of the array that should be associated
+			with a particular vertex.<br /><br />
 
-			normalized -- (optional) indicates how the underlying data in the buffer maps to the values in the GLSL code.
+			normalized -- (optional) indicates how the underlying data in the buffer
+			maps to the values in the GLSL code.
 		</p>
 
 		<h2>Properties</h2>
 
-		<p>
-			See the [page:BufferAttribute] page for inherited properties.
-		</p>
+		<p>See the [page:BufferAttribute] page for inherited properties.</p>
 
 		<h2>Methods</h2>
 
-		<p>
-			See the [page:BufferAttribute] page for inherited methods.
-		</p>
+		<p>See the [page:BufferAttribute] page for inherited methods.</p>
 
 		<h2>Source</h2>