diff --git a/docs/api/Polyfills.html b/docs/api/Polyfills.html index f5c096949dff3dcc8ba5b3a6ea7ab61936da4ebd..e3552a4fe29a8fb80105a9ba3104a9221c5c4852 100644 --- a/docs/api/Polyfills.html +++ b/docs/api/Polyfills.html @@ -11,7 +11,7 @@

Polyfills

-
Three includes polyfills for the following functions and constants.
+
Three.js includes polyfills for the following functions and constants.

[page:Number.EPSILON Number.EPSILON]

diff --git a/docs/api/constants/Core.html b/docs/api/constants/Core.html index 1ff05e4702ffae09e02cfe4afef9e3e4939e453e..4d1aad40b3e38a9542e5b8a511bc1232bc716679 100644 --- a/docs/api/constants/Core.html +++ b/docs/api/constants/Core.html @@ -17,7 +17,7 @@
- The current Three.js [link:https://github.com/mrdoob/three.js/releases revision number]. + The current three.js [link:https://github.com/mrdoob/three.js/releases revision number].

Mouse Buttons

diff --git a/docs/api/core/Object3D.html b/docs/api/core/Object3D.html index 64889d9e2c7158919a9c570045b0ae762926d448..6bceb357621a1c2928fc1af7b3c58cb24d1278f0 100644 --- a/docs/api/core/Object3D.html +++ b/docs/api/core/Object3D.html @@ -11,7 +11,7 @@

[name]

- This is the base class for most objects in Three and provides a set of properties and methods + 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.

Note that this can be used for grouping objects via the [page:.add]( object ) method diff --git a/docs/api/core/bufferAttributeTypes/BufferAttributeTypes.html b/docs/api/core/bufferAttributeTypes/BufferAttributeTypes.html index db295329fe3c0f0bff0dff078ec111eec4b38b06..eec11856fe7b40e314139eca76b959feb9c85412 100644 --- a/docs/api/core/bufferAttributeTypes/BufferAttributeTypes.html +++ b/docs/api/core/bufferAttributeTypes/BufferAttributeTypes.html @@ -13,7 +13,7 @@

BufferAttribute Types

- There are nine types of [page:BufferAttribute] available in Three. These correspond to the JavaScript + 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].
diff --git a/docs/api/deprecated/DeprecatedList.html b/docs/api/deprecated/DeprecatedList.html index 4c1c179bbd9506e57ce0f959b7bde825c65d088e..43ca2a5bc4ece7da4770eb49663efd7d38d5e135 100644 --- a/docs/api/deprecated/DeprecatedList.html +++ b/docs/api/deprecated/DeprecatedList.html @@ -11,7 +11,7 @@

Deprecated API List

- As Three.js has a rapidly evolving interface, you may come across examples that + As three.js has a rapidly evolving interface, you may come across examples that suggest the use of API elements that are no longer part of the core.

Below is a list of such elements, along with info regarding their replacements. diff --git a/docs/api/lights/DirectionalLight.html b/docs/api/lights/DirectionalLight.html index 7c95ba56fb4720d99288aea7aef6034a2b27d41a..c49f49217a4ce0a5ec829759e59af7e76f0043ef 100644 --- a/docs/api/lights/DirectionalLight.html +++ b/docs/api/lights/DirectionalLight.html @@ -24,7 +24,7 @@

A Note about Position, Target and rotation

A common point of confusion for directional lights is that setting the rotation has no effect. - This is because Three's DirectionalLight is the equivalent to what is often called a 'Target + This is because three.js's DirectionalLight is the equivalent to what is often called a 'Target Direct Light' in other applications.

This means that its direction is calculated as pointing diff --git a/docs/api/materials/Material.html b/docs/api/materials/Material.html index c8c04806964b0ffd22536e4bf1a9936651ad60ed..9e674d3888584668ae361760d7e12cc78f8f45b5 100644 --- a/docs/api/materials/Material.html +++ b/docs/api/materials/Material.html @@ -256,7 +256,7 @@

[method:null toJSON]( [page:object meta] )

meta -- object containing metadata such as textures or images for the material.
- Convert the material to Three JSON format. + Convert the material to three.js JSON format.

[method:null update]()

diff --git a/docs/api/materials/MeshStandardMaterial.html b/docs/api/materials/MeshStandardMaterial.html index 9707e96c65c41a3fa29de97354e1a96833801b3d..b8ceff6013916516667042168748164391b97a5f 100644 --- a/docs/api/materials/MeshStandardMaterial.html +++ b/docs/api/materials/MeshStandardMaterial.html @@ -48,7 +48,7 @@ - Technical details of the approach used in Three (and most other PBR systems) can be found is this + Technical details of the approach used in three.js (and most other PBR systems) can be found is this [link:https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf paper from Disney] (pdf), by Brent Burley.
diff --git a/docs/api/materials/MultiMaterial.html b/docs/api/materials/MultiMaterial.html index b2f2187be2d61b9482873ad24f9be21e6e344463..c598fbbebdb03c531b9fab838f572590aa7ff291 100644 --- a/docs/api/materials/MultiMaterial.html +++ b/docs/api/materials/MultiMaterial.html @@ -100,7 +100,7 @@ scene.add( cubeMesh );

[method:null toJSON]( [page:object meta] )

meta -- object containing metadata such as textures or images for the material.
- Convert the material to Three JSON format. + Convert the material to three.js JSON format.

Source

diff --git a/docs/api/math/Color.html b/docs/api/math/Color.html index 1120a215a7828a90ef9afd873157578415c72d6b..70e413223c69714632d66f07f8a31cdb4f8413b9 100644 --- a/docs/api/math/Color.html +++ b/docs/api/math/Color.html @@ -51,7 +51,7 @@ var color = new THREE.Color( 1, 0, 0 ); [page:Float g] - (optional) The green component of the color if it is defined.
[page:Float b] - (optional) The blue component of the color if it is defined.

- Note that standard method of specifying color in Three is with a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet], and that method is used + Note that standard method of specifying color in three.js is with a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet], and that method is used throughout the rest of the documentation.

When all arguments are defined then r is the red component, g is the green component and b is the blue component of the color.
diff --git a/docs/api/math/Matrix3.html b/docs/api/math/Matrix3.html index 45a22e66e88941230a7bf9ffa53d9c00735804e5..dd7d364c74b208ed3adab04b4a92470eb7fb3158 100644 --- a/docs/api/math/Matrix3.html +++ b/docs/api/math/Matrix3.html @@ -38,7 +38,7 @@ m.elements = [ 11, 21, 31, and internally all calculations are performed using column-major ordering. However, as the actual ordering makes no difference mathematically and most people are used to thinking about matrices in row-major order, - the Three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source + the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
@@ -78,7 +78,7 @@ m.elements = [ 11, 21, 31, Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
- +

[method:Matrix3 clone]()

Creates a new Matrix3 and with identical elements to this one.
diff --git a/docs/api/math/Matrix4.html b/docs/api/math/Matrix4.html index b80db03c09180e9c0b1f5b09d8c7941e5080180e..6f71207204bbc74c19501d8317899abf46985c6b 100644 --- a/docs/api/math/Matrix4.html +++ b/docs/api/math/Matrix4.html @@ -75,7 +75,7 @@ m.elements = [ 11, 21, 31, 41, and internally all calculations are performed using column-major ordering. However, as the actual ordering makes no difference mathematically and most people are used to thinking about matrices in row-major order, - the Three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source + the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source code, you'll have to take the transpose of any matrices outlined here to make sense of the calculations.
diff --git a/docs/api/math/Vector2.html b/docs/api/math/Vector2.html index ef133f1d759b426d65ed954a17e9d7c87ce3b419..82b6a4f7a1d8bf68ad5567b543e87159023e20e6 100644 --- a/docs/api/math/Vector2.html +++ b/docs/api/math/Vector2.html @@ -21,7 +21,7 @@ A point in 2D space (i.e. a position on a plane).
  • - A direction and length across a plane. In Three the length will always be the + A direction and length across a plane. In three.js the length will always be the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] (straight-line distance) from (0, 0) to (x, y) and the direction is also measured from (0, 0) towards (x, y). @@ -32,7 +32,7 @@ There are other things a 2D vector can be used to represent, such as momentum - vectors, complex numbers and so on, however these are the most common uses in Three. + vectors, complex numbers and so on, however these are the most common uses in three.js.

    Example

    diff --git a/docs/api/math/Vector3.html b/docs/api/math/Vector3.html index a874eadb1cc5ce751451139ba115b69b10ed5520..9e59b4c2d3ba38d10d2932d9ef922d081f0c710e 100644 --- a/docs/api/math/Vector3.html +++ b/docs/api/math/Vector3.html @@ -20,7 +20,7 @@ A point in 3D space.
  • - A direction and length in 3D space. In Three the length will always be the + A direction and length in 3D space. In three.js the length will always be the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] (straight-line distance) from (0, 0, 0) to (x, y, z) and the direction is also measured from (0, 0, 0) towards (x, y, z). @@ -31,7 +31,7 @@ There are other things a 3D vector can be used to represent, such as momentum - vectors and so on, however these are the most common uses in Three. + vectors and so on, however these are the most common uses in three.js. diff --git a/docs/api/math/Vector4.html b/docs/api/math/Vector4.html index bf5031805b5f3986d53d599b0a7fc4431cdd3c89..e20d5b81d1bef1349a1d4554bba60d0563fc19d3 100644 --- a/docs/api/math/Vector4.html +++ b/docs/api/math/Vector4.html @@ -20,7 +20,7 @@ A point in 4D space.
  • - A direction and length in 4D space. In Three the length will always be the + A direction and length in 4D space. In three.js the length will always be the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance] (straight-line distance) from (0, 0, 0, 0, 0) to (x, y, z, w) and the direction is also measured from (0, 0, 0, 0) towards (x, y, z, w). @@ -30,7 +30,7 @@
  • - There are other things a 4D vector can be used to represent, however these are the most common uses in Three. + There are other things a 4D vector can be used to represent, however these are the most common uses in three.js. diff --git a/docs/api/textures/Texture.html b/docs/api/textures/Texture.html index 24d766b94a81d0f8bc272af8d1732944256334c6..38f1139918c2df993ec04beae7fd94bc42066363 100644 --- a/docs/api/textures/Texture.html +++ b/docs/api/textures/Texture.html @@ -48,7 +48,7 @@

    [property:Image image]

    An image object, typically created using the [page:TextureLoader.load] method. - This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by Three.

    + This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.

    To use video as a texture you need to have a playing HTML5 video element as a source for your texture image and continuously update this texture @@ -84,7 +84,7 @@ NOTE: tiling of images in textures only functions if image dimensions are powers of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels. Individual dimensions need not be equal, but each must be a power of two. - This is a limitation of WebGL, not Three.js. + This is a limitation of WebGL, not three.js.

    [property:number magFilter]

    @@ -202,7 +202,7 @@

    [method:Texture toJSON]( meta )

    meta -- optional object containing metadata.
    - Convert the material to Three JSON format. + Convert the material to three.js JSON format.

    [method:null dispose]()

    diff --git a/docs/examples/Lut.html b/docs/examples/Lut.html index 35d6c5d99180b0dfe13e13998bef296fe7577622..80336b2df11ab0b5d0d23e4bcf43785e5b1614f0 100644 --- a/docs/examples/Lut.html +++ b/docs/examples/Lut.html @@ -133,7 +133,7 @@ value -- the data value to be displayed as a color.
    - Returns a Three.Color. + Returns a [page:Color].

    Source

    diff --git a/docs/examples/renderers/CanvasRenderer.html b/docs/examples/renderers/CanvasRenderer.html index 45896cc5959fa25c4e3979ebae890a86fbf7cbf3..ea816c3531d70dd53eb605d3ffd4a9ab5de7e2b8 100644 --- a/docs/examples/renderers/CanvasRenderer.html +++ b/docs/examples/renderers/CanvasRenderer.html @@ -16,7 +16,7 @@ API.

    - NOTE: The Canvas renderer has been deprecated and is no longer part of the Three.js core. + NOTE: The Canvas renderer has been deprecated and is no longer part of the three.js core. If you still need to use it you can find it here: [link:https://github.com/mrdoob/three.js/blob/master/examples/js/[path].js examples/js/[path].js].

    diff --git a/docs/manual/introduction/Creating-a-scene.html b/docs/manual/introduction/Creating-a-scene.html index c570412c02965ed8017d35d09e6cd393cfdc2b48..92884f66b0c7908808c0d13999f145bf66474090 100644 --- a/docs/manual/introduction/Creating-a-scene.html +++ b/docs/manual/introduction/Creating-a-scene.html @@ -10,18 +10,18 @@

    [name]


    -
    The goal of this section is to give a brief introduction to Three.js. We will start by setting up a scene, with a spinning cube. A working example is provided at the bottom of the page in case you get stuck and need help.
    +
    The goal of this section is to give a brief introduction to three.js. We will start by setting up a scene, with a spinning cube. A working example is provided at the bottom of the page in case you get stuck and need help.

    Before we start

    -
    Before you can use Three.js, you need somewhere to display it. Save the following HTML to a file on your computer, along with a copy of three.js in the js/ directory, and open it in your browser.
    +
    Before you can use three.js, you need somewhere to display it. Save the following HTML to a file on your computer, along with a copy of three.js in the js/ directory, and open it in your browser.
    <!DOCTYPE html> <html> <head> <meta charset=utf-8> - <title>My first Three.js app</title> + <title>My first three.js app</title> <style> body { margin: 0; } canvas { width: 100%; height: 100% } @@ -40,7 +40,7 @@

    Creating the scene

    -
    To actually be able to display anything with Three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.
    +
    To actually be able to display anything with three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.
    var scene = new THREE.Scene(); @@ -51,13 +51,13 @@ document.body.appendChild( renderer.domElement ); -
    Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer. There are a few different cameras in Three.js. For now, let's use a PerspectiveCamera. The first attribute is the field of view.
    +
    Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer. There are a few different cameras in three.js. For now, let's use a PerspectiveCamera. The first attribute is the field of view.
    The second one is the aspect ratio. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.
    The next two attributes are the near and far clipping plane. What that means, is that objects further away from the camera than the value of far or closer than near won't be rendered. You don't have to worry about this now, but you may want to use other values in your apps to get better performance.
    -
    Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, Three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.
    +
    Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.
    In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give setSize smaller values, like window.innerWidth/2 and window.innerHeight/2, which will make the app render at half size.
    @@ -113,14 +113,14 @@

    The result

    -
    Congratulations! You have now completed your first Three.js application. It's simple, you have to start somewhere.
    +
    Congratulations! You have now completed your first three.js application. It's simple, you have to start somewhere.
    The full code is available below. Play around with it to get a better understanding of how it works.
    <html> <head> - <title>My first Three.js app</title> + <title>My first three.js app</title> <style> body { margin: 0; } canvas { width: 100%; height: 100% } diff --git a/docs/manual/introduction/Matrix-transformations.html b/docs/manual/introduction/Matrix-transformations.html index d9106f3d330e64417549af073fed212287bad6d3..ec74b379cb1832145f3b3edb87d5e5f10482fb04 100644 --- a/docs/manual/introduction/Matrix-transformations.html +++ b/docs/manual/introduction/Matrix-transformations.html @@ -19,7 +19,7 @@ There are two ways to update an object's transformation:
    1. - Modify the object's *position*, *quaternion*, and *scale* properties, and let Three.js recompute + Modify the object's *position*, *quaternion*, and *scale* properties, and let three.js recompute the object's matrix from these properties: object.position.copy(start_position);