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Updated docs.
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docs/index.html

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@@ -689,9 +689,7 @@ <h3>Loaders</h3>
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<li><a href="ThreeMFLoader.html">ThreeMFLoader</a></li>
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<li><a href="USDLoader.html">USDLoader</a></li>
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<li><a href="UltraHDRLoader.html">UltraHDRLoader</a></li>
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<li><a href="VOXData3DTexture.html">VOXData3DTexture</a></li>
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<li><a href="VOXLoader.html">VOXLoader</a></li>
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<li><a href="VOXMesh.html">VOXMesh</a></li>
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<li><a href="VRMLLoader.html">VRMLLoader</a></li>
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<li><a href="VTKLoader.html">VTKLoader</a></li>
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<li><a href="XYZLoader.html">XYZLoader</a></li>
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<li><a href="global.html#GreaterEqualStencilFunc">GreaterEqualStencilFunc</a></li>
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<li><a href="global.html#GreaterStencilFunc">GreaterStencilFunc</a></li>
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<li><a href="global.html#HalfFloatType">HalfFloatType</a></li>
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<li><a href="global.html#IdentityDepthPacking">IdentityDepthPacking</a></li>
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<li><a href="global.html#IncrementStencilOp">IncrementStencilOp</a></li>
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<li><a href="global.html#IncrementWrapStencilOp">IncrementWrapStencilOp</a></li>
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<li><a href="global.html#IntType">IntType</a></li>
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<li><a href="global.html#ZeroFactor">ZeroFactor</a></li>
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<li><a href="global.html#ZeroSlopeEnding">ZeroSlopeEnding</a></li>
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<li><a href="global.html#ZeroStencilOp">ZeroStencilOp</a></li>
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<li><a href="global.html#buildData3DTexture">buildData3DTexture</a></li>
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<li><a href="global.html#buildMesh">buildMesh</a></li>
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<li><a href="global.html#ceilPowerOfTwo">ceilPowerOfTwo</a></li>
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<li><a href="global.html#contain">contain</a></li>
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<li><a href="global.html#convertArray">convertArray</a></li>
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<li><a href="global.html#damp">damp</a></li>
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<li><a href="global.html#degToRad">degToRad</a></li>
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<li><a href="global.html#denormalize">denormalize</a></li>
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<li><a href="global.html#disposeShadowMaterial">disposeShadowMaterial</a></li>
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<li><a href="global.html#euclideanModulo">euclideanModulo</a></li>
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<li><a href="global.html#fill">fill</a></li>
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<li><a href="global.html#flattenJSON">flattenJSON</a></li>

docs/pages/AnalyticLightNode.html

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</dl>
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</div>
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<h2 class="subsection-title">Methods</h2>
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<h3 class="name name-method" id="disposeShadow" translate="no">.<a href="#disposeShadow">disposeShadow</a><span class="signature">()</span> </h3>
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<div class="method">
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<div class="description">
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<p>Frees internal resources related to shadows.</p>
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</div>
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</div>
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<h3 class="name name-method" id="getLightVector" translate="no">.<a href="#getLightVector">getLightVector</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span><span class="type-signature"> : <a href="Node.html">Node</a>.&lt;vec3></span> </h3>
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<div class="method">
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<div class="description">

docs/pages/BloomNode.html

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<div class="member">
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<h3 class="name" id="radius" translate="no">.<a href="#radius">radius</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.&lt;float></span> </h3>
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<div class="description">
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<p>The radius of the bloom.</p>
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<p>The radius of the bloom. Must be in the range <code>[0,1]</code>.</p>
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</div>
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</div>
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<div class="member">

docs/pages/BufferGeometry.html

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@@ -111,9 +111,9 @@ <h3 class="name" id="indirect" translate="no">.<a href="#indirect">indirect</a><
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</div>
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</div>
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<div class="member">
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<h3 class="name" id="indirectOffset" translate="no">.<a href="#indirectOffset">indirectOffset</a><span class="type-signature"> : number</span> </h3>
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<h3 class="name" id="indirectOffset" translate="no">.<a href="#indirectOffset">indirectOffset</a><span class="type-signature"> : number | Array.&lt;number></span> </h3>
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<div class="description">
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<p>The offset, in bytes, into the indirect drawing buffer where the value data begins.</p>
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<p>The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.</p>
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<p>Can only be used with <a href="WebGPURenderer.html">WebGPURenderer</a> and a WebGPU backend.</p>
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<p>Default is <code>0</code>.</p>
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</div>
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<div class="description">
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<p>This dictionary holds the morph targets of the geometry.</p>
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<p>Note: Once the geometry has been rendered, the morph attribute data cannot
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be changed. You will have to call `dispose()?, and create a new geometry instance.</p>
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be changed. You will have to call <code>dispose()</code>, and create a new geometry instance.</p>
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</div>
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</div>
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<div class="member">
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<dt class="tag-returns"><strong>Returns:</strong> A reference to this instance.</dt>
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</dl>
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</div>
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<h3 class="name name-method" id="setIndirect" translate="no">.<a href="#setIndirect">setIndirect</a><span class="signature">( indirect : <span class="param-type"><a href="BufferAttribute.html">BufferAttribute</a></span>, indirectOffset : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="BufferGeometry.html">BufferGeometry</a></span> </h3>
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<h3 class="name name-method" id="setIndirect" translate="no">.<a href="#setIndirect">setIndirect</a><span class="signature">( indirect : <span class="param-type"><a href="BufferAttribute.html">BufferAttribute</a></span>, indirectOffset : <span class="param-type">number | Array.&lt;number></span> )</span><span class="type-signature"> : <a href="BufferGeometry.html">BufferGeometry</a></span> </h3>
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<div class="method">
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<div class="description">
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<p>Sets the given indirect attribute to this geometry.</p>
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<strong>indirectOffset</strong>
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</td>
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<td class="description last">
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<p>The offset, in bytes, into the indirect drawing buffer where the value data begins.</p>
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<p>The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.</p>
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<p>Default is <code>0</code>.</p>
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</td>
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</tr>

docs/pages/LightProbe.html

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<p>A light probe uses spherical harmonics to encode lighting information.</p>
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</div>
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</div>
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<h2 class="subsection-title">Methods</h2>
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<h3 class="name name-method" id="fromJSON" translate="no">.<a href="#fromJSON">fromJSON</a><span class="signature">( json : <span class="param-type">Object</span> )</span><span class="type-signature"> : <a href="LightProbe.html">LightProbe</a></span> </h3>
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<div class="method">
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<div class="description">
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<p>Deserializes the light prove from the given JSON.</p>
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</div>
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<table class="params">
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<tbody>
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<tr>
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<td class="name">
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<strong>json</strong>
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</td>
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<td class="description last">
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<p>The JSON holding the serialized light probe.</p>
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</td>
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</tr>
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</tbody>
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</table>
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<dl class="details">
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<dt class="tag-returns"><strong>Returns:</strong> A reference to this light probe.</dt>
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</dl>
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</div>
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<h2 class="subsection-title">Source</h2>
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<p>
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<a href="https://github.com/mrdoob/three.js/blob/master/src/lights/LightProbe.js" translate="no" target="_blank" rel="noopener">src/lights/LightProbe.js</a>

docs/pages/PointLightHelper.html

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@@ -73,7 +73,7 @@ <h3 class="name" id="color" translate="no">.<a href="#color">color</a><span clas
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</div>
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</div>
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<h3 class="name" id="light" translate="no">.<a href="#light">light</a><span class="type-signature"> : <a href="HemisphereLight.html">HemisphereLight</a></span> </h3>
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<h3 class="name" id="light" translate="no">.<a href="#light">light</a><span class="type-signature"> : <a href="PointLight.html">PointLight</a></span> </h3>
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<div class="description">
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<p>The light being visualized.</p>
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docs/pages/PointLightShadow.html

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<p>Default is <code>true</code>.</p>
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</div>
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<h2 class="subsection-title">Methods</h2>
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<h3 class="name name-method" id="updateMatrices" translate="no">.<a href="#updateMatrices">updateMatrices</a><span class="signature">( light : <span class="param-type"><a href="Light.html">Light</a></span>, faceIndex : <span class="param-type">number</span> )</span> </h3>
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<div class="method">
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<div class="description">
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<p>Update the matrices for the camera and shadow, used internally by the renderer.</p>
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</div>
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<table class="params">
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<tbody>
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<td class="name">
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<strong>light</strong>
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</td>
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<p>The light for which the shadow is being rendered.</p>
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</td>
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</tr>
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<tr>
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<td class="name">
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<strong>faceIndex</strong>
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</td>
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<td class="description last">
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<p>The cube face index (0-5).</p>
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<p>Default is <code>0</code>.</p>
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</td>
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</tr>
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</tbody>
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</table>
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<dl class="details">
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<dt class="tag-overrides"><strong>Overrides:</strong> <a href="LightShadow.html#updateMatrices">LightShadow#updateMatrices</a></dt>
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</dl>
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</div>
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<h2 class="subsection-title">Source</h2>
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<p>
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<a href="https://github.com/mrdoob/three.js/blob/master/src/lights/PointLightShadow.js" translate="no" target="_blank" rel="noopener">src/lights/PointLightShadow.js</a>

docs/pages/Renderer.html

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<strong>x</strong>
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<p>The horizontal coordinate for the lower left corner of the box in logical pixel unit.
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<p>The horizontal coordinate for the upper left corner of the box in logical pixel unit.
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Instead of passing four arguments, the method also works with a single four-dimensional vector.</p>
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<strong>y</strong>
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<p>The vertical coordinate for the lower left corner of the box in logical pixel unit.</p>
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<p>The vertical coordinate for the upper left corner of the box in logical pixel unit.</p>
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<strong>x</strong>
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<p>The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.</p>
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<p>The horizontal coordinate for the upper left corner of the viewport origin in logical pixel unit.</p>
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<tr>
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<td class="name">
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<strong>y</strong>
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<p>The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit.</p>
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<p>The vertical coordinate for the upper left corner of the viewport origin in logical pixel unit.</p>
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docs/pages/Skeleton.html

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<p>An array of bones defining the skeleton.</p>
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<div class="member">
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<h3 class="name" id="previousBoneMatrices" translate="no">.<a href="#previousBoneMatrices">previousBoneMatrices</a><span class="type-signature"> : Float32Array</span> </h3>
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<div class="description">
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<p>An array buffer holding the bone data of the previous frame.
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Required for computing velocity. Maintained in <a href="SkinningNode.html">SkinningNode</a>.</p>
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<p>Default is <code>null</code>.</p>
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</div>
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</div>
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<h2 class="subsection-title">Methods</h2>
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<h3 class="name name-method" id="calculateInverses" translate="no">.<a href="#calculateInverses">calculateInverses</a><span class="signature">()</span> </h3>
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docs/pages/StackNode.html

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<dt class="tag-returns"><strong>Returns:</strong> A reference to this stack node.</dt>
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<h3 class="name name-method" id="addToStack" translate="no">.<a href="#addToStack">addToStack</a><span class="signature">( node : <span class="param-type"><a href="Node.html">Node</a></span> )</span><span class="type-signature"> : <a href="StackNode.html">StackNode</a></span> </h3>
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<h3 class="name name-method" id="addToStack" translate="no">.<a href="#addToStack">addToStack</a><span class="signature">( node : <span class="param-type"><a href="Node.html">Node</a></span>, index : <span class="param-type">number</span> )</span><span class="type-signature"> : <a href="StackNode.html">StackNode</a></span> </h3>
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<div class="method">
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<p>Adds a node to this stack.</p>
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<table class="params">
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<td class="name">
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<strong>node</strong>
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<p>The node to add.</p>
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<tr>
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<td class="name">
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<strong>index</strong>
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</td>
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<td class="description last">
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<p>The index where the node should be added.</p>
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<p>Default is <code>this.nodes.length</code>.</p>
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</td>
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</tr>
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</tbody>
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</table>
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<dl class="details">
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<dt class="tag-returns"><strong>Returns:</strong> A reference to this stack node.</dt>
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</dl>
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</div>
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<h3 class="name name-method" id="addToStackBefore" translate="no">.<a href="#addToStackBefore">addToStackBefore</a><span class="signature">( node : <span class="param-type"><a href="Node.html">Node</a></span> )</span><span class="type-signature"> : <a href="StackNode.html">StackNode</a></span> </h3>
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<div class="method">
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<p>Adds a node to the stack before the current node.</p>
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</div>
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