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Removed wrong @see comments

David Catuhe vor 7 Jahren
Ursprung
Commit
6085ef4f3a
28 geänderte Dateien mit 32858 neuen und 32978 gelöschten Zeilen
  1. 16215 16235
      Playground/babylon.d.txt
  2. 16566 16586
      dist/preview release/babylon.d.ts
  3. 19 39
      dist/preview release/babylon.max.js
  4. 19 39
      dist/preview release/es6.js
  5. 19 39
      dist/preview release/viewer/babylon.viewer.max.js
  6. 1 1
      src/Cameras/babylon.deviceOrientationCamera.ts
  7. 1 1
      src/Lights/Shadows/babylon.shadowGenerator.ts
  8. 0 1
      src/Lights/babylon.light.ts
  9. 1 1
      src/Lights/babylon.shadowLight.ts
  10. 1 1
      src/Particles/EmitterTypes/babylon.boxParticleEmitter.ts
  11. 1 1
      src/Particles/EmitterTypes/babylon.coneParticleEmitter.ts
  12. 2 2
      src/Particles/EmitterTypes/babylon.sphereParticleEmitter.ts
  13. 1 1
      src/Particles/babylon.IParticleSystem.ts
  14. 1 1
      src/Particles/babylon.particle.ts
  15. 0 3
      src/Particles/babylon.solidParticle.ts
  16. 1 1
      src/PostProcess/babylon.blurPostProcess.ts
  17. 1 1
      src/PostProcess/babylon.chromaticAberrationPostProcess.ts
  18. 1 1
      src/PostProcess/babylon.circleOfConfusionPostProcess.ts
  19. 1 1
      src/PostProcess/babylon.convolutionPostProcess.ts
  20. 1 1
      src/PostProcess/babylon.depthOfFieldBlurPostProcess.ts
  21. 1 1
      src/PostProcess/babylon.depthOfFieldEffect.ts
  22. 1 1
      src/PostProcess/babylon.depthOfFieldMergePostProcess.ts
  23. 1 1
      src/PostProcess/babylon.postProcess.ts
  24. 1 1
      src/PostProcess/babylon.postProcessManager.ts
  25. 1 1
      src/PostProcess/babylon.sharpenPostProcess.ts
  26. 1 1
      src/Rendering/babylon.geometryBufferRenderer.ts
  27. 0 3
      src/babylon.node.ts
  28. 0 13
      src/babylon.scene.ts

Datei-Diff unterdrückt, da er zu groß ist
+ 16215 - 16235
Playground/babylon.d.txt


Datei-Diff unterdrückt, da er zu groß ist
+ 16566 - 16586
dist/preview release/babylon.d.ts


+ 19 - 39
dist/preview release/babylon.max.js

@@ -15959,7 +15959,6 @@ var BABYLON;
          * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
          * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
          * @return whether this node (and its parent) is enabled
-         * @see setEnabled
          */
         Node.prototype.isEnabled = function (checkAncestors) {
             if (checkAncestors === void 0) { checkAncestors = true; }
@@ -15977,7 +15976,6 @@ var BABYLON;
         /**
          * Set the enabled state of this node
          * @param value defines the new enabled state
-         * @see isEnabled
          */
         Node.prototype.setEnabled = function (value) {
             this._isEnabled = value;
@@ -15986,7 +15984,6 @@ var BABYLON;
          * Is this node a descendant of the given node?
          * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
          * @param ancestor defines the parent node to inspect
-         * @see parent
          * @returns a boolean indicating if this node is a descendant of the given node
          */
         Node.prototype.isDescendantOf = function (ancestor) {
@@ -19683,7 +19680,6 @@ var BABYLON;
         /**
          * Set the enabled state of this node.
          * @param value - the new enabled state
-         * @see isEnabled
          */
         Light.prototype.setEnabled = function (value) {
             _super.prototype.setEnabled.call(this, value);
@@ -21935,8 +21931,6 @@ var BABYLON;
             this._lightsEnabled = true;
             /**
             * All of the lights added to this scene.
-            * @see BABYLON.Light
-            * @type {BABYLON.Light[]}
             */
             this.lights = new Array();
             // Cameras
@@ -21947,20 +21941,14 @@ var BABYLON;
             // Meshes
             /**
             * All of the tranform nodes added to this scene.
-            * @see BABYLON.TransformNode
-            * @type {BABYLON.TransformNode[]}
             */
             this.transformNodes = new Array();
             /**
             * All of the (abstract) meshes added to this scene.
-            * @see BABYLON.AbstractMesh
-            * @type {BABYLON.AbstractMesh[]}
             */
             this.meshes = new Array();
             /**
             * All of the animation groups added to this scene.
-            * @see BABYLON.AnimationGroup
-            * @type {BABYLON.AnimationGroup[]}
             */
             this.animationGroups = new Array();
             // Geometries
@@ -23432,7 +23420,6 @@ var BABYLON;
          * @param onAnimationEnd defines the function to be executed when the animation ends
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable) {
             if (weight === void 0) { weight = 1.0; }
@@ -23452,7 +23439,6 @@ var BABYLON;
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @param stopCurrent defines if the current animations must be stopped first (true by default)
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent) {
             if (speedRatio === void 0) { speedRatio = 1.0; }
@@ -23552,7 +23538,6 @@ var BABYLON;
          * Will stop the animation of the given target
          * @param target - the target
          * @param animationName - the name of the animation to stop (all animations will be stopped if empty)
-         * @see beginAnimation
          */
         Scene.prototype.stopAnimation = function (target, animationName) {
             var animatables = this.getAllAnimatablesByTarget(target);
@@ -23923,7 +23908,6 @@ var BABYLON;
          * sets the active camera of the scene using its ID
          * @param {string} id - the camera's ID
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         Scene.prototype.setActiveCameraByID = function (id) {
             var camera = this.getCameraByID(id);
@@ -23937,7 +23921,6 @@ var BABYLON;
          * sets the active camera of the scene using its name
          * @param {string} name - the camera's name
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         Scene.prototype.setActiveCameraByName = function (name) {
             var camera = this.getCameraByName(name);
@@ -37231,7 +37214,7 @@ var BABYLON;
      */
     var PostProcessManager = /** @class */ (function () {
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param scene The scene that the post process is associated with.
          */
         function PostProcessManager(scene) {
@@ -46183,7 +46166,7 @@ var BABYLON;
 var BABYLON;
 (function (BABYLON) {
     /**
-     * Base implementation of @see IShadowLight
+     * Base implementation IShadowLight
      * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
      */
     var ShadowLight = /** @class */ (function (_super) {
@@ -51914,7 +51897,7 @@ var BABYLON;
      */
     var Particle = /** @class */ (function () {
         /**
-         * Creates a new instance of @see Particle
+         * Creates a new instance Particle
          * @param particleSystem the particle system the particle belongs to
          */
         function Particle(
@@ -53048,7 +53031,7 @@ var BABYLON;
      */
     var BoxParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see BoxParticleEmitter
+         * Creates a new instance BoxParticleEmitter
          */
         function BoxParticleEmitter() {
             /**
@@ -53170,7 +53153,7 @@ var BABYLON;
      */
     var ConeParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see ConeParticleEmitter
+         * Creates a new instance ConeParticleEmitter
          * @param radius the radius of the emission cone (1 by default)
          * @param angles the cone base angle (PI by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]
@@ -53326,7 +53309,7 @@ var BABYLON;
      */
     var SphereParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see SphereParticleEmitter
+         * Creates a new instance SphereParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]
          */
@@ -53437,7 +53420,7 @@ var BABYLON;
     var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
         __extends(SphereDirectedParticleEmitter, _super);
         /**
-         * Creates a new instance of @see SphereDirectedParticleEmitter
+         * Creates a new instance SphereDirectedParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param direction1 the min limit of the emission direction (up vector by default)
          * @param direction2 the max limit of the emission direction (up vector by default)
@@ -54253,7 +54236,6 @@ var BABYLON;
 (function (BABYLON) {
     /**
      * Represents one particle of a solid particle system.
-     * @see SolidParticleSystem
      */
     var SolidParticle = /** @class */ (function () {
         /**
@@ -54413,7 +54395,6 @@ var BABYLON;
     /**
      * Represents the shape of the model used by one particle of a solid particle system.
      * SPS internal tool, don't use it manually.
-     * @see SolidParticleSystem
      */
     var ModelShape = /** @class */ (function () {
         /**
@@ -54438,7 +54419,6 @@ var BABYLON;
     BABYLON.ModelShape = ModelShape;
     /**
      * Represents a Depth Sorted Particle in the solid particle system.
-     * @see SolidParticleSystem
      */
     var DepthSortedParticle = /** @class */ (function () {
         function DepthSortedParticle() {
@@ -61051,7 +61031,7 @@ var BABYLON;
      */
     var PostProcess = /** @class */ (function () {
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param name The name of the PostProcess.
          * @param fragmentUrl The url of the fragment shader to be used.
          * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
@@ -61602,7 +61582,7 @@ var __assign = (this && this.__assign) || Object.assign || function(t) {
 var BABYLON;
 (function (BABYLON) {
     /**
-     * Default implementation of @see IShadowGenerator.
+     * Default implementation IShadowGenerator.
      * This is the main object responsible of generating shadows in the framework.
      * Documentation: https://doc.babylonjs.com/babylon101/shadows
      */
@@ -70467,7 +70447,7 @@ var BABYLON;
     var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
         __extends(ChromaticAberrationPostProcess, _super);
         /**
-         * Creates a new instance of @see ChromaticAberrationPostProcess
+         * Creates a new instance ChromaticAberrationPostProcess
          * @param name The name of the effect.
          * @param screenWidth The width of the screen to apply the effect on.
          * @param screenHeight The height of the screen to apply the effect on.
@@ -70527,7 +70507,7 @@ var BABYLON;
     var SharpenPostProcess = /** @class */ (function (_super) {
         __extends(SharpenPostProcess, _super);
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param options The required width/height ratio to downsize to before computing the render pass.
          * @param camera The camera to apply the render pass to.
@@ -70573,7 +70553,7 @@ var BABYLON;
     var BlurPostProcess = /** @class */ (function (_super) {
         __extends(BlurPostProcess, _super);
         /**
-         * Creates a new instance of @see BlurPostProcess
+         * Creates a new instance BlurPostProcess
          * @param name The name of the effect.
          * @param direction The direction in which to blur the image.
          * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
@@ -70805,7 +70785,7 @@ var BABYLON;
     var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldBlurPostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param scene The scene the effect belongs to.
          * @param direction The direction the blur should be applied.
@@ -70855,7 +70835,7 @@ var BABYLON;
     var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldMergePostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param original The non-blurred image to be modified
          * @param circleOfConfusion The circle of confusion post process that will determine how blurred each pixel should become.
@@ -70917,7 +70897,7 @@ var BABYLON;
     var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
         __extends(CircleOfConfusionPostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
          * @param options The required width/height ratio to downsize to before computing the render pass.
@@ -71011,7 +70991,7 @@ var BABYLON;
     var DepthOfFieldEffect = /** @class */ (function (_super) {
         __extends(DepthOfFieldEffect, _super);
         /**
-         * Creates a new instance of @see DepthOfFieldEffect
+         * Creates a new instance DepthOfFieldEffect
          * @param scene The scene the effect belongs to.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
          * @param pipelineTextureType The type of texture to be used when performing the post processing.
@@ -71771,7 +71751,7 @@ var BABYLON;
      */
     var GeometryBufferRenderer = /** @class */ (function () {
         /**
-         * Creates a new G Buffer for the scene. @see GeometryBufferRenderer
+         * Creates a new G Buffer for the scene
          * @param scene The scene the buffer belongs to
          * @param ratio How big is the buffer related to the main canvas.
          */
@@ -72100,7 +72080,7 @@ var BABYLON;
     var ConvolutionPostProcess = /** @class */ (function (_super) {
         __extends(ConvolutionPostProcess, _super);
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
          * @param options The required width/height ratio to downsize to before computing the render pass.
@@ -83170,7 +83150,7 @@ var BABYLON;
     var DeviceOrientationCamera = /** @class */ (function (_super) {
         __extends(DeviceOrientationCamera, _super);
         /**
-         * Creates a new device orientation camera. @see DeviceOrientationCamera
+         * Creates a new device orientation camera
          * @param name The name of the camera
          * @param position The start position camera
          * @param scene The scene the camera belongs to

+ 19 - 39
dist/preview release/es6.js

@@ -15931,7 +15931,6 @@ var BABYLON;
          * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
          * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
          * @return whether this node (and its parent) is enabled
-         * @see setEnabled
          */
         Node.prototype.isEnabled = function (checkAncestors) {
             if (checkAncestors === void 0) { checkAncestors = true; }
@@ -15949,7 +15948,6 @@ var BABYLON;
         /**
          * Set the enabled state of this node
          * @param value defines the new enabled state
-         * @see isEnabled
          */
         Node.prototype.setEnabled = function (value) {
             this._isEnabled = value;
@@ -15958,7 +15956,6 @@ var BABYLON;
          * Is this node a descendant of the given node?
          * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
          * @param ancestor defines the parent node to inspect
-         * @see parent
          * @returns a boolean indicating if this node is a descendant of the given node
          */
         Node.prototype.isDescendantOf = function (ancestor) {
@@ -19655,7 +19652,6 @@ var BABYLON;
         /**
          * Set the enabled state of this node.
          * @param value - the new enabled state
-         * @see isEnabled
          */
         Light.prototype.setEnabled = function (value) {
             _super.prototype.setEnabled.call(this, value);
@@ -21907,8 +21903,6 @@ var BABYLON;
             this._lightsEnabled = true;
             /**
             * All of the lights added to this scene.
-            * @see BABYLON.Light
-            * @type {BABYLON.Light[]}
             */
             this.lights = new Array();
             // Cameras
@@ -21919,20 +21913,14 @@ var BABYLON;
             // Meshes
             /**
             * All of the tranform nodes added to this scene.
-            * @see BABYLON.TransformNode
-            * @type {BABYLON.TransformNode[]}
             */
             this.transformNodes = new Array();
             /**
             * All of the (abstract) meshes added to this scene.
-            * @see BABYLON.AbstractMesh
-            * @type {BABYLON.AbstractMesh[]}
             */
             this.meshes = new Array();
             /**
             * All of the animation groups added to this scene.
-            * @see BABYLON.AnimationGroup
-            * @type {BABYLON.AnimationGroup[]}
             */
             this.animationGroups = new Array();
             // Geometries
@@ -23404,7 +23392,6 @@ var BABYLON;
          * @param onAnimationEnd defines the function to be executed when the animation ends
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable) {
             if (weight === void 0) { weight = 1.0; }
@@ -23424,7 +23411,6 @@ var BABYLON;
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @param stopCurrent defines if the current animations must be stopped first (true by default)
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent) {
             if (speedRatio === void 0) { speedRatio = 1.0; }
@@ -23524,7 +23510,6 @@ var BABYLON;
          * Will stop the animation of the given target
          * @param target - the target
          * @param animationName - the name of the animation to stop (all animations will be stopped if empty)
-         * @see beginAnimation
          */
         Scene.prototype.stopAnimation = function (target, animationName) {
             var animatables = this.getAllAnimatablesByTarget(target);
@@ -23895,7 +23880,6 @@ var BABYLON;
          * sets the active camera of the scene using its ID
          * @param {string} id - the camera's ID
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         Scene.prototype.setActiveCameraByID = function (id) {
             var camera = this.getCameraByID(id);
@@ -23909,7 +23893,6 @@ var BABYLON;
          * sets the active camera of the scene using its name
          * @param {string} name - the camera's name
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         Scene.prototype.setActiveCameraByName = function (name) {
             var camera = this.getCameraByName(name);
@@ -37203,7 +37186,7 @@ var BABYLON;
      */
     var PostProcessManager = /** @class */ (function () {
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param scene The scene that the post process is associated with.
          */
         function PostProcessManager(scene) {
@@ -46155,7 +46138,7 @@ var BABYLON;
 var BABYLON;
 (function (BABYLON) {
     /**
-     * Base implementation of @see IShadowLight
+     * Base implementation IShadowLight
      * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
      */
     var ShadowLight = /** @class */ (function (_super) {
@@ -51886,7 +51869,7 @@ var BABYLON;
      */
     var Particle = /** @class */ (function () {
         /**
-         * Creates a new instance of @see Particle
+         * Creates a new instance Particle
          * @param particleSystem the particle system the particle belongs to
          */
         function Particle(
@@ -53020,7 +53003,7 @@ var BABYLON;
      */
     var BoxParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see BoxParticleEmitter
+         * Creates a new instance BoxParticleEmitter
          */
         function BoxParticleEmitter() {
             /**
@@ -53142,7 +53125,7 @@ var BABYLON;
      */
     var ConeParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see ConeParticleEmitter
+         * Creates a new instance ConeParticleEmitter
          * @param radius the radius of the emission cone (1 by default)
          * @param angles the cone base angle (PI by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]
@@ -53298,7 +53281,7 @@ var BABYLON;
      */
     var SphereParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see SphereParticleEmitter
+         * Creates a new instance SphereParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]
          */
@@ -53409,7 +53392,7 @@ var BABYLON;
     var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
         __extends(SphereDirectedParticleEmitter, _super);
         /**
-         * Creates a new instance of @see SphereDirectedParticleEmitter
+         * Creates a new instance SphereDirectedParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param direction1 the min limit of the emission direction (up vector by default)
          * @param direction2 the max limit of the emission direction (up vector by default)
@@ -54225,7 +54208,6 @@ var BABYLON;
 (function (BABYLON) {
     /**
      * Represents one particle of a solid particle system.
-     * @see SolidParticleSystem
      */
     var SolidParticle = /** @class */ (function () {
         /**
@@ -54385,7 +54367,6 @@ var BABYLON;
     /**
      * Represents the shape of the model used by one particle of a solid particle system.
      * SPS internal tool, don't use it manually.
-     * @see SolidParticleSystem
      */
     var ModelShape = /** @class */ (function () {
         /**
@@ -54410,7 +54391,6 @@ var BABYLON;
     BABYLON.ModelShape = ModelShape;
     /**
      * Represents a Depth Sorted Particle in the solid particle system.
-     * @see SolidParticleSystem
      */
     var DepthSortedParticle = /** @class */ (function () {
         function DepthSortedParticle() {
@@ -61023,7 +61003,7 @@ var BABYLON;
      */
     var PostProcess = /** @class */ (function () {
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param name The name of the PostProcess.
          * @param fragmentUrl The url of the fragment shader to be used.
          * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
@@ -61574,7 +61554,7 @@ var __assign = (this && this.__assign) || Object.assign || function(t) {
 var BABYLON;
 (function (BABYLON) {
     /**
-     * Default implementation of @see IShadowGenerator.
+     * Default implementation IShadowGenerator.
      * This is the main object responsible of generating shadows in the framework.
      * Documentation: https://doc.babylonjs.com/babylon101/shadows
      */
@@ -70439,7 +70419,7 @@ var BABYLON;
     var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
         __extends(ChromaticAberrationPostProcess, _super);
         /**
-         * Creates a new instance of @see ChromaticAberrationPostProcess
+         * Creates a new instance ChromaticAberrationPostProcess
          * @param name The name of the effect.
          * @param screenWidth The width of the screen to apply the effect on.
          * @param screenHeight The height of the screen to apply the effect on.
@@ -70499,7 +70479,7 @@ var BABYLON;
     var SharpenPostProcess = /** @class */ (function (_super) {
         __extends(SharpenPostProcess, _super);
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param options The required width/height ratio to downsize to before computing the render pass.
          * @param camera The camera to apply the render pass to.
@@ -70545,7 +70525,7 @@ var BABYLON;
     var BlurPostProcess = /** @class */ (function (_super) {
         __extends(BlurPostProcess, _super);
         /**
-         * Creates a new instance of @see BlurPostProcess
+         * Creates a new instance BlurPostProcess
          * @param name The name of the effect.
          * @param direction The direction in which to blur the image.
          * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
@@ -70777,7 +70757,7 @@ var BABYLON;
     var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldBlurPostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param scene The scene the effect belongs to.
          * @param direction The direction the blur should be applied.
@@ -70827,7 +70807,7 @@ var BABYLON;
     var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldMergePostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param original The non-blurred image to be modified
          * @param circleOfConfusion The circle of confusion post process that will determine how blurred each pixel should become.
@@ -70889,7 +70869,7 @@ var BABYLON;
     var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
         __extends(CircleOfConfusionPostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
          * @param options The required width/height ratio to downsize to before computing the render pass.
@@ -70983,7 +70963,7 @@ var BABYLON;
     var DepthOfFieldEffect = /** @class */ (function (_super) {
         __extends(DepthOfFieldEffect, _super);
         /**
-         * Creates a new instance of @see DepthOfFieldEffect
+         * Creates a new instance DepthOfFieldEffect
          * @param scene The scene the effect belongs to.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
          * @param pipelineTextureType The type of texture to be used when performing the post processing.
@@ -71743,7 +71723,7 @@ var BABYLON;
      */
     var GeometryBufferRenderer = /** @class */ (function () {
         /**
-         * Creates a new G Buffer for the scene. @see GeometryBufferRenderer
+         * Creates a new G Buffer for the scene
          * @param scene The scene the buffer belongs to
          * @param ratio How big is the buffer related to the main canvas.
          */
@@ -72072,7 +72052,7 @@ var BABYLON;
     var ConvolutionPostProcess = /** @class */ (function (_super) {
         __extends(ConvolutionPostProcess, _super);
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
          * @param options The required width/height ratio to downsize to before computing the render pass.
@@ -83142,7 +83122,7 @@ var BABYLON;
     var DeviceOrientationCamera = /** @class */ (function (_super) {
         __extends(DeviceOrientationCamera, _super);
         /**
-         * Creates a new device orientation camera. @see DeviceOrientationCamera
+         * Creates a new device orientation camera
          * @param name The name of the camera
          * @param position The start position camera
          * @param scene The scene the camera belongs to

+ 19 - 39
dist/preview release/viewer/babylon.viewer.max.js

@@ -16047,7 +16047,6 @@ var BABYLON;
          * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
          * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
          * @return whether this node (and its parent) is enabled
-         * @see setEnabled
          */
         Node.prototype.isEnabled = function (checkAncestors) {
             if (checkAncestors === void 0) { checkAncestors = true; }
@@ -16065,7 +16064,6 @@ var BABYLON;
         /**
          * Set the enabled state of this node
          * @param value defines the new enabled state
-         * @see isEnabled
          */
         Node.prototype.setEnabled = function (value) {
             this._isEnabled = value;
@@ -16074,7 +16072,6 @@ var BABYLON;
          * Is this node a descendant of the given node?
          * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
          * @param ancestor defines the parent node to inspect
-         * @see parent
          * @returns a boolean indicating if this node is a descendant of the given node
          */
         Node.prototype.isDescendantOf = function (ancestor) {
@@ -19771,7 +19768,6 @@ var BABYLON;
         /**
          * Set the enabled state of this node.
          * @param value - the new enabled state
-         * @see isEnabled
          */
         Light.prototype.setEnabled = function (value) {
             _super.prototype.setEnabled.call(this, value);
@@ -22023,8 +22019,6 @@ var BABYLON;
             this._lightsEnabled = true;
             /**
             * All of the lights added to this scene.
-            * @see BABYLON.Light
-            * @type {BABYLON.Light[]}
             */
             this.lights = new Array();
             // Cameras
@@ -22035,20 +22029,14 @@ var BABYLON;
             // Meshes
             /**
             * All of the tranform nodes added to this scene.
-            * @see BABYLON.TransformNode
-            * @type {BABYLON.TransformNode[]}
             */
             this.transformNodes = new Array();
             /**
             * All of the (abstract) meshes added to this scene.
-            * @see BABYLON.AbstractMesh
-            * @type {BABYLON.AbstractMesh[]}
             */
             this.meshes = new Array();
             /**
             * All of the animation groups added to this scene.
-            * @see BABYLON.AnimationGroup
-            * @type {BABYLON.AnimationGroup[]}
             */
             this.animationGroups = new Array();
             // Geometries
@@ -23520,7 +23508,6 @@ var BABYLON;
          * @param onAnimationEnd defines the function to be executed when the animation ends
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable) {
             if (weight === void 0) { weight = 1.0; }
@@ -23540,7 +23527,6 @@ var BABYLON;
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @param stopCurrent defines if the current animations must be stopped first (true by default)
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent) {
             if (speedRatio === void 0) { speedRatio = 1.0; }
@@ -23640,7 +23626,6 @@ var BABYLON;
          * Will stop the animation of the given target
          * @param target - the target
          * @param animationName - the name of the animation to stop (all animations will be stopped if empty)
-         * @see beginAnimation
          */
         Scene.prototype.stopAnimation = function (target, animationName) {
             var animatables = this.getAllAnimatablesByTarget(target);
@@ -24011,7 +23996,6 @@ var BABYLON;
          * sets the active camera of the scene using its ID
          * @param {string} id - the camera's ID
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         Scene.prototype.setActiveCameraByID = function (id) {
             var camera = this.getCameraByID(id);
@@ -24025,7 +24009,6 @@ var BABYLON;
          * sets the active camera of the scene using its name
          * @param {string} name - the camera's name
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         Scene.prototype.setActiveCameraByName = function (name) {
             var camera = this.getCameraByName(name);
@@ -37319,7 +37302,7 @@ var BABYLON;
      */
     var PostProcessManager = /** @class */ (function () {
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param scene The scene that the post process is associated with.
          */
         function PostProcessManager(scene) {
@@ -46271,7 +46254,7 @@ var BABYLON;
 var BABYLON;
 (function (BABYLON) {
     /**
-     * Base implementation of @see IShadowLight
+     * Base implementation IShadowLight
      * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
      */
     var ShadowLight = /** @class */ (function (_super) {
@@ -52002,7 +51985,7 @@ var BABYLON;
      */
     var Particle = /** @class */ (function () {
         /**
-         * Creates a new instance of @see Particle
+         * Creates a new instance Particle
          * @param particleSystem the particle system the particle belongs to
          */
         function Particle(
@@ -53136,7 +53119,7 @@ var BABYLON;
      */
     var BoxParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see BoxParticleEmitter
+         * Creates a new instance BoxParticleEmitter
          */
         function BoxParticleEmitter() {
             /**
@@ -53258,7 +53241,7 @@ var BABYLON;
      */
     var ConeParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see ConeParticleEmitter
+         * Creates a new instance ConeParticleEmitter
          * @param radius the radius of the emission cone (1 by default)
          * @param angles the cone base angle (PI by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]
@@ -53414,7 +53397,7 @@ var BABYLON;
      */
     var SphereParticleEmitter = /** @class */ (function () {
         /**
-         * Creates a new instance of @see SphereParticleEmitter
+         * Creates a new instance SphereParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]
          */
@@ -53525,7 +53508,7 @@ var BABYLON;
     var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
         __extends(SphereDirectedParticleEmitter, _super);
         /**
-         * Creates a new instance of @see SphereDirectedParticleEmitter
+         * Creates a new instance SphereDirectedParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param direction1 the min limit of the emission direction (up vector by default)
          * @param direction2 the max limit of the emission direction (up vector by default)
@@ -54341,7 +54324,6 @@ var BABYLON;
 (function (BABYLON) {
     /**
      * Represents one particle of a solid particle system.
-     * @see SolidParticleSystem
      */
     var SolidParticle = /** @class */ (function () {
         /**
@@ -54501,7 +54483,6 @@ var BABYLON;
     /**
      * Represents the shape of the model used by one particle of a solid particle system.
      * SPS internal tool, don't use it manually.
-     * @see SolidParticleSystem
      */
     var ModelShape = /** @class */ (function () {
         /**
@@ -54526,7 +54507,6 @@ var BABYLON;
     BABYLON.ModelShape = ModelShape;
     /**
      * Represents a Depth Sorted Particle in the solid particle system.
-     * @see SolidParticleSystem
      */
     var DepthSortedParticle = /** @class */ (function () {
         function DepthSortedParticle() {
@@ -61139,7 +61119,7 @@ var BABYLON;
      */
     var PostProcess = /** @class */ (function () {
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param name The name of the PostProcess.
          * @param fragmentUrl The url of the fragment shader to be used.
          * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
@@ -61690,7 +61670,7 @@ var __assign = (this && this.__assign) || Object.assign || function(t) {
 var BABYLON;
 (function (BABYLON) {
     /**
-     * Default implementation of @see IShadowGenerator.
+     * Default implementation IShadowGenerator.
      * This is the main object responsible of generating shadows in the framework.
      * Documentation: https://doc.babylonjs.com/babylon101/shadows
      */
@@ -70555,7 +70535,7 @@ var BABYLON;
     var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
         __extends(ChromaticAberrationPostProcess, _super);
         /**
-         * Creates a new instance of @see ChromaticAberrationPostProcess
+         * Creates a new instance ChromaticAberrationPostProcess
          * @param name The name of the effect.
          * @param screenWidth The width of the screen to apply the effect on.
          * @param screenHeight The height of the screen to apply the effect on.
@@ -70615,7 +70595,7 @@ var BABYLON;
     var SharpenPostProcess = /** @class */ (function (_super) {
         __extends(SharpenPostProcess, _super);
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param options The required width/height ratio to downsize to before computing the render pass.
          * @param camera The camera to apply the render pass to.
@@ -70661,7 +70641,7 @@ var BABYLON;
     var BlurPostProcess = /** @class */ (function (_super) {
         __extends(BlurPostProcess, _super);
         /**
-         * Creates a new instance of @see BlurPostProcess
+         * Creates a new instance BlurPostProcess
          * @param name The name of the effect.
          * @param direction The direction in which to blur the image.
          * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
@@ -70893,7 +70873,7 @@ var BABYLON;
     var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldBlurPostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param scene The scene the effect belongs to.
          * @param direction The direction the blur should be applied.
@@ -70943,7 +70923,7 @@ var BABYLON;
     var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
         __extends(DepthOfFieldMergePostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param original The non-blurred image to be modified
          * @param circleOfConfusion The circle of confusion post process that will determine how blurred each pixel should become.
@@ -71005,7 +70985,7 @@ var BABYLON;
     var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
         __extends(CircleOfConfusionPostProcess, _super);
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
          * @param options The required width/height ratio to downsize to before computing the render pass.
@@ -71099,7 +71079,7 @@ var BABYLON;
     var DepthOfFieldEffect = /** @class */ (function (_super) {
         __extends(DepthOfFieldEffect, _super);
         /**
-         * Creates a new instance of @see DepthOfFieldEffect
+         * Creates a new instance DepthOfFieldEffect
          * @param scene The scene the effect belongs to.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
          * @param pipelineTextureType The type of texture to be used when performing the post processing.
@@ -71859,7 +71839,7 @@ var BABYLON;
      */
     var GeometryBufferRenderer = /** @class */ (function () {
         /**
-         * Creates a new G Buffer for the scene. @see GeometryBufferRenderer
+         * Creates a new G Buffer for the scene
          * @param scene The scene the buffer belongs to
          * @param ratio How big is the buffer related to the main canvas.
          */
@@ -72188,7 +72168,7 @@ var BABYLON;
     var ConvolutionPostProcess = /** @class */ (function (_super) {
         __extends(ConvolutionPostProcess, _super);
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
          * @param options The required width/height ratio to downsize to before computing the render pass.
@@ -83258,7 +83238,7 @@ var BABYLON;
     var DeviceOrientationCamera = /** @class */ (function (_super) {
         __extends(DeviceOrientationCamera, _super);
         /**
-         * Creates a new device orientation camera. @see DeviceOrientationCamera
+         * Creates a new device orientation camera
          * @param name The name of the camera
          * @param position The start position camera
          * @param scene The scene the camera belongs to

+ 1 - 1
src/Cameras/babylon.deviceOrientationCamera.ts

@@ -10,7 +10,7 @@ module BABYLON {
         private _quaternionCache: Quaternion;
 
         /**
-         * Creates a new device orientation camera. @see DeviceOrientationCamera
+         * Creates a new device orientation camera
          * @param name The name of the camera
          * @param position The start position camera
          * @param scene The scene the camera belongs to

+ 1 - 1
src/Lights/Shadows/babylon.shadowGenerator.ts

@@ -76,7 +76,7 @@
     }
 
     /**
-     * Default implementation of @see IShadowGenerator.
+     * Default implementation IShadowGenerator.
      * This is the main object responsible of generating shadows in the framework.
      * Documentation: https://doc.babylonjs.com/babylon101/shadows
      */

+ 0 - 1
src/Lights/babylon.light.ts

@@ -374,7 +374,6 @@ module BABYLON {
         /**
          * Set the enabled state of this node.
          * @param value - the new enabled state
-         * @see isEnabled
          */
         public setEnabled(value: boolean): void {
             super.setEnabled(value);

+ 1 - 1
src/Lights/babylon.shadowLight.ts

@@ -111,7 +111,7 @@
     }
 
     /**
-     * Base implementation of @see IShadowLight
+     * Base implementation IShadowLight
      * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
      */
     export abstract class ShadowLight extends Light implements IShadowLight {

+ 1 - 1
src/Particles/EmitterTypes/babylon.boxParticleEmitter.ts

@@ -24,7 +24,7 @@ module BABYLON {
         public maxEmitBox = new Vector3(0.5, 0.5, 0.5);  
                
         /**
-         * Creates a new instance of @see BoxParticleEmitter
+         * Creates a new instance BoxParticleEmitter
          */
         constructor() {
 

+ 1 - 1
src/Particles/EmitterTypes/babylon.coneParticleEmitter.ts

@@ -29,7 +29,7 @@ module BABYLON {
         }
 
         /**
-         * Creates a new instance of @see ConeParticleEmitter
+         * Creates a new instance ConeParticleEmitter
          * @param radius the radius of the emission cone (1 by default)
          * @param angles the cone base angle (PI by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]

+ 2 - 2
src/Particles/EmitterTypes/babylon.sphereParticleEmitter.ts

@@ -6,7 +6,7 @@ module BABYLON {
     export class SphereParticleEmitter implements IParticleEmitterType {
 
         /**
-         * Creates a new instance of @see SphereParticleEmitter
+         * Creates a new instance SphereParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param directionRandomizer defines how much to randomize the particle direction [0-1]
          */
@@ -125,7 +125,7 @@ module BABYLON {
     export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
 
         /**
-         * Creates a new instance of @see SphereDirectedParticleEmitter
+         * Creates a new instance SphereDirectedParticleEmitter
          * @param radius the radius of the emission sphere (1 by default)
          * @param direction1 the min limit of the emission direction (up vector by default)
          * @param direction2 the max limit of the emission direction (up vector by default)

+ 1 - 1
src/Particles/babylon.IParticleSystem.ts

@@ -2,7 +2,7 @@ module BABYLON {
     /**
      * Interface representing a particle system in Babylon.
      * This groups the common functionalities that needs to be implemented in order to create a particle system.
-     * A particle system represents a way to manage particles (@see Particle) from their emission to their animation and rendering.
+     * A particle system represents a way to manage particles from their emission to their animation and rendering.
      */
     export interface IParticleSystem {
         /**

+ 1 - 1
src/Particles/babylon.particle.ts

@@ -58,7 +58,7 @@
         private _currentFrameCounter = 0;
 
         /**
-         * Creates a new instance of @see Particle
+         * Creates a new instance Particle
          * @param particleSystem the particle system the particle belongs to
          */
         constructor(

+ 0 - 3
src/Particles/babylon.solidParticle.ts

@@ -1,7 +1,6 @@
 module BABYLON {
     /**
      * Represents one particle of a solid particle system.
-     * @see SolidParticleSystem
      */
     export class SolidParticle {
         /**
@@ -177,7 +176,6 @@ module BABYLON {
     /**
      * Represents the shape of the model used by one particle of a solid particle system.
      * SPS internal tool, don't use it manually.
-     * @see SolidParticleSystem
      */
     export class ModelShape {
         /**
@@ -223,7 +221,6 @@ module BABYLON {
 
     /**
      * Represents a Depth Sorted Particle in the solid particle system.
-     * @see SolidParticleSystem
      */
     export class DepthSortedParticle {
         /**

+ 1 - 1
src/PostProcess/babylon.blurPostProcess.ts

@@ -52,7 +52,7 @@
 		}
 
 		/**
-         * Creates a new instance of @see BlurPostProcess
+         * Creates a new instance BlurPostProcess
          * @param name The name of the effect.
          * @param direction The direction in which to blur the image.
 		 * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.

+ 1 - 1
src/PostProcess/babylon.chromaticAberrationPostProcess.ts

@@ -24,7 +24,7 @@ module BABYLON {
         centerPosition = new Vector2(0.5,0.5);
         
         /**
-         * Creates a new instance of @see ChromaticAberrationPostProcess
+         * Creates a new instance ChromaticAberrationPostProcess
          * @param name The name of the effect.
          * @param screenWidth The width of the screen to apply the effect on.
          * @param screenHeight The height of the screen to apply the effect on.

+ 1 - 1
src/PostProcess/babylon.circleOfConfusionPostProcess.ts

@@ -22,7 +22,7 @@ module BABYLON {
         
         private _depthTexture:Nullable<RenderTargetTexture> = null;
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
          * @param options The required width/height ratio to downsize to before computing the render pass.

+ 1 - 1
src/PostProcess/babylon.convolutionPostProcess.ts

@@ -6,7 +6,7 @@
      */
     export class ConvolutionPostProcess extends PostProcess{
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
          * @param options The required width/height ratio to downsize to before computing the render pass.

+ 1 - 1
src/PostProcess/babylon.depthOfFieldBlurPostProcess.ts

@@ -7,7 +7,7 @@ module BABYLON {
      */
     export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param scene The scene the effect belongs to.
          * @param direction The direction the blur should be applied.

+ 1 - 1
src/PostProcess/babylon.depthOfFieldEffect.ts

@@ -68,7 +68,7 @@ module BABYLON {
         }
 
         /**
-         * Creates a new instance of @see DepthOfFieldEffect
+         * Creates a new instance DepthOfFieldEffect
          * @param scene The scene the effect belongs to.
          * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
          * @param pipelineTextureType The type of texture to be used when performing the post processing.

+ 1 - 1
src/PostProcess/babylon.depthOfFieldMergePostProcess.ts

@@ -4,7 +4,7 @@ module BABYLON {
      */
     export class DepthOfFieldMergePostProcess extends PostProcess {
         /**
-         * Creates a new instance of @see CircleOfConfusionPostProcess
+         * Creates a new instance CircleOfConfusionPostProcess
          * @param name The name of the effect.
          * @param original The non-blurred image to be modified
          * @param circleOfConfusion The circle of confusion post process that will determine how blurred each pixel should become.

+ 1 - 1
src/PostProcess/babylon.postProcess.ts

@@ -221,7 +221,7 @@
         }
 
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param name The name of the PostProcess.
          * @param fragmentUrl The url of the fragment shader to be used.
 		 * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.

+ 1 - 1
src/PostProcess/babylon.postProcessManager.ts

@@ -9,7 +9,7 @@
         private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};
 
         /**
-         * Creates a new instance of @see PostProcess
+         * Creates a new instance PostProcess
          * @param scene The scene that the post process is associated with.
          */
         constructor(scene: Scene) {

+ 1 - 1
src/PostProcess/babylon.sharpenPostProcess.ts

@@ -13,7 +13,7 @@ module BABYLON {
          */
         public edgeAmount:number = 0.3;
         /**
-         * Creates a new instance of @see ConvolutionPostProcess
+         * Creates a new instance ConvolutionPostProcess
          * @param name The name of the effect.
          * @param options The required width/height ratio to downsize to before computing the render pass.
          * @param camera The camera to apply the render pass to.

+ 1 - 1
src/Rendering/babylon.geometryBufferRenderer.ts

@@ -59,7 +59,7 @@ module BABYLON {
 
 
         /**
-         * Creates a new G Buffer for the scene. @see GeometryBufferRenderer
+         * Creates a new G Buffer for the scene
          * @param scene The scene the buffer belongs to
          * @param ratio How big is the buffer related to the main canvas.
          */

+ 0 - 3
src/babylon.node.ts

@@ -352,7 +352,6 @@
          * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
          * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
          * @return whether this node (and its parent) is enabled
-         * @see setEnabled
          */
         public isEnabled(checkAncestors: boolean = true): boolean {
             if (checkAncestors === false) {
@@ -373,7 +372,6 @@
         /**
          * Set the enabled state of this node
          * @param value defines the new enabled state
-         * @see isEnabled
          */
         public setEnabled(value: boolean): void {
             this._isEnabled = value;
@@ -383,7 +381,6 @@
          * Is this node a descendant of the given node?
          * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
          * @param ancestor defines the parent node to inspect
-         * @see parent
          * @returns a boolean indicating if this node is a descendant of the given node
          */
         public isDescendantOf(ancestor: Node): boolean {

+ 0 - 13
src/babylon.scene.ts

@@ -685,8 +685,6 @@
 
         /**
         * All of the lights added to this scene.
-        * @see BABYLON.Light
-        * @type {BABYLON.Light[]}
         */
         public lights = new Array<Light>();
 
@@ -701,22 +699,16 @@
         // Meshes
         /**
         * All of the tranform nodes added to this scene.
-        * @see BABYLON.TransformNode
-        * @type {BABYLON.TransformNode[]}
         */
         public transformNodes = new Array<TransformNode>();
 
         /**
         * All of the (abstract) meshes added to this scene.
-        * @see BABYLON.AbstractMesh
-        * @type {BABYLON.AbstractMesh[]}
         */
         public meshes = new Array<AbstractMesh>();
 
         /**
         * All of the animation groups added to this scene.
-        * @see BABYLON.AnimationGroup
-        * @type {BABYLON.AnimationGroup[]}
         */
         public animationGroups = new Array<AnimationGroup>();
 
@@ -2108,7 +2100,6 @@
          * @param onAnimationEnd defines the function to be executed when the animation ends
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         public beginWeightedAnimation(target: any, from: number, to: number, weight = 1.0, loop?: boolean, speedRatio: number = 1.0, onAnimationEnd?: () => void, animatable?: Animatable): Animatable {
             let returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false);
@@ -2128,7 +2119,6 @@
          * @param animatable defines an animatable object. If not provided a new one will be created from the given params
          * @param stopCurrent defines if the current animations must be stopped first (true by default)
          * @returns the animatable object created for this animation
-         * @see BABYLON.Animatable
          */
         public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio: number = 1.0, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent = true): Animatable {
 
@@ -2239,7 +2229,6 @@
          * Will stop the animation of the given target
          * @param target - the target
          * @param animationName - the name of the animation to stop (all animations will be stopped if empty)
-         * @see beginAnimation
          */
         public stopAnimation(target: any, animationName?: string): void {
             var animatables = this.getAllAnimatablesByTarget(target);
@@ -2671,7 +2660,6 @@
          * sets the active camera of the scene using its ID
          * @param {string} id - the camera's ID
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         public setActiveCameraByID(id: string): Nullable<Camera> {
             var camera = this.getCameraByID(id);
@@ -2688,7 +2676,6 @@
          * sets the active camera of the scene using its name
          * @param {string} name - the camera's name
          * @return {BABYLON.Camera|null} the new active camera or null if none found.
-         * @see activeCamera
          */
         public setActiveCameraByName(name: string): Nullable<Camera> {
             var camera = this.getCameraByName(name);