diff --git a/Source/Core/PolylinePipeline.js b/Source/Core/PolylinePipeline.js
index 66e745420a09..d1da46883445 100644
--- a/Source/Core/PolylinePipeline.js
+++ b/Source/Core/PolylinePipeline.js
@@ -201,6 +201,7 @@ define([
/**
* Subdivides polyline and raises all points to the specified height. Returns an array of numbers to represent the positions.
+ * @param {Object} options Object with the following properties:
* @param {Cartesian3[]} options.positions The array of type {Cartesian3} representing positions.
* @param {Number|Number[]} [options.height=0.0] A number or array of numbers representing the heights of each position.
* @param {Number} [options.granularity = CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
@@ -288,6 +289,7 @@ define([
/**
* Subdivides polyline and raises all points to the specified height. Returns an array of new {Cartesian3} positions.
+ * @param {Object} options Object with the following properties:
* @param {Cartesian3[]} options.positions The array of type {Cartesian3} representing positions.
* @param {Number|Number[]} [options.height=0.0] A number or array of numbers representing the heights of each position.
* @param {Number} [options.granularity = CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
diff --git a/Source/Core/Tipsify.js b/Source/Core/Tipsify.js
index 2a5350cc62e4..5f618c44fadc 100644
--- a/Source/Core/Tipsify.js
+++ b/Source/Core/Tipsify.js
@@ -105,6 +105,7 @@ define([
/**
* Optimizes triangles for the post-vertex shader cache.
*
+ * @param {Object} options Object with the following properties:
* @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices
* in the vertex buffer that define the geometry's triangles.
* @param {Number} [options.maximumIndex] The maximum value of the elements in args.indices
.
diff --git a/Source/Core/defaultValue.js b/Source/Core/defaultValue.js
index 0eca91ac6b8e..2ee288343a14 100644
--- a/Source/Core/defaultValue.js
+++ b/Source/Core/defaultValue.js
@@ -27,6 +27,7 @@ define([
/**
* A frozen empty object that can be used as the default value for options passed as
* an object literal.
+ * @type {Object}
*/
defaultValue.EMPTY_OBJECT = freezeObject({});
diff --git a/Source/Renderer/AutomaticUniforms.js b/Source/Renderer/AutomaticUniforms.js
index f75b71423600..9f6a1d1ba4ff 100644
--- a/Source/Renderer/AutomaticUniforms.js
+++ b/Source/Renderer/AutomaticUniforms.js
@@ -66,6 +66,7 @@ define([
* and w
components, respectively.
*
* @alias czm_viewport
+ * @namespace
* @glslUniform
*
* @example
@@ -99,6 +100,7 @@ define([
* from window coordinates to clip coordinates, and is often used to assign to gl_Position
.
*
* @alias czm_viewportOrthographic
+ * @namespace
* @glslUniform
*
* @example
@@ -137,6 +139,7 @@ define([
* from window coordinates to clip coordinates, and is often used to assign to gl_Position
.
*
* @alias czm_viewportTransformation
+ * @namespace
* @glslUniform
*
* @example
@@ -170,6 +173,7 @@ define([
* @private
*
* @alias czm_globeDepthTexture
+ * @namespace
* @glslUniform
*
* @example
@@ -193,6 +197,7 @@ define([
* transforms model coordinates to world coordinates.
*
* @alias czm_model
+ * @namespace
* @glslUniform
*
* @example
@@ -220,6 +225,7 @@ define([
* transforms world coordinates to model coordinates.
*
* @alias czm_inverseModel
+ * @namespace
* @glslUniform
*
* @example
@@ -246,6 +252,7 @@ define([
* transforms world coordinates to eye coordinates.
*
* @alias czm_view
+ * @namespace
* @glslUniform
*
* @example
@@ -278,6 +285,7 @@ define([
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_view3D
+ * @namespace
* @glslUniform
*
* @example
@@ -303,6 +311,7 @@ define([
* transforms vectors in world coordinates to eye coordinates.
*
* @alias czm_viewRotation
+ * @namespace
* @glslUniform
*
* @example
@@ -333,6 +342,7 @@ define([
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_viewRotation3D
+ * @namespace
* @glslUniform
*
* @example
@@ -358,6 +368,7 @@ define([
* transforms from eye coordinates to world coordinates.
*
* @alias czm_inverseView
+ * @namespace
* @glslUniform
*
* @example
@@ -387,6 +398,7 @@ define([
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseView3D
+ * @namespace
* @glslUniform
*
* @example
@@ -412,6 +424,7 @@ define([
* transforms vectors from eye coordinates to world coordinates.
*
* @alias czm_inverseViewRotation
+ * @namespace
* @glslUniform
*
* @example
@@ -442,6 +455,7 @@ define([
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseViewRotation3D
+ * @namespace
* @glslUniform
*
* @example
@@ -468,6 +482,7 @@ define([
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_projection
+ * @namespace
* @glslUniform
*
* @example
@@ -496,6 +511,7 @@ define([
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_inverseProjection
+ * @namespace
* @glslUniform
*
* @example
@@ -524,6 +540,7 @@ define([
* are not clipped by the far plane.
*
* @alias czm_infiniteProjection
+ * @namespace
* @glslUniform
*
* @example
@@ -553,6 +570,7 @@ define([
* normals should be transformed using {@link czm_normal}.
*
* @alias czm_modelView
+ * @namespace
* @glslUniform
*
* @example
@@ -590,6 +608,7 @@ define([
* normals should be transformed using {@link czm_normal3D}.
*
* @alias czm_modelView3D
+ * @namespace
* @glslUniform
*
* @example
@@ -619,6 +638,7 @@ define([
* in conjunction with {@link czm_translateRelativeToEye}.
*
* @alias czm_modelViewRelativeToEye
+ * @namespace
* @glslUniform
*
* @example
@@ -652,6 +672,7 @@ define([
* transforms from eye coordinates to model coordinates.
*
* @alias czm_inverseModelView
+ * @namespace
* @glslUniform
*
* @example
@@ -680,6 +701,7 @@ define([
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseModelView3D
+ * @namespace
* @glslUniform
*
* @example
@@ -707,6 +729,7 @@ define([
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_viewProjection
+ * @namespace
* @glslUniform
*
* @example
@@ -739,6 +762,7 @@ define([
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_inverseViewProjection
+ * @namespace
* @glslUniform
*
* @example
@@ -765,6 +789,7 @@ define([
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_modelViewProjection
+ * @namespace
* @glslUniform
*
* @example
@@ -800,6 +825,7 @@ define([
* coordinate system for a vertex shader's gl_Position
output.
*
* @alias czm_inverseModelViewProjection
+ * @namespace
* @glslUniform
*
* @example
@@ -827,6 +853,7 @@ define([
* conjunction with {@link czm_translateRelativeToEye}.
*
* @alias czm_modelViewProjectionRelativeToEye
+ * @namespace
* @glslUniform
*
* @example
@@ -863,6 +890,7 @@ define([
* proxy geometry to ensure that triangles are not clipped by the far plane.
*
* @alias czm_modelViewInfiniteProjection
+ * @namespace
* @glslUniform
*
* @example
@@ -893,6 +921,7 @@ define([
* An automatic GLSL uniform that indicates if the current camera is orthographic in 3D.
*
* @alias czm_orthographicIn3D
+ * @namespace
* @glslUniform
* @see UniformState#orthographicIn3D
*/
@@ -912,6 +941,7 @@ define([
* normals should be transformed using czm_normal
.
*
* @alias czm_normal
+ * @namespace
* @glslUniform
*
* @example
@@ -945,6 +975,7 @@ define([
* normals should be transformed using czm_normal3D
.
*
* @alias czm_normal3D
+ * @namespace
* @glslUniform
*
* @example
@@ -971,6 +1002,7 @@ define([
* the opposite of the transform provided by {@link czm_normal}.
*
* @alias czm_inverseNormal
+ * @namespace
* @glslUniform
*
* @example
@@ -1003,6 +1035,7 @@ define([
* 2D and Columbus View in the same way that 3D is lit.
*
* @alias czm_inverseNormal3D
+ * @namespace
* @glslUniform
*
* @example
@@ -1028,6 +1061,7 @@ define([
* of the eye (camera) in the 2D scene in meters.
*
* @alias czm_eyeHeight2D
+ * @namespace
* @glslUniform
*
* @see UniformState#eyeHeight2D
@@ -1046,6 +1080,7 @@ define([
* frustum used for multi-frustum rendering.
*
* @alias czm_entireFrustum
+ * @namespace
* @glslUniform
*
* @example
@@ -1072,6 +1107,7 @@ define([
* frustum used for multi-frustum rendering.
*
* @alias czm_currentFrustum
+ * @namespace
* @glslUniform
*
* @example
@@ -1097,6 +1133,7 @@ define([
* the x, y, z, and w components, respectively.
*
* @alias czm_frustumPlanes
+ * @namespace
* @glslUniform
*/
czm_frustumPlanes : new AutomaticUniform({
@@ -1111,6 +1148,7 @@ define([
* The log2 of the current frustums far plane. Used for computing the log depth.
*
* @alias czm_log2FarDistance
+ * @namespace
* @glslUniform
*
* @private
@@ -1128,6 +1166,7 @@ define([
* This is used when reversing log depth computations.
*
* @alias czm_log2FarPlusOne
+ * @namespace
* @glslUniform
*/
czm_log2FarPlusOne : new AutomaticUniform({
@@ -1143,6 +1182,7 @@ define([
* This is used when writing log depth in the fragment shader.
*
* @alias czm_log2NearDistance
+ * @namespace
* @glslUniform
*/
czm_log2NearDistance : new AutomaticUniform({
@@ -1157,6 +1197,7 @@ define([
* An automatic GLSL uniform representing the sun position in world coordinates.
*
* @alias czm_sunPositionWC
+ * @namespace
* @glslUniform
*
* @example
@@ -1179,6 +1220,7 @@ define([
* An automatic GLSL uniform representing the sun position in Columbus view world coordinates.
*
* @alias czm_sunPositionColumbusView
+ * @namespace
* @glslUniform
*
* @example
@@ -1201,6 +1243,7 @@ define([
* This is commonly used for directional lighting computations.
*
* @alias czm_sunDirectionEC
+ * @namespace
* @glslUniform
*
* @example
@@ -1227,6 +1270,7 @@ define([
* This is commonly used for directional lighting computations.
*
* @alias czm_sunDirectionWC
+ * @namespace
* @glslUniform
*
* @example
@@ -1250,6 +1294,7 @@ define([
* This is commonly used for directional lighting computations.
*
* @alias czm_moonDirectionEC
+ * @namespace
* @glslUniform
*
* @example
@@ -1276,6 +1321,7 @@ define([
* as described in {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.
*
* @alias czm_encodedCameraPositionMCHigh
+ * @namespace
* @glslUniform
*
* @example
@@ -1300,6 +1346,7 @@ define([
* as described in {@link http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/|Precisions, Precisions}.
*
* @alias czm_encodedCameraPositionMCLow
+ * @namespace
* @glslUniform
*
* @example
@@ -1322,6 +1369,7 @@ define([
* An automatic GLSL uniform representing the position of the viewer (camera) in world coordinates.
*
* @alias czm_viewerPositionWC
+ * @namespace
* @glslUniform
*
* @example
@@ -1341,6 +1389,7 @@ define([
* every frame.
*
* @alias czm_frameNumber
+ * @namespace
* @glslUniform
*
* @example
@@ -1360,6 +1409,7 @@ define([
* 2D/Columbus View and 3D, with 0.0 being 2D or Columbus View and 1.0 being 3D.
*
* @alias czm_morphTime
+ * @namespace
* @glslUniform
*
* @example
@@ -1382,6 +1432,7 @@ define([
* as a float.
*
* @alias czm_sceneMode
+ * @namespace
* @glslUniform
*
* @example
@@ -1411,6 +1462,7 @@ define([
* An automatic GLSL uniform representing the current rendering pass.
*
* @alias czm_pass
+ * @namespace
* @glslUniform
*
* @example
@@ -1435,6 +1487,7 @@ define([
* An automatic GLSL uniform representing the current scene background color.
*
* @alias czm_backgroundColor
+ * @namespace
* @glslUniform
*
* @example
@@ -1464,6 +1517,7 @@ define([
* An automatic GLSL uniform containing the BRDF look up texture used for image-based lighting computations.
*
* @alias czm_brdfLut
+ * @namespace
* @glslUniform
*
* @example
@@ -1487,6 +1541,7 @@ define([
* An automatic GLSL uniform containing the environment map used within the scene.
*
* @alias czm_environmentMap
+ * @namespace
* @glslUniform
*
* @example
@@ -1510,6 +1565,7 @@ define([
* from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the current scene time.
*
* @alias czm_temeToPseudoFixed
+ * @namespace
* @glslUniform
*
* @example
@@ -1534,6 +1590,7 @@ define([
* An automatic GLSL uniform representing the ratio of canvas coordinate space to canvas pixel space.
*
* @alias czm_resolutionScale
+ * @namespace
* @glslUniform
*
* @example
@@ -1551,6 +1608,7 @@ define([
* An automatic GLSL uniform scalar used to mix a color with the fog color based on the distance to the camera.
*
* @alias czm_fogDensity
+ * @namespace
* @glslUniform
*
* @see czm_fog
@@ -1568,6 +1626,7 @@ define([
* This will be in pixel coordinates relative to the canvas.
*
* @alias czm_imagerySplitPosition
+ * @namespace
* @glslUniform
*
* @example
@@ -1586,6 +1645,7 @@ define([
* An automatic GLSL uniform scalar representing the geometric tolerance per meter
*
* @alias czm_geometricToleranceOverMeter
+ * @namespace
* @glslUniform
*/
czm_geometricToleranceOverMeter : new AutomaticUniform({
@@ -1602,6 +1662,7 @@ define([
* the depth test should never be applied.
*
* @alias czm_minimumDisableDepthTestDistance
+ * @namespace
* @glslUniform
*/
czm_minimumDisableDepthTestDistance : new AutomaticUniform({
@@ -1616,6 +1677,7 @@ define([
* An automatic GLSL uniform that will be the highlight color of unclassified 3D Tiles.
*
* @alias czm_invertClassificationColor
+ * @namespace
* @glslUniform
*/
czm_invertClassificationColor : new AutomaticUniform({
diff --git a/Source/Scene/Billboard.js b/Source/Scene/Billboard.js
index 0baeef037daf..be6198f5d9a4 100644
--- a/Source/Scene/Billboard.js
+++ b/Source/Scene/Billboard.js
@@ -71,6 +71,7 @@ define([
* @see Label
*
* @internalConstructor
+ * @class
*
* @demo {@link https://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Billboards.html|Cesium Sandcastle Billboard Demo}
*/
diff --git a/Source/Scene/Label.js b/Source/Scene/Label.js
index 659e7c957a71..44f47ce2bc04 100644
--- a/Source/Scene/Label.js
+++ b/Source/Scene/Label.js
@@ -63,6 +63,7 @@ define([
*
* @alias Label
* @internalConstructor
+ * @class
*
* @exception {DeveloperError} translucencyByDistance.far must be greater than translucencyByDistance.near
* @exception {DeveloperError} pixelOffsetScaleByDistance.far must be greater than pixelOffsetScaleByDistance.near
diff --git a/Source/Scene/LabelCollection.js b/Source/Scene/LabelCollection.js
index e6ac85dab71a..53173f2954de 100644
--- a/Source/Scene/LabelCollection.js
+++ b/Source/Scene/LabelCollection.js
@@ -716,6 +716,7 @@ define([
* @returns {Boolean} true if this collection contains the label, false otherwise.
*
* @see LabelCollection#get
+ *
*/
LabelCollection.prototype.contains = function(label) {
return defined(label) && label._labelCollection === this;
@@ -761,6 +762,7 @@ define([
/**
* @private
+ *
*/
LabelCollection.prototype.update = function(frameState) {
var billboardCollection = this._billboardCollection;
diff --git a/Source/Scene/MaterialAppearance.js b/Source/Scene/MaterialAppearance.js
index 7d3ecfff2a9e..b83e4f3f350c 100644
--- a/Source/Scene/MaterialAppearance.js
+++ b/Source/Scene/MaterialAppearance.js
@@ -282,6 +282,7 @@ define([
* {@link MaterialAppearance} instance. This is a trade-off between
* flexibility (a wide array of materials) and memory/performance
* (required vertex format and GLSL shader complexity.
+ * @exports MaterialAppearance.MaterialSupport
*/
MaterialAppearance.MaterialSupport = {
/**
diff --git a/Source/Scene/ModelAnimation.js b/Source/Scene/ModelAnimation.js
index d5bca39de24d..fef6d0b8bba6 100644
--- a/Source/Scene/ModelAnimation.js
+++ b/Source/Scene/ModelAnimation.js
@@ -26,6 +26,7 @@ define([
*
* @alias ModelAnimation
* @internalConstructor
+ * @class
*
* @see ModelAnimationCollection#add
*/
diff --git a/Source/Scene/ModelAnimationCollection.js b/Source/Scene/ModelAnimationCollection.js
index d046060f0458..9abadc4d64c5 100644
--- a/Source/Scene/ModelAnimationCollection.js
+++ b/Source/Scene/ModelAnimationCollection.js
@@ -27,6 +27,7 @@ define([
*
* @alias ModelAnimationCollection
* @internalConstructor
+ * @class
*
* @see Model#activeAnimations
*/
diff --git a/Source/Scene/ModelMaterial.js b/Source/Scene/ModelMaterial.js
index cc149d1be3dd..2320fa940ea3 100644
--- a/Source/Scene/ModelMaterial.js
+++ b/Source/Scene/ModelMaterial.js
@@ -19,6 +19,7 @@ define([
*
* @alias ModelMaterial
* @internalConstructor
+ * @class
*
* @see Model#getMaterial
*/
diff --git a/Source/Scene/ModelMesh.js b/Source/Scene/ModelMesh.js
index 6b1363d3b83f..bfd465d2fb3b 100644
--- a/Source/Scene/ModelMesh.js
+++ b/Source/Scene/ModelMesh.js
@@ -12,6 +12,7 @@ define([
*
* @alias ModelMesh
* @internalConstructor
+ * @class
*
* @see Model#getMesh
*/
diff --git a/Source/Scene/ModelNode.js b/Source/Scene/ModelNode.js
index 619093d16196..31f3621a4f73 100644
--- a/Source/Scene/ModelNode.js
+++ b/Source/Scene/ModelNode.js
@@ -17,7 +17,7 @@ define([
*
* @alias ModelNode
* @internalConstructor
- *
+ * @class
*
* @example
* var node = model.getNode('LOD3sp');
diff --git a/Source/Scene/PointPrimitive.js b/Source/Scene/PointPrimitive.js
index 94f370fbac7b..59c53fcfd154 100644
--- a/Source/Scene/PointPrimitive.js
+++ b/Source/Scene/PointPrimitive.js
@@ -52,6 +52,7 @@ define([
* @see PointPrimitiveCollection#add
*
* @internalConstructor
+ * @class
*
* @demo {@link https://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Points.html|Cesium Sandcastle Points Demo}
*/
diff --git a/Source/Scene/Polyline.js b/Source/Scene/Polyline.js
index d0ffbb25b86a..7bf13ccd366d 100644
--- a/Source/Scene/Polyline.js
+++ b/Source/Scene/Polyline.js
@@ -31,6 +31,7 @@ define([
*
* @alias Polyline
* @internalConstructor
+ * @class
*
* @param {Object} [options] Object with the following properties:
* @param {Boolean} [options.show=true] true
if this polyline will be shown; otherwise, false
.
diff --git a/Source/Scene/ShadowMap.js b/Source/Scene/ShadowMap.js
index 76c5798a2927..217ebca7b0cc 100644
--- a/Source/Scene/ShadowMap.js
+++ b/Source/Scene/ShadowMap.js
@@ -112,6 +112,7 @@ define([
*
* @alias ShadowMap
* @internalConstructor
+ * @class
*
* @param {Object} options An object containing the following properties:
* @param {Camera} options.lightCamera A camera representing the light source.
diff --git a/Source/Scene/WebMapServiceImageryProvider.js b/Source/Scene/WebMapServiceImageryProvider.js
index 9e581c0b7908..25c6a7f3b594 100644
--- a/Source/Scene/WebMapServiceImageryProvider.js
+++ b/Source/Scene/WebMapServiceImageryProvider.js
@@ -435,6 +435,7 @@ define([
* format=image/jpeg
*
* @constant
+ * @type {Object}
*/
WebMapServiceImageryProvider.DefaultParameters = freezeObject({
service : 'WMS',
@@ -451,6 +452,7 @@ define([
* request=GetFeatureInfo
*
* @constant
+ * @type {Object}
*/
WebMapServiceImageryProvider.GetFeatureInfoDefaultParameters = freezeObject({
service : 'WMS',