diff --git a/docs/api/math/Euler.html b/docs/api/math/Euler.html
index cd48e70b4593fc..9c01c3fed5f23e 100644
--- a/docs/api/math/Euler.html
+++ b/docs/api/math/Euler.html
@@ -54,19 +54,10 @@
[property:String order]
rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.
- Three.js uses intrinsic (Tait-Bryan) ordering, also known as yaw, pitch
- and roll. This means that rotations are performed with respect to the local
- coordinate system. That is, for order 'XYZ', the rotation is first around world-X, then around
- local-Y (which may now be different from the world Y-axis), then local-Z (which may be different
- from the world Z-axis).
-
- Some implementations may use extrinsic (proper) ordering, in which case rotations are performed
- with respect to the world coordinate system, so that for order 'XYZ', the rotations
- are around world-X, world-Y, and world-Z.
-
- Converting between the two types is relatively straightforward, you just need to reverse the order
- and the rotation, so that an intrinsic (three.js) Euler rotation of angles a, b, c about XYZ
- will be equivalent to to an extrinsic Euler rotation of angles c, b, a about ZYX.
+ Three.js uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect
+ to the local coordinate system. That is, for order 'XYZ', the rotation is first around the local-X
+ axis (which is the same as the world-X axis), then around local-Y (which may now be different from the
+ world Y-axis), then local-Z (which may be different from the world Z-axis).
If the order is changed, [page:.onChangeCallback onChangeCallback] will be called.