The documentation on rotation refers to the ability to use world axes to describe rotation. However the example provided refers to “Vector” which doesn’t exist.
…
mesh.rotation = new BABYLON.Vector(alpha, beta, gamma);
…
The documentation on rotation refers to the ability to use world axes to describe rotation. However the example provided refers to “Vector” which doesn’t exist.
…
mesh.rotation = new BABYLON.Vector(alpha, beta, gamma);
…
Yup it should be Vector3 
Adding @PirateJC
Is this a bug then?
It is a typing error in the docs not a bug in babylon.js.
How does BJS then distinguish between the syntactically identical
mesh.rotation = new BABYLON.Vector3(pitch, yaw, roll);
(with order YXZ) and
mesh.rotation = new BABYLON.Vector3(alpha, beta, gamma);
(with order ZXY)?
They would have totally the same meaning defined those ways and used in the same functions: Mesh Rotation | Babylon.js Documentation
How can they have the same meaning when the order of axis rotations are different in each case?
Typo fixed:
It all depends on your frame of reference.
From the docs
the order YXZ using local axes
the order ZXY in world space
BJS is consistent in applying Vector3(x, y, z) it is only how you decide to view the rotations (observer on earth or pilot observer) that changes the order you think the rotations are being applied.