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Docs: Increase linewidth for Scenes, Renderers, Textures sections.

Don McCurdy 7 years ago
parent
commit
657881232e

+ 6 - 6
docs/api/Template.html

@@ -12,7 +12,7 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<p class="desc">todo</p>
 
 
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
@@ -23,22 +23,22 @@
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]([param:Number todo])</h3>
 		<h3>[name]([param:Number todo])</h3>
-		<div></div>
+		<p></p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Number todo]</h3>
 		<h3>[property:Number todo]</h3>
-		<div>
+		<p>
 		todo
 		todo
-		</div>
+		</p>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:null todo]()</h3>
 		<h3>[method:null todo]()</h3>
-		<div>todo</div>
-		<div>todo</div>
+		<p>todo</p>
+		<p>todo</p>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 30 - 30
docs/api/renderers/WebGLRenderTarget.html

@@ -10,12 +10,12 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">
+		<p class="desc">
 			A [link:https://msdn.microsoft.com/en-us/library/ff604997.aspx render target] is a buffer
 			A [link:https://msdn.microsoft.com/en-us/library/ff604997.aspx render target] is a buffer
 			where the video card draws pixels for a scene that	is being rendered in the background.
 			where the video card draws pixels for a scene that	is being rendered in the background.
 			It is used in different effects, such as applying postprocessing to a rendered image
 			It is used in different effects, such as applying postprocessing to a rendered image
 			before displaying it on the screen.
 			before displaying it on the screen.
-		</div>
+		</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -23,7 +23,7 @@
 
 
 		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
 		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
 
 
-		<div>
+		<p>
 		[page:Float width] - The width of the renderTarget. <br />
 		[page:Float width] - The width of the renderTarget. <br />
 		[page:Float height] - The height of the renderTarget.<br />
 		[page:Float height] - The height of the renderTarget.<br />
 		options - (optional object that holds texture parameters for an auto-generated target
 		options - (optional object that holds texture parameters for an auto-generated target
@@ -44,77 +44,77 @@
 		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />
 		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />
 
 
 		Creates a new [name]
 		Creates a new [name]
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:number width]</h3>
 		<h3>[property:number width]</h3>
-		<div>
+		<p>
 		The width of the render target.
 		The width of the render target.
-		</div>
+		</p>
 
 
 		<h3>[property:number height]</h3>
 		<h3>[property:number height]</h3>
-		<div>
+		<p>
 		The height of the render target.
 		The height of the render target.
-		</div>
+		</p>
 
 
 		<h3>[property:Vector4 scissor]</h3>
 		<h3>[property:Vector4 scissor]</h3>
-		<div>
+		<p>
 		A rectangular area inside the render target's viewport. Fragments that are outside the area will be discarded.
 		A rectangular area inside the render target's viewport. Fragments that are outside the area will be discarded.
-		</div>
+		</p>
 
 
 		<h3>[property:boolean scissorTest]</h3>
 		<h3>[property:boolean scissorTest]</h3>
-		<div>
+		<p>
 		Indicates whether the scissor test is active or not.
 		Indicates whether the scissor test is active or not.
-		</div>
+		</p>
 
 
 		<h3>[property:Vector4 viewport]</h3>
 		<h3>[property:Vector4 viewport]</h3>
-		<div>
+		<p>
 		The viewport of this render target.
 		The viewport of this render target.
-		</div>
+		</p>
 
 
 		<h3>[property:Texture texture]</h3>
 		<h3>[property:Texture texture]</h3>
-		<div>
+		<p>
 		This texture instance holds the rendered pixels. Use it as input for further processing.
 		This texture instance holds the rendered pixels. Use it as input for further processing.
-		</div>
+		</p>
 
 
 		<h3>[property:boolean depthBuffer]</h3>
 		<h3>[property:boolean depthBuffer]</h3>
-		<div>
+		<p>
 		Renders to the depth buffer. Default is true.
 		Renders to the depth buffer. Default is true.
-		</div>
+		</p>
 
 
 		<h3>[property:boolean stencilBuffer]</h3>
 		<h3>[property:boolean stencilBuffer]</h3>
-		<div>
+		<p>
 		Renders to the stencil buffer. Default is true.
 		Renders to the stencil buffer. Default is true.
-		</div>
+		</p>
 
 
 		<h3>[property:DepthTexture depthTexture]</h3>
 		<h3>[property:DepthTexture depthTexture]</h3>
-		<div>
+		<p>
 		If set, the scene depth will be rendered to this texture. Default is null.
 		If set, the scene depth will be rendered to this texture. Default is null.
-		</div>
+		</p>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
 		<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
-		<div>
+		<p>
 		Sets the size of the render target.
 		Sets the size of the render target.
-		</div>
+		</p>
 
 
 		<h3>[method:WebGLRenderTarget clone]()</h3>
 		<h3>[method:WebGLRenderTarget clone]()</h3>
-		<div>
+		<p>
 		Creates a copy of this render target.
 		Creates a copy of this render target.
-		</div>
+		</p>
 
 
 		<h3>[method:WebGLRenderTarget copy]( [param:WebGLRenderTarget source] )</h3>
 		<h3>[method:WebGLRenderTarget copy]( [param:WebGLRenderTarget source] )</h3>
-		<div>
+		<p>
 		Adopts the settings of the given render target.
 		Adopts the settings of the given render target.
-		</div>
+		</p>
 
 
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>
-		<div>
+		<p>
 		Dispatches a dispose event.
 		Dispatches a dispose event.
-		</div>
+		</p>
 
 
 
 
 
 

+ 7 - 7
docs/api/renderers/WebGLRenderTargetCube.html

@@ -12,20 +12,20 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">
+		<p class="desc">
 			Used by the [page:CubeCamera] as its [page:WebGLRenderTarget].
 			Used by the [page:CubeCamera] as its [page:WebGLRenderTarget].
-		</div>
+		</p>
 
 
 		<h2>Examples</h2>
 		<h2>Examples</h2>
 
 
-		<div>See [page:CubeCamera] for examples.</div>
+		<p>See [page:CubeCamera] for examples.</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
 		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
 		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>
-		<div>
+		<p>
 		[page:Float width] - The width of the renderTarget. <br />
 		[page:Float width] - The width of the renderTarget. <br />
 		[page:Float height] - The height of the renderTarget. <br />
 		[page:Float height] - The height of the renderTarget. <br />
 		options - (optional) object that holds texture parameters for an auto-generated target
 		options - (optional) object that holds texture parameters for an auto-generated target
@@ -46,15 +46,15 @@
 		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />
 		[page:Boolean stencilBuffer] - default is *true*. Set this to false if you don't need it.<br /><br />
 
 
 		Creates a new [name]
 		Creates a new [name]
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:integer activeCubeFace]</h3>
 		<h3>[property:integer activeCubeFace]</h3>
-		<div>
+		<p>
 		The activeCubeFace property corresponds to a cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) and is
 		The activeCubeFace property corresponds to a cube side (PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5) and is
 		used and set internally by the [page:CubeCamera].
 		used and set internally by the [page:CubeCamera].
-		</div>
+		</p>
 
 
 		<h3>See [page:WebGLRenderTarget] for inherited properties</h3>
 		<h3>See [page:WebGLRenderTarget] for inherited properties</h3>
 
 

+ 113 - 113
docs/api/renderers/WebGLRenderer.html

@@ -10,15 +10,15 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">
+		<p class="desc">
 			The WebGL renderer displays your beautifully crafted scenes using
 			The WebGL renderer displays your beautifully crafted scenes using
 			[link:https://en.wikipedia.org/wiki/WebGL WebGL].
 			[link:https://en.wikipedia.org/wiki/WebGL WebGL].
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Object parameters] )</h3>
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 		[page:Object parameters] - (optional) object with properties defining the renderer's behaviour.
 		[page:Object parameters] - (optional) object with properties defining the renderer's behaviour.
 			The constructor also accepts no parameters at all. In all cases, it will assume sane defaults
 			The constructor also accepts no parameters at all. In all cases, it will assume sane defaults
 			when parameters are missing. The following are valid parameters:<br /><br />
 			when parameters are missing. The following are valid parameters:<br /><br />
@@ -64,36 +64,36 @@
 		[page:Boolean logarithmicDepthBuffer] -  whether to use a logarithmic depth buffer. It may
 		[page:Boolean logarithmicDepthBuffer] -  whether to use a logarithmic depth buffer. It may
 		be neccesary to use this if dealing with huge differences in scale in a single scene.
 		be neccesary to use this if dealing with huge differences in scale in a single scene.
 		Default is *false*. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
 		Default is *false*. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Boolean autoClear]</h3>
 		<h3>[property:Boolean autoClear]</h3>
-		<div>Defines whether the renderer should automatically clear its output before rendering a frame.</div>
+		<p>Defines whether the renderer should automatically clear its output before rendering a frame.</p>
 
 
 
 
 		<h3>[property:Boolean autoClearColor]</h3>
 		<h3>[property:Boolean autoClearColor]</h3>
-		<div>
+		<p>
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
 			Default is *true*.
 			Default is *true*.
-		</div>
+		</p>
 
 
 
 
 		<h3>[property:Boolean autoClearDepth]</h3>
 		<h3>[property:Boolean autoClearDepth]</h3>
-		<div>
+		<p>
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
 			Default is *true*.
 			Default is *true*.
-		</div>
+		</p>
 
 
 
 
 		<h3>[property:Boolean autoClearStencil]</h3>
 		<h3>[property:Boolean autoClearStencil]</h3>
-		<div>
+		<p>
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
 			Default is *true*.
 			Default is *true*.
-		</div>
+		</p>
 
 
 		<h3>[property:Object capabilities]</h3>
 		<h3>[property:Object capabilities]</h3>
-		<div>
+		<p>
 		An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
 		An object containing details about the capabilities of the current [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].<br />
 
 
 		- [property:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
 		- [property:Boolean floatFragmentTextures]: whether the context supports the [link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
@@ -121,55 +121,55 @@
 		   The maximum number of uniforms that can be used in a vertex shader.<br />
 		   The maximum number of uniforms that can be used in a vertex shader.<br />
 		- [property:String precision]: The shader precision currently being used by the renderer.<br />
 		- [property:String precision]: The shader precision currently being used by the renderer.<br />
 		- [property:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
 		- [property:Boolean vertexTextures]: *true* if [property:Integer maxVertexTextures] is greater than 0 (i.e. vertext textures can be used).<br />
-		</div>
+		</p>
 
 
 		<h3>[property:Array clippingPlanes]</h3>
 		<h3>[property:Array clippingPlanes]</h3>
-		<div>
+		<p>
 		User-defined clipping planes specified as THREE.Plane objects in world space.
 		User-defined clipping planes specified as THREE.Plane objects in world space.
 			These planes apply globally. Points in space whose dot product with the plane is negative are cut away.
 			These planes apply globally. Points in space whose dot product with the plane is negative are cut away.
 		 Default is [].
 		 Default is [].
-		</div>
+		</p>
 
 
 		<h3>[property:WebGLRenderingContext context]</h3>
 		<h3>[property:WebGLRenderingContext context]</h3>
-		<div>
+		<p>
 		The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
 		The renderer obtains a [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext] context
 		  from its [page:WebGLRenderer.domElement domElement] by default, using
 		  from its [page:WebGLRenderer.domElement domElement] by default, using
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext HTMLCanvasElement.getContext]().<br /><br />
 
 
 		You can create this manually, however it must correspond to the
 		You can create this manually, however it must correspond to the
 		[page:WebGLRenderer.domElement domElement] in order to render to the screen.
 		[page:WebGLRenderer.domElement domElement] in order to render to the screen.
-		</div>
+		</p>
 
 
 		<h3>[property:DOMElement domElement]</h3>
 		<h3>[property:DOMElement domElement]</h3>
-		<div>
+		<p>
 		A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas] where the renderer draws its output.<br />
 		A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas] where the renderer draws its output.<br />
 			This is automatically created by the renderer in the constructor (if not provided already);
 			This is automatically created by the renderer in the constructor (if not provided already);
 			you just need to add it to your page like so:<br />
 			you just need to add it to your page like so:<br />
 		<code>
 		<code>
 			document.body.appendChild( renderer.domElement );
 			document.body.appendChild( renderer.domElement );
 		</code>
 		</code>
-	  </div>
+	  </p>
 
 
 		<h3>[property:Object extensions]</h3>
 		<h3>[property:Object extensions]</h3>
-		<div>
+		<p>
 		A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
 		A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
 		various WebGL extensions are supported.
 		various WebGL extensions are supported.
-		</div>
+		</p>
 
 
 		<h3>[property:Float gammaFactor]</h3>
 		<h3>[property:Float gammaFactor]</h3>
-		<div>Default is *2*. </div>
+		<p>Default is *2*. </p>
 
 
 
 
 		<h3>[property:Boolean gammaInput]</h3>
 		<h3>[property:Boolean gammaInput]</h3>
-		<div>If set, then it expects that all textures and colors are premultiplied gamma. Default is *false*.</div>
+		<p>If set, then it expects that all textures and colors are premultiplied gamma. Default is *false*.</p>
 
 
 
 
 		<h3>[property:Boolean gammaOutput]</h3>
 		<h3>[property:Boolean gammaOutput]</h3>
-		<div>If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is *false*.</div>
+		<p>If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is *false*.</p>
 
 
 		<h3>[property:Object info]</h3>
 		<h3>[property:Object info]</h3>
-		<div>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
-		<div>
+		<p>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</p>
+		<p>
 		<ul>
 		<ul>
 			<li>memory:
 			<li>memory:
 				<ul>
 				<ul>
@@ -188,149 +188,149 @@
 			<li>programs
 			<li>programs
 			</li>
 			</li>
 		</ul>
 		</ul>
-		</div>
-		<div>By default these data are reset at each render calls, but when using the composer or mirrors it can be preferred to reset them with a custom pattern :
+		</p>
+		<p>By default these data are reset at each render calls, but when using the composer or mirrors it can be preferred to reset them with a custom pattern :
 		<code>
 		<code>
 		renderer.info.autoReset = false;
 		renderer.info.autoReset = false;
 		renderer.info.reset();
 		renderer.info.reset();
 		</code>
 		</code>
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean localClippingEnabled]</h3>
 		<h3>[property:Boolean localClippingEnabled]</h3>
-		<div>Defines whether the renderer respects object-level clipping planes. Default is *false*.</div>
+		<p>Defines whether the renderer respects object-level clipping planes. Default is *false*.</p>
 
 
 		<h3>[property:Integer maxMorphTargets]</h3>
 		<h3>[property:Integer maxMorphTargets]</h3>
-		<div>
+		<p>
 		Default is 8. The maximum number of MorphTargets allowed in a shader.
 		Default is 8. The maximum number of MorphTargets allowed in a shader.
 			Keep in mind that the standard materials only allow 8 MorphTargets.
 			Keep in mind that the standard materials only allow 8 MorphTargets.
-		</div>
+		</p>
 
 
 		<h3>[property:Integer maxMorphNormals]</h3>
 		<h3>[property:Integer maxMorphNormals]</h3>
-		<div>
+		<p>
 		Default is 4. The maximum number of MorphNormals allowed in a shader.
 		Default is 4. The maximum number of MorphNormals allowed in a shader.
 			Keep in mind that the standard materials only allow 4 MorphNormals.
 			Keep in mind that the standard materials only allow 4 MorphNormals.
-		</div>
+		</p>
 
 
 		<h3>[property:Integer physicallyCorrectLights]</h3>
 		<h3>[property:Integer physicallyCorrectLights]</h3>
-		<div>
+		<p>
 		Whether to use physically correct lighting mode. Default is *false*.
 		Whether to use physically correct lighting mode. Default is *false*.
 		See the [example:webgl_lights_physical lights / physical] example.
 		See the [example:webgl_lights_physical lights / physical] example.
-		</div>
+		</p>
 
 
 		<h3>[property:Object properties]</h3>
 		<h3>[property:Object properties]</h3>
-		<div>
+		<p>
 		Used internally by the renderer to keep track of various sub object properties.
 		Used internally by the renderer to keep track of various sub object properties.
-		</div>
+		</p>
 
 
 		<h3>[property:WebGLRenderLists renderLists]</h3>
 		<h3>[property:WebGLRenderLists renderLists]</h3>
-		<div>
+		<p>
 		Used internally to handle ordering of scene object rendering.
 		Used internally to handle ordering of scene object rendering.
-		</div>
+		</p>
 
 
 		<h3>[property:WebGLShadowMap shadowMap]</h3>
 		<h3>[property:WebGLShadowMap shadowMap]</h3>
-		<div>
+		<p>
 		This contains the reference to the shadow map, if used.
 		This contains the reference to the shadow map, if used.
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean shadowMap.enabled]</h3>
 		<h3>[property:Boolean shadowMap.enabled]</h3>
-		<div>If set, use shadow maps in the scene. Default is *false*.</div>
+		<p>If set, use shadow maps in the scene. Default is *false*.</p>
 
 
 		<h3>[property:Boolean shadowMap.autoUpdate]</h3>
 		<h3>[property:Boolean shadowMap.autoUpdate]</h3>
-		<div>Enables automatic updates to the shadows in the scene. Default is *true*.</div>
-		<div>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</div>
+		<p>Enables automatic updates to the shadows in the scene. Default is *true*.</p>
+		<p>If you do not require dynamic lighting / shadows, you may set this to *false* when the renderer is instantiated.</p>
 
 
 		<h3>[property:Boolean shadowMap.needsUpdate]</h3>
 		<h3>[property:Boolean shadowMap.needsUpdate]</h3>
-		<div>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </div>
-		<div>If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.</div>
+		<p>When set to *true*, shadow maps in the scene will be updated in the next *render* call. Default is *false*. </p>
+		<p>If you have disabled automatic updates to shadow maps (*shadowMap.autoUpdate = false*), you will need to set this to *true* and then make a render call to update the shadows in your scene.</p>
 
 
 		<h3>[property:Integer shadowMap.type]</h3>
 		<h3>[property:Integer shadowMap.type]</h3>
-		<div>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</div>
-		<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:Renderer Renderer constants] for details.</div>
+		<p>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</p>
+		<p>Options are THREE.BasicShadowMap, THREE.PCFShadowMap (default), THREE.PCFSoftShadowMap. See [page:Renderer Renderer constants] for details.</p>
 
 
 		<h3>[property:Boolean sortObjects]</h3>
 		<h3>[property:Boolean sortObjects]</h3>
-		<div>
+		<p>
 		Defines whether the renderer should sort objects. Default is *true*.<br /><br />
 		Defines whether the renderer should sort objects. Default is *true*.<br /><br />
 
 
 		Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
 		Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
 		By definition, sorting objects may not work in all cases.  Depending on the needs of application,
 		By definition, sorting objects may not work in all cases.  Depending on the needs of application,
 		it may be neccessary to turn off sorting and use other methods to deal with transparency
 		it may be neccessary to turn off sorting and use other methods to deal with transparency
 		rendering e.g. manually determining each object's rendering order.
 		rendering e.g. manually determining each object's rendering order.
-		</div>
+		</p>
 
 
 		<h3>[property:Object state]</h3>
 		<h3>[property:Object state]</h3>
-		<div>
+		<p>
 		Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
 		Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
-		</div>
+		</p>
 
 
 		<h3>[property:Constant toneMapping]</h3>
 		<h3>[property:Constant toneMapping]</h3>
-		<div>
+		<p>
 		Default is [page:Renderer LinearToneMapping]. See the [page:Renderer Renderer constants] for other choices.
 		Default is [page:Renderer LinearToneMapping]. See the [page:Renderer Renderer constants] for other choices.
-		</div>
+		</p>
 
 
 		<h3>[property:Number toneMappingExposure]</h3>
 		<h3>[property:Number toneMappingExposure]</h3>
-		<div>
+		<p>
 		Exposure level of tone mapping. Default is *1*.
 		Exposure level of tone mapping. Default is *1*.
-		</div>
+		</p>
 
 
 		<h3>[property:Number toneMappingWhitePoint]</h3>
 		<h3>[property:Number toneMappingWhitePoint]</h3>
-		<div>
+		<p>
 		Tone mapping white point. Default is *1*.
 		Tone mapping white point. Default is *1*.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:Integer allocTextureUnit]</h3>
 		<h3>[method:Integer allocTextureUnit]</h3>
-		<div>
+		<p>
 		Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
 		Attempt to allocate a texture unit for use by a shader. Will warn if trying to allocate
 		more texture units than the GPU supports. This is mainly used internally.
 		more texture units than the GPU supports. This is mainly used internally.
 		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
 		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
-		</div>
+		</p>
 
 
 		<h3>[method:null animate]( [param:Function callback] )</h3>
 		<h3>[method:null animate]( [param:Function callback] )</h3>
-		<div>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</div>
-		<div>A build in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</div>
+		<p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p>
+		<p>A build in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p>
 
 
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
-		<div>
+		<p>
 		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
 		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
 			This method initializes the color buffer to the current clear color value.<br />
 			This method initializes the color buffer to the current clear color value.<br />
 		Arguments default to *true*.
 		Arguments default to *true*.
-		</div>
+		</p>
 
 
 		<h3>[method:null clearColor]( )</h3>
 		<h3>[method:null clearColor]( )</h3>
-		<div>Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).</div>
+		<p>Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).</p>
 
 
 		<h3>[method:null clearDepth]( )</h3>
 		<h3>[method:null clearDepth]( )</h3>
-		<div>Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).</div>
+		<p>Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).</p>
 
 
 		<h3>[method:null clearStencil]( )</h3>
 		<h3>[method:null clearStencil]( )</h3>
-		<div>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</div>
+		<p>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</p>
 
 
 		<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
 		<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
-		<div>
+		<p>
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
 		color -- If set, then the color gets cleared. <br />
 		color -- If set, then the color gets cleared. <br />
 		depth -- If set, then the depth gets cleared. <br />
 		depth -- If set, then the depth gets cleared. <br />
 		stencil -- If set, then the stencil gets cleared.
 		stencil -- If set, then the stencil gets cleared.
-		</div>
-		<div>
+		</p>
+		<p>
 		This method clears a rendertarget. To do this, it activates the rendertarget.
 		This method clears a rendertarget. To do this, it activates the rendertarget.
-		</div>
+		</p>
 
 
 		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
 		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
-		<div>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</div>
+		<p>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</p>
 
 
 		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
 		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
-		<div>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</div>
+		<p>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</p>
 
 
 		<h3>[method:null copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>
 		<h3>[method:null copyTextureToTexture]( [param:Vector2 position], [param:Texture srcTexture], [param:Texture dstTexture], [param:Number level] )</h3>
-		<div>Copies all pixels of a texture to an existing texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].</div>
+		<p>Copies all pixels of a texture to an existing texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].</p>
 
 
 		<h3>[method:null dispose]( )</h3>
 		<h3>[method:null dispose]( )</h3>
-		<div>Dispose of the current rendering context.</div>
+		<p>Dispose of the current rendering context.</p>
 
 
 		<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
 		<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
-		<div>
+		<p>
 		Used to check whether various extensions are supported and returns an object with details of the extension if available.
 		Used to check whether various extensions are supported and returns an object with details of the extension if available.
 		This method can check for the following extensions:<br /><br />
 		This method can check for the following extensions:<br /><br />
 
 
@@ -339,52 +339,52 @@
 		- *WEBGL_compressed_texture_s3tc*<br />
 		- *WEBGL_compressed_texture_s3tc*<br />
 		- *WEBGL_compressed_texture_pvrtc*<br />
 		- *WEBGL_compressed_texture_pvrtc*<br />
 		- *WEBGL_compressed_texture_etc1*
 		- *WEBGL_compressed_texture_etc1*
-		</div>
+		</p>
 
 
 		<h3>[method:null forceContextLoss]( )</h3>
 		<h3>[method:null forceContextLoss]( )</h3>
-		<div>
+		<p>
 		Simulate loss of the WebGL context. This requires support for the
 		Simulate loss of the WebGL context. This requires support for the
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
 		According to [link:https://webglstats.com/ WebGLStats], as of February 2016 90% of WebGL enabled devices support this.
 		According to [link:https://webglstats.com/ WebGLStats], as of February 2016 90% of WebGL enabled devices support this.
-		</div>
+		</p>
 
 
 		<h3>[method:Float getClearAlpha]()</h3>
 		<h3>[method:Float getClearAlpha]()</h3>
-		<div>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</div>
+		<p>Returns a [page:Float float] with the current clear alpha. Ranges from 0 to 1.</p>
 
 
 		<h3>[method:Color getClearColor]()</h3>
 		<h3>[method:Color getClearColor]()</h3>
-		<div>Returns a [page:Color THREE.Color] instance with the current clear color.</div>
+		<p>Returns a [page:Color THREE.Color] instance with the current clear color.</p>
 
 
 		<h3>[method:WebGLRenderingContext getContext]()</h3>
 		<h3>[method:WebGLRenderingContext getContext]()</h3>
-		<div>Return the current WebGL context.</div>
+		<p>Return the current WebGL context.</p>
 
 
 		<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
 		<h3>[method:WebGLContextAttributes getContextAttributes]()</h3>
-		<div>Returns an object that describes the attributes set on the WebGL context when it was created.</div>
+		<p>Returns an object that describes the attributes set on the WebGL context when it was created.</p>
 
 
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
 		<h3>[method:RenderTarget getRenderTarget]()</h3>
-		<div>Returns the current RenderTarget, if any.</div>
+		<p>Returns the current RenderTarget, if any.</p>
 
 
 		<h3>[method:RenderTarget getCurrentViewport]()</h3>
 		<h3>[method:RenderTarget getCurrentViewport]()</h3>
-		<div>Returns the current viewport.</div>
+		<p>Returns the current viewport.</p>
 
 
 		<h3>[method:Object getDrawingBufferSize]()</h3>
 		<h3>[method:Object getDrawingBufferSize]()</h3>
-		<div>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</div>
+		<p>Returns an object containing the width and height of the renderer's drawing buffer, in pixels.</p>
 
 
 		<h3>[method:number getPixelRatio]()</h3>
 		<h3>[method:number getPixelRatio]()</h3>
-		<div>Returns current device pixel ratio used.</div>
+		<p>Returns current device pixel ratio used.</p>
 
 
 		<h3>[method:Object getSize]()</h3>
 		<h3>[method:Object getSize]()</h3>
-		<div>Returns an object containing the width and height of the renderer's output canvas, in pixels.</div>
+		<p>Returns an object containing the width and height of the renderer's output canvas, in pixels.</p>
 
 
 		<h3>[method:null resetGLState]( )</h3>
 		<h3>[method:null resetGLState]( )</h3>
-		<div>Reset the GL state to default. Called internally if the WebGL context is lost.</div>
+		<p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>
 
 
 		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
 		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
-		<div>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().<br />
+		<p>Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().<br />
 		See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
 		See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
-		</div>
+		</p>
 
 
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
 		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
-		<div>
+		<p>
 			Render a [page:Scene scene] using a [page:Camera camera].<br />
 			Render a [page:Scene scene] using a [page:Camera camera].<br />
 
 
 			The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
 			The render is done to the [page:WebGLRenderTarget renderTarget] (if specified) or to the canvas as usual.<br />
@@ -394,54 +394,54 @@
 
 
 			Even with forceClear set to true you can prevent certain buffers being cleared by setting
 			Even with forceClear set to true you can prevent certain buffers being cleared by setting
 			either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
 			either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
-		</div>
+		</p>
 
 
 		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Array lights], [param:Fog fog], [param:Material material], [param:Object geometryGroup], [param:Object3D object] )</h3>
 		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Array lights], [param:Fog fog], [param:Material material], [param:Object geometryGroup], [param:Object3D object] )</h3>
-		<div>Render a buffer geometry group using the camera and with the specified material.</div>
+		<p>Render a buffer geometry group using the camera and with the specified material.</p>
 
 
 		<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderprogram program], [param:Material shading] )</h3>
 		<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderprogram program], [param:Material shading] )</h3>
-		<div>object - an instance of [page:Object3D]<br />
+		<p>object - an instance of [page:Object3D]<br />
 		program - an instance of shaderProgram<br />
 		program - an instance of shaderProgram<br />
 		shading - an instance of Material<br /><br />
 		shading - an instance of Material<br /><br />
 
 
 		Render an immediate buffer. Gets called by renderImmediateObject.
 		Render an immediate buffer. Gets called by renderImmediateObject.
-		</div>
+		</p>
 
 
 		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
 		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
-		<div>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</div>
+		<p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
 
 
 		<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
 		<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
-		<div>Sets the clear color and opacity.</div>
+		<p>Sets the clear color and opacity.</p>
 
 
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
-		<div>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</div>
+		<p>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</p>
 
 
 		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
 		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
-		<div>
+		<p>
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
 		This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
 		This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
-		</div>
+		</p>
 
 
 		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
 		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
-		<div>
+		<p>
 		Sets the scissor area from (x, y) to (x + width, y + height)
 		Sets the scissor area from (x, y) to (x + width, y + height)
-		</div>
+		</p>
 
 
 		<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
 		<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
-		<div>
+		<p>
 		Enable or disable the scissor test. When this is enabled, only the pixels within the defined
 		Enable or disable the scissor test. When this is enabled, only the pixels within the defined
 			scissor area will be affected by further renderer actions.
 			scissor area will be affected by further renderer actions.
-		</div>
+		</p>
 
 
 		<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
 		<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
-		<div>
+		<p>
 		Resizes the output canvas to (width, height) with device pixel ratio taken into account,
 		Resizes the output canvas to (width, height) with device pixel ratio taken into account,
 			and also sets the viewport to fit that size, starting in (0, 0).
 			and also sets the viewport to fit that size, starting in (0, 0).
 			Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
 			Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
-		</div>
+		</p>
 
 
 		<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
 		<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
-		<div>
+		<p>
 		texture -- The [page:Texture texture] that needs to be set.<br />
 		texture -- The [page:Texture texture] that needs to be set.<br />
 		slot -- The number indicating which slot should be used by the texture.<br /><br />
 		slot -- The number indicating which slot should be used by the texture.<br /><br />
 
 
@@ -449,19 +449,19 @@
 		The slot number can be found as a value of the uniform of the sampler.<br /><br />
 		The slot number can be found as a value of the uniform of the sampler.<br /><br />
 
 
 		Note: This method replaces the older [method:null setTexture] method.
 		Note: This method replaces the older [method:null setTexture] method.
-		</div>
+		</p>
 
 
 		<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
 		<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
-		<div>
+		<p>
 		texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
 		texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
 		slot -- The number indicating which slot should be used by the texture.<br /><br />
 		slot -- The number indicating which slot should be used by the texture.<br /><br />
 
 
 		This method sets the correct texture to the correct slot for the WebGL shader.
 		This method sets the correct texture to the correct slot for the WebGL shader.
 		The slot number can be found as a value of the uniform of the sampler.
 		The slot number can be found as a value of the uniform of the sampler.
-		</div>
+		</p>
 
 
 		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
 		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
-		<div>Sets the viewport to render from (x, y) to (x + width, y + height).</div>
+		<p>Sets the viewport to render from (x, y) to (x + width, y + height).</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 1 - 1
docs/api/renderers/shaders/ShaderChunk.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Shader chunks for WebGL Shader library</div>
+		<p class="desc">Shader chunks for WebGL Shader library</p>
 
 
 
 
 
 

+ 1 - 1
docs/api/renderers/shaders/ShaderLib.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Webgl Shader Library for three.js</div>
+		<p class="desc">Webgl Shader Library for three.js</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 1 - 1
docs/api/renderers/shaders/UniformsLib.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Uniforms library for shared webgl shaders</div>
+		<p class="desc">Uniforms library for shared webgl shaders</p>
 
 
 
 
 
 

+ 1 - 1
docs/api/renderers/shaders/UniformsUtils.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Uniform Utilities. Support merging and cloning of uniform variables</div>
+		<p class="desc">Uniform Utilities. Support merging and cloning of uniform variables</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 

+ 10 - 10
docs/api/scenes/Fog.html

@@ -10,38 +10,38 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.</div>
+		<p class="desc">This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
 		<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
-		<div>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</div>
+		<p>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
+		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<div>Fog color.  Example: If set to black, far away objects will be rendered black.</div>
+		<p>Fog color.  Example: If set to black, far away objects will be rendered black.</p>
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
-		<div>The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.</div>
-		<div>Default is 1.</div>
+		<p>The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.</p>
+		<p>Default is 1.</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
-		<div>The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.</div>
-		<div>Default is 1000.</div>
+		<p>The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.</p>
+		<p>Default is 1000.</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:Fog clone]()</h3>
 		<h3>[method:Fog clone]()</h3>
-		<div>Returns a new fog instance with the same parameters as this one.</div>
+		<p>Returns a new fog instance with the same parameters as this one.</p>
 
 
 		<h3>[method:Fog toJSON]()</h3>
 		<h3>[method:Fog toJSON]()</h3>
-		<div>Return fog data in JSON format.</div>
+		<p>Return fog data in JSON format.</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 8 - 8
docs/api/scenes/FogExp2.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">This class contains the parameters that define exponential fog, i.e., that grows exponentially denser with the distance.</div>
+		<p class="desc">This class contains the parameters that define exponential fog, i.e., that grows exponentially denser with the distance.</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -18,26 +18,26 @@
 
 
 		<h3>[name]( [param:Integer color], [param:Float density] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float density] )</h3>
 
 
-		<div>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</div>
+		<p>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</p>
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
+		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<div>Fog color. Example: If set to black, far away objects will be rendered black.</div>
+		<p>Fog color. Example: If set to black, far away objects will be rendered black.</p>
 
 
 		<h3>[property:Float density]</h3>
 		<h3>[property:Float density]</h3>
-		<div>Defines how fast the fog will grow dense.</div>
-		<div>Default is 0.00025.</div>
+		<p>Defines how fast the fog will grow dense.</p>
+		<p>Default is 0.00025.</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:FogExp2 clone]()</h3>
 		<h3>[method:FogExp2 clone]()</h3>
-		<div>Returns a new FogExp2 instance with the same parameters as this one.</div>
+		<p>Returns a new FogExp2 instance with the same parameters as this one.</p>
 
 
 		<h3>[method:FogExp2 toJSON]()</h3>
 		<h3>[method:FogExp2 toJSON]()</h3>
-		<div>Return FogExp2 data in JSON format.</div>
+		<p>Return FogExp2 data in JSON format.</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 11 - 11
docs/api/scenes/Scene.html

@@ -11,45 +11,45 @@
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Scenes allow you to set up what and where is to be rendered by three.js. This is where you place objects, lights and cameras.</div>
+		<p class="desc">Scenes allow you to set up what and where is to be rendered by three.js. This is where you place objects, lights and cameras.</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
-		<div>
+		<p>
 		Create a new scene object.
 		Create a new scene object.
-		</div>
+		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Fog fog]</h3>
 		<h3>[property:Fog fog]</h3>
 
 
-		<div>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</div>
+		<p>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</p>
 
 
 		<h3>[property:Material overrideMaterial]</h3>
 		<h3>[property:Material overrideMaterial]</h3>
 
 
-		<div>If not null, it will force everything in the scene to be rendered with that material. Default is null.</div>
+		<p>If not null, it will force everything in the scene to be rendered with that material. Default is null.</p>
 
 
 		<h3>[property:boolean autoUpdate]</h3>
 		<h3>[property:boolean autoUpdate]</h3>
-		<div>
+		<p>
 		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
 		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
 		When it isn't, then you have to maintain all matrices in the scene yourself.
 		When it isn't, then you have to maintain all matrices in the scene yourself.
-		</div>
+		</p>
 
 
 		<h3>[property:Object background]</h3>
 		<h3>[property:Object background]</h3>
-		<div>
+		<p>
 		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a [page:CubeTexture]. Default is null.
 		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a [page:CubeTexture]. Default is null.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
 		<h3>[method:JSON toJSON]</h3>
 		<h3>[method:JSON toJSON]</h3>
-		<div>
+		<p>
 		Return the scene data in JSON format.
 		Return the scene data in JSON format.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 10 - 10
docs/api/textures/CanvasTexture.html

@@ -12,16 +12,16 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">
+		<p class="desc">
 		Creates a texture from a canvas element.<br /><br />
 		Creates a texture from a canvas element.<br /><br />
 
 
 		This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately.
 		This is almost the same as the base [page:Texture Texture] class, except that it sets [page:Texture.needsUpdate needsUpdate] to *true* immediately.
-		</div>
+		</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( [param:HTMLElement canvas], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Constant format], [param:Constant type], [param:Number anisotropy] )</h3>
 		<h3>[name]( [param:HTMLElement canvas], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Constant format], [param:Constant type], [param:Number anisotropy] )</h3>
-		<div>
+		<p>
 		[page:HTMLElement canvas] -- The HTML canvas element from which to load the texture. <br />
 		[page:HTMLElement canvas] -- The HTML canvas element from which to load the texture. <br />
 
 
 		[page:Constant mapping] --  How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
 		[page:Constant mapping] --  How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
@@ -48,26 +48,26 @@
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
 		Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
 		Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
-		</div>
+		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<div>
+		<p>
     See the base [page:Texture Texture] class for common properties.
     See the base [page:Texture Texture] class for common properties.
-    </div>
+    </p>
 
 
 		<h3>[property:boolean needsUpdate]</h3>
 		<h3>[property:boolean needsUpdate]</h3>
 
 
-		<div>
+		<p>
 			True by default. This is required so that the canvas data is loaded.
 			True by default. This is required so that the canvas data is loaded.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-    <div>
+    <p>
     See the base [page:Texture Texture] class for common methods.
     See the base [page:Texture Texture] class for common methods.
-    </div>
+    </p>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 8 - 8
docs/api/textures/CompressedTexture.html

@@ -12,19 +12,19 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">
+		<p class="desc">
 		Creates a texture based on data in compressed form, for example from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS] file.<br /><br />
 		Creates a texture based on data in compressed form, for example from a [link:https://en.wikipedia.org/wiki/DirectDraw_Surface DDS] file.<br /><br />
 
 
 
 
 		For use with the [page:CompressedTextureLoader CompressedTextureLoader].
 		For use with the [page:CompressedTextureLoader CompressedTextureLoader].
-		</div>
+		</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
 		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
 		<h3>[name]( [param:Array mipmaps], [param:Number width], [param:Number height], [param:Constant format], [param:Constant type], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy] )</h3>
-		<div>
+		<p>
 		[page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.<br />
 		[page:Array mipmaps] -- The mipmaps array should contain objects with data, width and height. The mipmaps should be of the correct format and type.<br />
 
 
 		[page:Number width] -- The width of the biggest mipmap.<br />
 		[page:Number width] -- The width of the biggest mipmap.<br />
@@ -57,7 +57,7 @@
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
 		Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
 		Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
-		</div>
+		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
@@ -66,15 +66,15 @@
 
 
 		<h3>[property:boolean flipY]</h3>
 		<h3>[property:boolean flipY]</h3>
 
 
-		<div>
+		<p>
 			False by default. Flipping textures does not work for compressed textures.
 			False by default. Flipping textures does not work for compressed textures.
-		</div>
+		</p>
 
 
 		<h3>[property:boolean generateMipmaps]</h3>
 		<h3>[property:boolean generateMipmaps]</h3>
 
 
-		<div>
+		<p>
 			False by default. Mipmaps can't be generated for compressed textures
 			False by default. Mipmaps can't be generated for compressed textures
-		</div>
+		</p>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 3 - 3
docs/api/textures/CubeTexture.html

@@ -12,7 +12,7 @@
 		
 		
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Creates a cube texture made up of six images.</div>
+		<p class="desc">Creates a cube texture made up of six images.</p>
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
@@ -34,11 +34,11 @@
 
 
 		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
 		<h3>[name]( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )</h3>
 		
 		
-		<div>
+		<p>
 		CubeTexture is almost equivalent in functionality and usage to [page:Texture]. The only differences are that the
 		CubeTexture is almost equivalent in functionality and usage to [page:Texture]. The only differences are that the
 		images are an array of 6 images as opposed to a single image, and the mapping options are
 		images are an array of 6 images as opposed to a single image, and the mapping options are
 		[page:Textures THREE.CubeReflectionMapping] (default) or [page:Textures THREE.CubeRefractionMapping]
 		[page:Textures THREE.CubeReflectionMapping] (default) or [page:Textures THREE.CubeRefractionMapping]
-		</div>
+		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

+ 7 - 7
docs/api/textures/DataTexture.html

@@ -12,17 +12,17 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Creates a texture directly from raw data, width and height.</div>
+		<p class="desc">Creates a texture directly from raw data, width and height.</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
 		<h3>[name]( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy )</h3>
-		<div>
+		<p>
 			The data argument must be an ArrayBuffer or a typed array view.
 			The data argument must be an ArrayBuffer or a typed array view.
 			Further parameters correspond to the properties inherited from [page:Texture], where both magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
 			Further parameters correspond to the properties inherited from [page:Texture], where both magFilter and minFilter default to THREE.NearestFilter. The properties flipY and generateMipmaps are intially set to false.
-		</div>
-		<div>
+		</p>
+		<p>
 			The interpretation of the data depends on type and format:
 			The interpretation of the data depends on type and format:
 			If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
 			If the type is THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel data.
 			If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
 			If the format is THREE.RGBAFormat, data needs four values for one texel; Red, Green, Blue and Alpha (typically the opacity). Similarly, THREE.RGBFormat specifies a format where only three values are used for each texel.<br />
@@ -30,7 +30,7 @@
 			For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
 			For the packed types, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type or THREE.UnsignedShort565Type, all color components of one texel can be addressed as bitfields within an integer element of a Uint16Array.<br />
 
 
 			In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
 			In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL implementation must support the respective extensions OES_texture_float and OES_texture_half_float. In order to use THREE.LinearFilter for component-wise, bilinear interpolation of the texels based on these types, the WebGL extensions OES_texture_float_linear or OES_texture_half_float_linear must also be present.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
@@ -62,9 +62,9 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Image image]</h3>
 		<h3>[property:Image image]</h3>
-		<div>
+		<p>
 		Overridden with a record type holding data, width and height.
 		Overridden with a record type holding data, width and height.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 

+ 59 - 62
docs/api/textures/DepthTexture.html

@@ -12,32 +12,30 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">
+		<p class="desc">
 		Creates a texture for use as a Depth Texture. Require support for the
 		Creates a texture for use as a Depth Texture. Require support for the
-    [link:https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ WEBGL_depth_texture] extension.
-    <br /><br />
+	[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ WEBGL_depth_texture] extension.
+		</p>
 
 
-			</div>
+		<h2>Example</h2>
 
 
-    <h2>Example</h2>
-
-    [example:webgl_depth_texture depth / texture]
+		[example:webgl_depth_texture depth / texture]
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>
 		<h3>[name]( [param:Number width], [param:Number height], [param:Constant type], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Number anisotropy], [param:Constant format] )</h3>
 
 
-    <div>
+		<p>
 		[page:Number width] -- width of the texture.<br />
 		[page:Number width] -- width of the texture.<br />
 
 
 		[page:Number height] -- height of the texture.<br />
 		[page:Number height] -- height of the texture.<br />
 
 
-    [page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType].
-     See [page:Textures type constants] for other choices.<br />
+		[page:Constant type] -- Default is [page:Textures THREE.UnsignedShortType].
+		See [page:Textures type constants] for other choices.<br />
 
 
-    [page:Constant mapping] --
-    See [page:Textures type constants] for details.<br />
+		[page:Constant mapping] --
+		See [page:Textures type constants] for details.<br />
 
 
-    [page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
+		[page:Constant wrapS] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
 		See [page:Textures wrap mode constants] for other choices.<br />
 		See [page:Textures wrap mode constants] for other choices.<br />
 
 
 		[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
 		[page:Constant wrapT] -- The default is [page:Textures THREE.ClampToEdgeWrapping].
@@ -47,66 +45,65 @@
 		The default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants] for other choices.<br />
 		The default is [page:Textures THREE.NearestFilter]. See [page:Textures magnification filter constants] for other choices.<br />
 
 
 		[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
 		[page:Constant minFilter] -- How the texture is sampled when a texel covers less than one pixel.
-		 The default is [page:Textures THREE.NearestFilter]. See [page:Textures minification filter constants] for other choices.<br />
-
-     [page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
-     By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
-     Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br />
+		The default is [page:Textures THREE.NearestFilter]. See [page:Textures minification filter constants] for other choices.<br />
 
 
-    [page:Constant format] -- must be either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
-     See [page:Textures format constants] for details.<br />
+		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
+		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
+		Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br />
 
 
-		</div>
+		[page:Constant format] -- must be either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
+		See [page:Textures format constants] for details.<br />
+		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<div>
-    See the base [page:Texture Texture] class for common properties
-    - the following are also part of the texture class, but have different defaults here.
-    </div>
+		<p>
+		See the base [page:Texture Texture] class for common properties
+		- the following are also part of the texture class, but have different defaults here.
+		</p>
 
 
 		<h3>[page:Texture.format .format]</h3>
 		<h3>[page:Texture.format .format]</h3>
-		<div>
-    Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
-    See [page:Textures format constants] for details.<br />
-		</div>
-
-    <h3>[page:Texture.type .type]</h3>
-    <div>
-    Default is [page:Textures THREE.UnsignedShortType].
-    See [page:Textures format constants] for details.<br />
-    </div>
-
-    <h3>[page:Texture.magFilter .magFilter]</h3>
-    <div>
-      How the texture is sampled when a texel covers more than one pixel.
-  		The default is [page:Textures THREE.NearestFilter].
-      See [page:Textures magnification filter constants] for other choices.
-    </div>
-
-    <h3>[page:Texture.minFilter .minFilter]</h3>
-    <div>
-    How the texture is sampled when a texel covers less than one pixel.
-  	The default is [page:Textures THREE.NearestFilter].
-    See [page:Textures magnification filter constants] for other choices.
-    </div>
-
-    <h3>[page:Texture.flipY .flipY]</h3>
-    <div>
-    Depth textures do not need to be flipped so this is *false* by default.
-    </div>
-
-    <h3>[page:Texture.generateMipmaps .generateMipmaps]</h3>
-    <div>
-    Depth textures do not use mipmaps.
-    </div>
+		<p>
+		Either [page:Textures DepthFormat] (default) or [page:Textures DepthStencilFormat].
+		See [page:Textures format constants] for details.<br />
+		</p>
+
+		<h3>[page:Texture.type .type]</h3>
+		<p>
+		Default is [page:Textures THREE.UnsignedShortType].
+		See [page:Textures format constants] for details.<br />
+		</p>
+
+		<h3>[page:Texture.magFilter .magFilter]</h3>
+		<p>
+		  How the texture is sampled when a texel covers more than one pixel.
+			The default is [page:Textures THREE.NearestFilter].
+		  See [page:Textures magnification filter constants] for other choices.
+		</p>
+
+		<h3>[page:Texture.minFilter .minFilter]</h3>
+		<p>
+		How the texture is sampled when a texel covers less than one pixel.
+		The default is [page:Textures THREE.NearestFilter].
+		See [page:Textures magnification filter constants] for other choices.
+		</p>
+
+		<h3>[page:Texture.flipY .flipY]</h3>
+		<p>
+		Depth textures do not need to be flipped so this is *false* by default.
+		</p>
+
+		<h3>[page:Texture.generateMipmaps .generateMipmaps]</h3>
+		<p>
+		Depth textures do not use mipmaps.
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-    <div>
-    See the base [page:Texture Texture] class for common methods.
-    </div>
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 63 - 63
docs/api/textures/Texture.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">Create a texture to apply to a surface or as a reflection or refraction map.</div>
+		<p class="desc">Create a texture to apply to a surface or as a reflection or refraction map.</p>
 
 
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
@@ -30,54 +30,54 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
-		<div>
+		<p>
 		Readonly - unique number for this texture instance.
 		Readonly - unique number for this texture instance.
-		</div>
+		</p>
 
 
 		<h3>[property:String uuid]</h3>
 		<h3>[property:String uuid]</h3>
-		<div>
+		<p>
 		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
 		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
 		This gets automatically assigned, so this shouldn't be edited.
 		This gets automatically assigned, so this shouldn't be edited.
-		</div>
+		</p>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<div>
+		<p>
 		Optional name of the object (doesn't need to be unique). Default is an empty string.
 		Optional name of the object (doesn't need to be unique). Default is an empty string.
-		</div>
+		</p>
 
 
 		<h3>[property:Image image]</h3>
 		<h3>[property:Image image]</h3>
-		<div>
+		<p>
 		An image object, typically created using the [page:TextureLoader.load] method.
 		An image object, typically created using the [page:TextureLoader.load] method.
 		This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.<br /><br />
 		This can be any image (e.g., PNG, JPG, GIF, DDS) or video (e.g., MP4, OGG/OGV) type supported by three.js.<br /><br />
 
 
 		To use video as a texture you need to have a playing HTML5
 		To use video as a texture you need to have a playing HTML5
 		video element as a source for your texture image and continuously update this texture
 		video element as a source for your texture image and continuously update this texture
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
-		</div>
+		</p>
 
 
 		<h3>[property:array mipmaps]</h3>
 		<h3>[property:array mipmaps]</h3>
-		<div>
+		<p>
 		Array of user-specified mipmaps (optional).
 		Array of user-specified mipmaps (optional).
-		</div>
+		</p>
 
 
 		<h3>[property:object mapping]</h3>
 		<h3>[property:object mapping]</h3>
-		<div>
+		<p>
 		How the image is applied to the object. An object type of [page:Textures THREE.UVMapping] is the default,
 		How the image is applied to the object. An object type of [page:Textures THREE.UVMapping] is the default,
 		where the U,V coordinates are used to apply the map.<br />
 		where the U,V coordinates are used to apply the map.<br />
 
 
 		See the [page:Textures texture constants] page for other mapping types.
 		See the [page:Textures texture constants] page for other mapping types.
-		</div>
+		</p>
 
 
 		<h3>[property:number wrapS]</h3>
 		<h3>[property:number wrapS]</h3>
-		<div>
+		<p>
 		This defines how the texture is wrapped horizontally and corresponds to *U* in UV mapping.<br />
 		This defines how the texture is wrapped horizontally and corresponds to *U* in UV mapping.<br />
 		The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
 		The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
 		The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
 		The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
 		See the [page:Textures texture constants] page for details.
 		See the [page:Textures texture constants] page for details.
-		</div>
+		</p>
 
 
 		<h3>[property:number wrapT]</h3>
 		<h3>[property:number wrapT]</h3>
-		<div>
+		<p>
 		This defines how the texture is wrapped vertically and corresponds to *V* in UV mapping.<br />
 		This defines how the texture is wrapped vertically and corresponds to *V* in UV mapping.<br />
 		The same choices are available as for [property:number wrapS].<br /><br />
 		The same choices are available as for [property:number wrapS].<br /><br />
 
 
@@ -85,59 +85,59 @@
 		 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels.
 		 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ...) in terms of pixels.
 		 Individual dimensions need not be equal, but each must be a power of two.
 		 Individual dimensions need not be equal, but each must be a power of two.
 		 This is a limitation of WebGL, not three.js.
 		 This is a limitation of WebGL, not three.js.
-		</div>
+		</p>
 
 
 		<h3>[property:number magFilter]</h3>
 		<h3>[property:number magFilter]</h3>
-		<div>
+		<p>
 		How the texture is sampled when a texel covers more than one pixel. The default is
 		How the texture is sampled when a texel covers more than one pixel. The default is
 		 [page:Textures THREE.LinearFilter], which takes the four closest texels and bilinearly interpolates among them.
 		 [page:Textures THREE.LinearFilter], which takes the four closest texels and bilinearly interpolates among them.
 		 The other option is [page:Textures THREE.NearestFilter], which uses the value of the closest texel.<br />
 		 The other option is [page:Textures THREE.NearestFilter], which uses the value of the closest texel.<br />
 		 See the [page:Textures texture constants] page for details.
 		 See the [page:Textures texture constants] page for details.
-		</div>
+		</p>
 
 
 		<h3>[property:number minFilter]</h3>
 		<h3>[property:number minFilter]</h3>
-		<div>
+		<p>
 		How the texture is sampled when a texel covers less than one pixel. The default is
 		How the texture is sampled when a texel covers less than one pixel. The default is
 		[page:Textures THREE.LinearMipMapLinearFilter], which uses mipmapping and a trilinear filter. <br /><br />
 		[page:Textures THREE.LinearMipMapLinearFilter], which uses mipmapping and a trilinear filter. <br /><br />
 
 
 		See the [page:Textures texture constants] page for all possible choices.
 		See the [page:Textures texture constants] page for all possible choices.
-		</div>
+		</p>
 
 
 		<h3>[property:number anisotropy]</h3>
 		<h3>[property:number anisotropy]</h3>
-		<div>
+		<p>
 		The number of samples taken along the axis through the pixel that has the highest density of texels.
 		The number of samples taken along the axis through the pixel that has the highest density of texels.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap,
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap,
 		at the cost of more texture samples being used. Use [page:WebGLRenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to
 		at the cost of more texture samples being used. Use [page:WebGLRenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to
 		find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
 		find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
-		</div>
+		</p>
 
 
 		<h3>[property:number format]</h3>
 		<h3>[property:number format]</h3>
-		<div>
+		<p>
 		The default is [page:Textures THREE.RGBAFormat], although the [page:TextureLoader TextureLoader] will automatically
 		The default is [page:Textures THREE.RGBAFormat], although the [page:TextureLoader TextureLoader] will automatically
 		set this to [page:Textures THREE.RGBFormat] for JPG images. <br /><br />
 		set this to [page:Textures THREE.RGBFormat] for JPG images. <br /><br />
 
 
 		See the [page:Textures texture constants] page for details of other formats.
 		See the [page:Textures texture constants] page for details of other formats.
-		</div>
+		</p>
 
 
 		<h3>[property:number type]</h3>
 		<h3>[property:number type]</h3>
-		<div>
+		<p>
 		This must correspond to the [page:Texture.format .format]. The default is [page:Textures THREE.UnsignedByteType],
 		This must correspond to the [page:Texture.format .format]. The default is [page:Textures THREE.UnsignedByteType],
 		which will be used for most texture formats.<br /><br />
 		which will be used for most texture formats.<br /><br />
 
 
 		See the [page:Textures texture constants] page for details of other formats.
 		See the [page:Textures texture constants] page for details of other formats.
-		</div>
+		</p>
 
 
 		<h3>[property:Vector2 offset]</h3>
 		<h3>[property:Vector2 offset]</h3>
-		<div>
+		<p>
 		How much a single repetition of the texture is offset from the beginning, in each direction U and V.
 		How much a single repetition of the texture is offset from the beginning, in each direction U and V.
 		Typical range is *0.0* to *1.0*.  _Note:_ The offset property is a convenience modifier and only affects
 		Typical range is *0.0* to *1.0*.  _Note:_ The offset property is a convenience modifier and only affects
 		the Texture's application to the first set of UVs on a model.  If the Texture is used as a map requiring
 		the Texture's application to the first set of UVs on a model.  If the Texture is used as a map requiring
 		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		assigned to achieve the desired offset.
 		assigned to achieve the desired offset.
-		</div>
+		</p>
 
 
 		<h3>[property:Vector2 repeat]</h3>
 		<h3>[property:Vector2 repeat]</h3>
-		<div>
+		<p>
 		How many times the texture is repeated across the surface, in each direction U and V.  If repeat is set
 		How many times the texture is repeated across the surface, in each direction U and V.  If repeat is set
 		greater than 1 in either direction, the corresponding Wrap parameter should also be set to
 		greater than 1 in either direction, the corresponding Wrap parameter should also be set to
 		[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
 		[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
@@ -145,83 +145,83 @@
 		the Texture's application to the first set of UVs on a model.  If the Texture is used as a map requiring
 		the Texture's application to the first set of UVs on a model.  If the Texture is used as a map requiring
 		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		assigned to achieve the desired repetiton.
 		assigned to achieve the desired repetiton.
-		</div>
+		</p>
 
 
 		<h3>[property:number rotation]</h3>
 		<h3>[property:number rotation]</h3>
-		<div>
+		<p>
 		How much the texture is rotated around the center point, in radians. Postive values are counter-clockwise. Default is *0*.
 		How much the texture is rotated around the center point, in radians. Postive values are counter-clockwise. Default is *0*.
-		</div>
+		</p>
 
 
 		<h3>[property:Vector2 center]</h3>
 		<h3>[property:Vector2 center]</h3>
-		<div>
+		<p>
 		Indicates where the center of rotation is. To rotate around the center point set this value to (0.5, 0.5). Default value is (0.0, 0.0).
 		Indicates where the center of rotation is. To rotate around the center point set this value to (0.5, 0.5). Default value is (0.0, 0.0).
-		</div>
+		</p>
 
 
 		<h3>[property:boolean matrixAutoUpdate]</h3>
 		<h3>[property:boolean matrixAutoUpdate]</h3>
-		<div>
+		<p>
 		Whether to update the texture's uv-transform [property:Matrix3 matrix] based on the [property:Vector2 offset],
 		Whether to update the texture's uv-transform [property:Matrix3 matrix] based on the [property:Vector2 offset],
 		[property:Vector2 repeat], and [property:number rotation] settings. True by default.
 		[property:Vector2 repeat], and [property:number rotation] settings. True by default.
 		Set this to false if you are specifying the uv-transform matrix directly.
 		Set this to false if you are specifying the uv-transform matrix directly.
-		</div>
+		</p>
 
 
 		<h3>[property:Matrix3 matrix]</h3>
 		<h3>[property:Matrix3 matrix]</h3>
-		<div>
+		<p>
 		The uv-transform matrix for the texture. Updated by the renderer from the texture properties [property:Vector2 offset], [property:Vector2 repeat],
 		The uv-transform matrix for the texture. Updated by the renderer from the texture properties [property:Vector2 offset], [property:Vector2 repeat],
 		and [property:number rotation] when the texture's [property:boolean matrixAutoUpdate] property is true.
 		and [property:number rotation] when the texture's [property:boolean matrixAutoUpdate] property is true.
 		When [property:boolean matrixAutoUpdate] property is false, this matrix may be set manually.
 		When [property:boolean matrixAutoUpdate] property is false, this matrix may be set manually.
 		Default is the identity matrix.
 		Default is the identity matrix.
-		</div>
+		</p>
 
 
 		<h3>[property:boolean generateMipmaps]</h3>
 		<h3>[property:boolean generateMipmaps]</h3>
-		<div>
+		<p>
 		Whether to generate mipmaps (if possible) for a texture. True by default. Set this to false if you are
 		Whether to generate mipmaps (if possible) for a texture. True by default. Set this to false if you are
 		creating mipmaps manually.
 		creating mipmaps manually.
-		</div>
+		</p>
 
 
 		<h3>[property:boolean premultiplyAlpha]</h3>
 		<h3>[property:boolean premultiplyAlpha]</h3>
-		<div>
+		<p>
 		False by default, which is the norm for PNG images. Set to true if the RGB values have
 		False by default, which is the norm for PNG images. Set to true if the RGB values have
 		been stored premultiplied by alpha.
 		been stored premultiplied by alpha.
-		</div>
+		</p>
 
 
 		<h3>[property:boolean flipY]</h3>
 		<h3>[property:boolean flipY]</h3>
-		<div>
+		<p>
 		True by default. Flips the image's Y axis to match the WebGL texture coordinate space.
 		True by default. Flips the image's Y axis to match the WebGL texture coordinate space.
-		</div>
+		</p>
 
 
 		<h3>[property:number unpackAlignment]</h3>
 		<h3>[property:number unpackAlignment]</h3>
-		<div>
+		<p>
 		4 by default. Specifies the alignment requirements for the start of each pixel row in memory.
 		4 by default. Specifies the alignment requirements for the start of each pixel row in memory.
 		The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes),
 		The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes),
 		4 (word-alignment), and 8 (rows start on double-word boundaries).
 		4 (word-alignment), and 8 (rows start on double-word boundaries).
 		See [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]
 		See [link:http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml glPixelStorei]
 		for more information.
 		for more information.
-		</div>
+		</p>
 
 
 		<h3>[property:number encoding]</h3>
 		<h3>[property:number encoding]</h3>
-		<div>
+		<p>
 		[page:Textures THREE.LinearEncoding] is the default.
 		[page:Textures THREE.LinearEncoding] is the default.
 		See the [page:Textures texture constants] page for details of other formats.<br /><br />
 		See the [page:Textures texture constants] page for details of other formats.<br /><br />
 
 
 		Note that if this value is changed on a texture after the material has been used,
 		Note that if this value is changed on a texture after the material has been used,
 		it is necessary to trigger a Material.needsUpdate for this value to be realized in the shader.
 		it is necessary to trigger a Material.needsUpdate for this value to be realized in the shader.
-		</div>
+		</p>
 
 
 		<h3>[property:Integer version]</h3>
 		<h3>[property:Integer version]</h3>
-		<div>
+		<p>
 		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
 		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
-		</div>
+		</p>
 
 
 		<h3>[property:Function onUpdate]</h3>
 		<h3>[property:Function onUpdate]</h3>
-		<div>
+		<p>
 		A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true
 		A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true
 		and then the texture is used).
 		and then the texture is used).
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean needsUpdate]</h3>
 		<h3>[property:Boolean needsUpdate]</h3>
-		<div>
+		<p>
 		Set this to *true* to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
 		Set this to *true* to trigger an update next time the texture is used. Particularly important for setting the wrap mode.
-		</div>
+		</p>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
@@ -229,26 +229,26 @@
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
 
 		<h3>[method:Texture clone]( [param:Texture texture] )</h3>
 		<h3>[method:Texture clone]( [param:Texture texture] )</h3>
-		<div>
+		<p>
 		Make copy of the texture. Note this is not a "deep copy", the image is shared.
 		Make copy of the texture. Note this is not a "deep copy", the image is shared.
-		</div>
+		</p>
 
 
 		<h3>[method:Texture toJSON]( meta )</h3>
 		<h3>[method:Texture toJSON]( meta )</h3>
-		<div>
+		<p>
 		meta -- optional object containing metadata.<br />
 		meta -- optional object containing metadata.<br />
 		Convert the material to three.js JSON format.
 		Convert the material to three.js JSON format.
-		</div>
+		</p>
 
 
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>
-		<div>
+		<p>
 		Call [page:EventDispatcher EventDispatcher].dispatchEvent with a 'dispose' event type.
 		Call [page:EventDispatcher EventDispatcher].dispatchEvent with a 'dispose' event type.
-		</div>
+		</p>
 
 
 		<h3>[method:null transformUv]( uv )</h3>
 		<h3>[method:null transformUv]( uv )</h3>
-		<div>
+		<p>
 		Transform the uv based on the value of this texture's [page:Texture.repeat .repeat], [page:Texture.offset .offset],
 		Transform the uv based on the value of this texture's [page:Texture.repeat .repeat], [page:Texture.offset .offset],
 		[page:Texture.wrapS .wrapS], [page:Texture.wrapT .wrapT] and [page:Texture.flipY .flipY] properties.
 		[page:Texture.wrapS .wrapS], [page:Texture.wrapT .wrapT] and [page:Texture.flipY .flipY] properties.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 13 - 13
docs/api/textures/VideoTexture.html

@@ -12,15 +12,15 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">
+		<p class="desc">
 		Creates a texture for use with a video texture.<br /><br />
 		Creates a texture for use with a video texture.<br /><br />
 
 
 		This is almost the same as the base [page:Texture Texture] class, except that it continuosly sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.
 		This is almost the same as the base [page:Texture Texture] class, except that it continuosly sets [page:Texture.needsUpdate needsUpdate] to *true* so that the texture is updated as the video plays. Automatic creation of [page:Texture.mipmaps mipmaps] is also disabled.
-		</div>
+		</p>
 
 
     <h2>Example</h2>
     <h2>Example</h2>
 
 
-		<div>[example:webgl_materials_video materials / video ]</div>
+		<p>[example:webgl_materials_video materials / video ]</p>
 
 
 		<code>
 		<code>
 //assuming you have created a HTML video element with id="video"
 //assuming you have created a HTML video element with id="video"
@@ -35,7 +35,7 @@ texture.format = THREE.RGBFormat;
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Video video], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Constant format], [param:Constant type], [param:Number anisotropy] )</h3>
 		<h3>[name]( [param:Video video], [param:Constant mapping], [param:Constant wrapS], [param:Constant wrapT], [param:Constant magFilter], [param:Constant minFilter], [param:Constant format], [param:Constant type], [param:Number anisotropy] )</h3>
-		<div>
+		<p>
 		[page:Video video] -- The video element to use as the texture. <br />
 		[page:Video video] -- The video element to use as the texture. <br />
 
 
 		[page:Constant mapping] --  How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
 		[page:Constant mapping] --  How the image is applied to the object. An object type of [page:Textures THREE.UVMapping].
@@ -62,31 +62,31 @@ texture.format = THREE.RGBFormat;
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		[page:Number anisotropy] -- The number of samples taken along the axis through the pixel that has the highest density of texels.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
 		By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used.
 		Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
 		Use [page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.<br /><br />
-		</div>
+		</p>
 
 
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<div>
+		<p>
     See the base [page:Texture Texture] class for common properties.
     See the base [page:Texture Texture] class for common properties.
-    </div>
+    </p>
 
 
 		<h3>[property:boolean needsUpdate]</h3>
 		<h3>[property:boolean needsUpdate]</h3>
-		<div>
+		<p>
 		You will not need to set this manually here as it is handled by the [page:VideoTexture.update update] method.
 		You will not need to set this manually here as it is handled by the [page:VideoTexture.update update] method.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-    <div>
+    <p>
     See the base [page:Texture Texture] class for common methods.
     See the base [page:Texture Texture] class for common methods.
-    </div>
+    </p>
 
 
     <h3>[method:null update]()</h3>
     <h3>[method:null update]()</h3>
-		<div>
+		<p>
 		This is called automatically and sets [property:boolean needsUpdate] to *true* every time
 		This is called automatically and sets [property:boolean needsUpdate] to *true* every time
     a new frame is available.
     a new frame is available.
-		</div>
+		</p>
 
 
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>