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

Don McCurdy 7 gadi atpakaļ
vecāks
revīzija
657881232e

+ 6 - 6
docs/api/Template.html

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

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

@@ -10,12 +10,12 @@
 	<body>
 		<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
 			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
 			before displaying it on the screen.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
@@ -23,7 +23,7 @@
 
 		<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 height] - The height of the renderTarget.<br />
 		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 />
 
 		Creates a new [name]
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:number width]</h3>
-		<div>
+		<p>
 		The width of the render target.
-		</div>
+		</p>
 
 		<h3>[property:number height]</h3>
-		<div>
+		<p>
 		The height of the render target.
-		</div>
+		</p>
 
 		<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.
-		</div>
+		</p>
 
 		<h3>[property:boolean scissorTest]</h3>
-		<div>
+		<p>
 		Indicates whether the scissor test is active or not.
-		</div>
+		</p>
 
 		<h3>[property:Vector4 viewport]</h3>
-		<div>
+		<p>
 		The viewport of this render target.
-		</div>
+		</p>
 
 		<h3>[property:Texture texture]</h3>
-		<div>
+		<p>
 		This texture instance holds the rendered pixels. Use it as input for further processing.
-		</div>
+		</p>
 
 		<h3>[property:boolean depthBuffer]</h3>
-		<div>
+		<p>
 		Renders to the depth buffer. Default is true.
-		</div>
+		</p>
 
 		<h3>[property:boolean stencilBuffer]</h3>
-		<div>
+		<p>
 		Renders to the stencil buffer. Default is true.
-		</div>
+		</p>
 
 		<h3>[property:DepthTexture depthTexture]</h3>
-		<div>
+		<p>
 		If set, the scene depth will be rendered to this texture. Default is null.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
-		<div>
+		<p>
 		Sets the size of the render target.
-		</div>
+		</p>
 
 		<h3>[method:WebGLRenderTarget clone]()</h3>
-		<div>
+		<p>
 		Creates a copy of this render target.
-		</div>
+		</p>
 
 		<h3>[method:WebGLRenderTarget copy]( [param:WebGLRenderTarget source] )</h3>
-		<div>
+		<p>
 		Adopts the settings of the given render target.
-		</div>
+		</p>
 
 		<h3>[method:null dispose]()</h3>
-		<div>
+		<p>
 		Dispatches a dispose event.
-		</div>
+		</p>
 
 
 

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

@@ -12,20 +12,20 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Used by the [page:CubeCamera] as its [page:WebGLRenderTarget].
-		</div>
+		</p>
 
 		<h2>Examples</h2>
 
-		<div>See [page:CubeCamera] for examples.</div>
+		<p>See [page:CubeCamera] for examples.</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<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 height] - The height of the renderTarget. <br />
 		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 />
 
 		Creates a new [name]
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<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
 		used and set internally by the [page:CubeCamera].
-		</div>
+		</p>
 
 		<h3>See [page:WebGLRenderTarget] for inherited properties</h3>
 

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

@@ -10,15 +10,15 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			The WebGL renderer displays your beautifully crafted scenes using
 			[link:https://en.wikipedia.org/wiki/WebGL WebGL].
-		</div>
+		</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 		[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
 			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
 		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.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<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>
-		<div>
+		<p>
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer.
 			Default is *true*.
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean autoClearDepth]</h3>
-		<div>
+		<p>
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer.
 			Default is *true*.
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean autoClearStencil]</h3>
-		<div>
+		<p>
 			If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer.
 			Default is *true*.
-		</div>
+		</p>
 
 		<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 />
 
 		- [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 />
 		- [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 />
-		</div>
+		</p>
 
 		<h3>[property:Array clippingPlanes]</h3>
-		<div>
+		<p>
 		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.
 		 Default is [].
-		</div>
+		</p>
 
 		<h3>[property:WebGLRenderingContext context]</h3>
-		<div>
+		<p>
 		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
 			[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
 		[page:WebGLRenderer.domElement domElement] in order to render to the screen.
-		</div>
+		</p>
 
 		<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 />
 			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 />
 		<code>
 			document.body.appendChild( renderer.domElement );
 		</code>
-	  </div>
+	  </p>
 
 		<h3>[property:Object extensions]</h3>
-		<div>
+		<p>
 		A wrapper for the [page:WebGLRenderer.extensions.get .extensions.get] method, used to check whether
 		various WebGL extensions are supported.
-		</div>
+		</p>
 
 		<h3>[property:Float gammaFactor]</h3>
-		<div>Default is *2*. </div>
+		<p>Default is *2*. </p>
 
 
 		<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>
-		<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>
-		<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>
 			<li>memory:
 				<ul>
@@ -188,149 +188,149 @@
 			<li>programs
 			</li>
 		</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>
 		renderer.info.autoReset = false;
 		renderer.info.reset();
 		</code>
-		</div>
+		</p>
 
 		<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>
-		<div>
+		<p>
 		Default is 8. The maximum number of MorphTargets allowed in a shader.
 			Keep in mind that the standard materials only allow 8 MorphTargets.
-		</div>
+		</p>
 
 		<h3>[property:Integer maxMorphNormals]</h3>
-		<div>
+		<p>
 		Default is 4. The maximum number of MorphNormals allowed in a shader.
 			Keep in mind that the standard materials only allow 4 MorphNormals.
-		</div>
+		</p>
 
 		<h3>[property:Integer physicallyCorrectLights]</h3>
-		<div>
+		<p>
 		Whether to use physically correct lighting mode. Default is *false*.
 		See the [example:webgl_lights_physical lights / physical] example.
-		</div>
+		</p>
 
 		<h3>[property:Object properties]</h3>
-		<div>
+		<p>
 		Used internally by the renderer to keep track of various sub object properties.
-		</div>
+		</p>
 
 		<h3>[property:WebGLRenderLists renderLists]</h3>
-		<div>
+		<p>
 		Used internally to handle ordering of scene object rendering.
-		</div>
+		</p>
 
 		<h3>[property:WebGLShadowMap shadowMap]</h3>
-		<div>
+		<p>
 		This contains the reference to the shadow map, if used.
-		</div>
+		</p>
 
 		<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>
-		<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>
-		<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>
-		<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>
-		<div>
+		<p>
 		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.
 		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
 		rendering e.g. manually determining each object's rendering order.
-		</div>
+		</p>
 
 		<h3>[property:Object state]</h3>
-		<div>
+		<p>
 		Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
-		</div>
+		</p>
 
 		<h3>[property:Constant toneMapping]</h3>
-		<div>
+		<p>
 		Default is [page:Renderer LinearToneMapping]. See the [page:Renderer Renderer constants] for other choices.
-		</div>
+		</p>
 
 		<h3>[property:Number toneMappingExposure]</h3>
-		<div>
+		<p>
 		Exposure level of tone mapping. Default is *1*.
-		</div>
+		</p>
 
 		<h3>[property:Number toneMappingWhitePoint]</h3>
-		<div>
+		<p>
 		Tone mapping white point. Default is *1*.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Integer allocTextureUnit]</h3>
-		<div>
+		<p>
 		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.
 		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
-		</div>
+		</p>
 
 		<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>
-		<div>
+		<p>
 		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 />
 		Arguments default to *true*.
-		</div>
+		</p>
 
 		<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>
-		<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>
-		<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>
-		<div>
+		<p>
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
 		color -- If set, then the color gets cleared. <br />
 		depth -- If set, then the depth gets cleared. <br />
 		stencil -- If set, then the stencil gets cleared.
-		</div>
-		<div>
+		</p>
+		<p>
 		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>
-		<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>
-		<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>
-		<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>
-		<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>
-		<div>
+		<p>
 		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 />
 
@@ -339,52 +339,52 @@
 		- *WEBGL_compressed_texture_s3tc*<br />
 		- *WEBGL_compressed_texture_pvrtc*<br />
 		- *WEBGL_compressed_texture_etc1*
-		</div>
+		</p>
 
 		<h3>[method:null forceContextLoss]( )</h3>
-		<div>
+		<p>
 		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.
 		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>
-		<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>
-		<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>
-		<div>Return the current WebGL context.</div>
+		<p>Return the current WebGL context.</p>
 
 		<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>
-		<div>Returns the current RenderTarget, if any.</div>
+		<p>Returns the current RenderTarget, if any.</p>
 
 		<h3>[method:RenderTarget getCurrentViewport]()</h3>
-		<div>Returns the current viewport.</div>
+		<p>Returns the current viewport.</p>
 
 		<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>
-		<div>Returns current device pixel ratio used.</div>
+		<p>Returns current device pixel ratio used.</p>
 
 		<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>
-		<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>
-		<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.
-		</div>
+		</p>
 
 		<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 />
 
 			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
 			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>
-		<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>
-		<div>object - an instance of [page:Object3D]<br />
+		<p>object - an instance of [page:Object3D]<br />
 		program - an instance of shaderProgram<br />
 		shading - an instance of Material<br /><br />
 
 		Render an immediate buffer. Gets called by renderImmediateObject.
-		</div>
+		</p>
 
 		<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>
-		<div>Sets the clear color and opacity.</div>
+		<p>Sets the clear color and opacity.</p>
 
 		<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>
-		<div>
+		<p>
 		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.
-		</div>
+		</p>
 
 		<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)
-		</div>
+		</p>
 
 		<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
 			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>
-		<div>
+		<p>
 		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).
 			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>
-		<div>
+		<p>
 		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 />
 
@@ -449,19 +449,19 @@
 		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.
-		</div>
+		</p>
 
 		<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
-		<div>
+		<p>
 		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 />
 
 		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.
-		</div>
+		</p>
 
 		<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>
 

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

@@ -10,7 +10,7 @@
 	<body>
 		<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>
 		<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>

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

@@ -10,7 +10,7 @@
 	<body>
 		<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>
 		<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>
 

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

@@ -10,38 +10,38 @@
 	<body>
 		<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>
 
 
 		<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>
 
 		<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>
-		<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>
-		<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>
-		<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>
 
 		<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>
-		<div>Return fog data in JSON format.</div>
+		<p>Return fog data in JSON format.</p>
 
 		<h2>Source</h2>
 

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

@@ -10,7 +10,7 @@
 	<body>
 		<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>
@@ -18,26 +18,26 @@
 
 		<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>
 
 		<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>
-		<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>
-		<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>
 
 		<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>
-		<div>Return FogExp2 data in JSON format.</div>
+		<p>Return FogExp2 data in JSON format.</p>
 
 		<h2>Source</h2>
 

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

@@ -11,45 +11,45 @@
 		[page:Object3D] &rarr;
 		<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>
 
 
 		<h3>[name]()</h3>
-		<div>
+		<p>
 		Create a new scene object.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<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>
 
-		<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>
-		<div>
+		<p>
 		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.
-		</div>
+		</p>
 
 		<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.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:JSON toJSON]</h3>
-		<div>
+		<p>
 		Return the scene data in JSON format.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

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

@@ -12,16 +12,16 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		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.
-		</div>
+		</p>
 
 
 		<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>
-		<div>
+		<p>
 		[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].
@@ -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.
 		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 />
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
-		<div>
+		<p>
     See the base [page:Texture Texture] class for common properties.
-    </div>
+    </p>
 
 		<h3>[property:boolean needsUpdate]</h3>
 
-		<div>
+		<p>
 			True by default. This is required so that the canvas data is loaded.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
-    <div>
+    <p>
     See the base [page:Texture Texture] class for common methods.
-    </div>
+    </p>
 
 
 		<h2>Source</h2>

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

@@ -12,19 +12,19 @@
 
 		<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 />
 
 
 		For use with the [page:CompressedTextureLoader CompressedTextureLoader].
-		</div>
+		</p>
 
 
 		<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>
-		<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: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.
 		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 />
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
@@ -66,15 +66,15 @@
 
 		<h3>[property:boolean flipY]</h3>
 
-		<div>
+		<p>
 			False by default. Flipping textures does not work for compressed textures.
-		</div>
+		</p>
 
 		<h3>[property:boolean generateMipmaps]</h3>
 
-		<div>
+		<p>
 			False by default. Mipmaps can't be generated for compressed textures
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>

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

@@ -12,7 +12,7 @@
 		
 		<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>
 
@@ -34,11 +34,11 @@
 
 		<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
 		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]
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>

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

@@ -12,17 +12,17 @@
 
 		<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>
 
 		<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.
 			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:
 			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 />
@@ -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 />
 
 			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>
 
@@ -62,9 +62,9 @@
 		<h2>Properties</h2>
 
 		<h3>[property:Image image]</h3>
-		<div>
+		<p>
 		Overridden with a record type holding data, width and height.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 

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

@@ -12,32 +12,30 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		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>
 		<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 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 />
 
 		[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 />
 
 		[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>
 
-		<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>
-		<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>
 
-    <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>

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

@@ -10,7 +10,7 @@
 	<body>
 		<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>
@@ -30,54 +30,54 @@
 		<h2>Properties</h2>
 
 		<h3>[property:Integer id]</h3>
-		<div>
+		<p>
 		Readonly - unique number for this texture instance.
-		</div>
+		</p>
 
 		<h3>[property:String uuid]</h3>
-		<div>
+		<p>
 		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
 		This gets automatically assigned, so this shouldn't be edited.
-		</div>
+		</p>
 
 		<h3>[property:String name]</h3>
-		<div>
+		<p>
 		Optional name of the object (doesn't need to be unique). Default is an empty string.
-		</div>
+		</p>
 
 		<h3>[property:Image image]</h3>
-		<div>
+		<p>
 		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 />
 
 		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
 		as long as video is playing - the [page:VideoTexture VideoTexture] class handles this automatically.
-		</div>
+		</p>
 
 		<h3>[property:array mipmaps]</h3>
-		<div>
+		<p>
 		Array of user-specified mipmaps (optional).
-		</div>
+		</p>
 
 		<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,
 		where the U,V coordinates are used to apply the map.<br />
 
 		See the [page:Textures texture constants] page for other mapping types.
-		</div>
+		</p>
 
 		<h3>[property:number wrapS]</h3>
-		<div>
+		<p>
 		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 other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
 		See the [page:Textures texture constants] page for details.
-		</div>
+		</p>
 
 		<h3>[property:number wrapT]</h3>
-		<div>
+		<p>
 		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 />
 
@@ -85,59 +85,59 @@
 		 (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.
 		 This is a limitation of WebGL, not three.js.
-		</div>
+		</p>
 
 		<h3>[property:number magFilter]</h3>
-		<div>
+		<p>
 		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.
 		 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.
-		</div>
+		</p>
 
 		<h3>[property:number minFilter]</h3>
-		<div>
+		<p>
 		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 />
 
 		See the [page:Textures texture constants] page for all possible choices.
-		</div>
+		</p>
 
 		<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.
 		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.
-		</div>
+		</p>
 
 		<h3>[property:number format]</h3>
-		<div>
+		<p>
 		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 />
 
 		See the [page:Textures texture constants] page for details of other formats.
-		</div>
+		</p>
 
 		<h3>[property:number type]</h3>
-		<div>
+		<p>
 		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 />
 
 		See the [page:Textures texture constants] page for details of other formats.
-		</div>
+		</p>
 
 		<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.
 		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
 		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		assigned to achieve the desired offset.
-		</div>
+		</p>
 
 		<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
 		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
@@ -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
 		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		assigned to achieve the desired repetiton.
-		</div>
+		</p>
 
 		<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*.
-		</div>
+		</p>
 
 		<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).
-		</div>
+		</p>
 
 		<h3>[property:boolean matrixAutoUpdate]</h3>
-		<div>
+		<p>
 		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.
 		Set this to false if you are specifying the uv-transform matrix directly.
-		</div>
+		</p>
 
 		<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],
 		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.
 		Default is the identity matrix.
-		</div>
+		</p>
 
 		<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
 		creating mipmaps manually.
-		</div>
+		</p>
 
 		<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
 		been stored premultiplied by alpha.
-		</div>
+		</p>
 
 		<h3>[property:boolean flipY]</h3>
-		<div>
+		<p>
 		True by default. Flips the image's Y axis to match the WebGL texture coordinate space.
-		</div>
+		</p>
 
 		<h3>[property:number unpackAlignment]</h3>
-		<div>
+		<p>
 		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),
 		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]
 		for more information.
-		</div>
+		</p>
 
 		<h3>[property:number encoding]</h3>
-		<div>
+		<p>
 		[page:Textures THREE.LinearEncoding] is the default.
 		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,
 		it is necessary to trigger a Material.needsUpdate for this value to be realized in the shader.
-		</div>
+		</p>
 
 		<h3>[property:Integer version]</h3>
-		<div>
+		<p>
 		This starts at *0* and counts how many times [property:Boolean needsUpdate] is set to *true*.
-		</div>
+		</p>
 
 		<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
 		and then the texture is used).
-		</div>
+		</p>
 
 		<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.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
@@ -229,26 +229,26 @@
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</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.
-		</div>
+		</p>
 
 		<h3>[method:Texture toJSON]( meta )</h3>
-		<div>
+		<p>
 		meta -- optional object containing metadata.<br />
 		Convert the material to three.js JSON format.
-		</div>
+		</p>
 
 		<h3>[method:null dispose]()</h3>
-		<div>
+		<p>
 		Call [page:EventDispatcher EventDispatcher].dispatchEvent with a 'dispose' event type.
-		</div>
+		</p>
 
 		<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],
 		[page:Texture.wrapS .wrapS], [page:Texture.wrapT .wrapT] and [page:Texture.flipY .flipY] properties.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

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

@@ -12,15 +12,15 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		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.
-		</div>
+		</p>
 
     <h2>Example</h2>
 
-		<div>[example:webgl_materials_video materials / video ]</div>
+		<p>[example:webgl_materials_video materials / video ]</p>
 
 		<code>
 //assuming you have created a HTML video element with id="video"
@@ -35,7 +35,7 @@ texture.format = THREE.RGBFormat;
 
 		<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>
-		<div>
+		<p>
 		[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].
@@ -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.
 		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 />
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
-		<div>
+		<p>
     See the base [page:Texture Texture] class for common properties.
-    </div>
+    </p>
 
 		<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.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
-    <div>
+    <p>
     See the base [page:Texture Texture] class for common methods.
-    </div>
+    </p>
 
     <h3>[method:null update]()</h3>
-		<div>
+		<p>
 		This is called automatically and sets [property:boolean needsUpdate] to *true* every time
     a new frame is available.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>