Browse Source

Docs: style numbers (en). (#26147)

* fix style of code numbers

* update MeshMatcapMaterial and MeshNormalMaterial
Omar Khalifa 2 years ago
parent
commit
7cba91cee7
78 changed files with 247 additions and 247 deletions
  1. 4 4
      docs/api/en/animation/AnimationAction.html
  2. 1 1
      docs/api/en/animation/tracks/ColorKeyframeTrack.html
  3. 1 1
      docs/api/en/cameras/PerspectiveCamera.html
  4. 1 1
      docs/api/en/constants/Materials.html
  5. 1 1
      docs/api/en/core/BufferGeometry.html
  6. 2 2
      docs/api/en/core/Raycaster.html
  7. 1 1
      docs/api/en/extras/core/Curve.html
  8. 1 1
      docs/api/en/extras/core/Path.html
  9. 6 6
      docs/api/en/geometries/BoxGeometry.html
  10. 4 4
      docs/api/en/geometries/CapsuleGeometry.html
  11. 3 3
      docs/api/en/geometries/CircleGeometry.html
  12. 5 5
      docs/api/en/geometries/ConeGeometry.html
  13. 6 6
      docs/api/en/geometries/CylinderGeometry.html
  14. 2 2
      docs/api/en/geometries/DodecahedronGeometry.html
  15. 6 6
      docs/api/en/geometries/ExtrudeGeometry.html
  16. 2 2
      docs/api/en/geometries/IcosahedronGeometry.html
  17. 1 1
      docs/api/en/geometries/LatheGeometry.html
  18. 2 2
      docs/api/en/geometries/OctahedronGeometry.html
  19. 4 4
      docs/api/en/geometries/PlaneGeometry.html
  20. 5 5
      docs/api/en/geometries/RingGeometry.html
  21. 7 7
      docs/api/en/geometries/SphereGeometry.html
  22. 2 2
      docs/api/en/geometries/TetrahedronGeometry.html
  23. 4 4
      docs/api/en/geometries/TorusGeometry.html
  24. 6 6
      docs/api/en/geometries/TorusKnotGeometry.html
  25. 2 2
      docs/api/en/helpers/ArrowHelper.html
  26. 2 2
      docs/api/en/helpers/GridHelper.html
  27. 3 3
      docs/api/en/helpers/PolarGridHelper.html
  28. 1 1
      docs/api/en/lights/AmbientLight.html
  29. 1 1
      docs/api/en/lights/AmbientLightProbe.html
  30. 1 1
      docs/api/en/lights/DirectionalLight.html
  31. 1 1
      docs/api/en/lights/HemisphereLight.html
  32. 1 1
      docs/api/en/lights/HemisphereLightProbe.html
  33. 1 1
      docs/api/en/lights/Light.html
  34. 1 1
      docs/api/en/lights/LightProbe.html
  35. 7 7
      docs/api/en/lights/PointLight.html
  36. 3 3
      docs/api/en/lights/RectAreaLight.html
  37. 4 4
      docs/api/en/lights/SpotLight.html
  38. 3 3
      docs/api/en/lights/shadows/DirectionalLightShadow.html
  39. 2 2
      docs/api/en/lights/shadows/LightShadow.html
  40. 1 1
      docs/api/en/materials/LineBasicMaterial.html
  41. 7 7
      docs/api/en/materials/MeshBasicMaterial.html
  42. 4 4
      docs/api/en/materials/MeshDepthMaterial.html
  43. 2 2
      docs/api/en/materials/MeshDistanceMaterial.html
  44. 7 7
      docs/api/en/materials/MeshLambertMaterial.html
  45. 3 3
      docs/api/en/materials/MeshMatcapMaterial.html
  46. 5 5
      docs/api/en/materials/MeshNormalMaterial.html
  47. 10 10
      docs/api/en/materials/MeshPhongMaterial.html
  48. 1 1
      docs/api/en/materials/MeshPhysicalMaterial.html
  49. 11 11
      docs/api/en/materials/MeshStandardMaterial.html
  50. 7 7
      docs/api/en/materials/MeshToonMaterial.html
  51. 1 1
      docs/api/en/materials/PointsMaterial.html
  52. 4 4
      docs/api/en/materials/ShaderMaterial.html
  53. 1 1
      docs/api/en/materials/SpriteMaterial.html
  54. 1 1
      docs/api/en/math/Box2.html
  55. 1 1
      docs/api/en/math/Box3.html
  56. 10 10
      docs/api/en/math/Color.html
  57. 1 1
      docs/api/en/math/Line3.html
  58. 7 7
      docs/api/en/math/MathUtils.html
  59. 1 1
      docs/api/en/math/Matrix3.html
  60. 1 1
      docs/api/en/math/Quaternion.html
  61. 2 2
      docs/api/en/math/Sphere.html
  62. 1 1
      docs/api/en/math/SphericalHarmonics3.html
  63. 9 9
      docs/api/en/math/Vector2.html
  64. 10 10
      docs/api/en/math/Vector3.html
  65. 13 13
      docs/api/en/math/Vector4.html
  66. 2 2
      docs/api/en/objects/LOD.html
  67. 1 1
      docs/api/en/renderers/WebGLRenderTarget.html
  68. 2 2
      docs/api/en/renderers/WebGLRenderer.html
  69. 2 2
      docs/api/en/scenes/Fog.html
  70. 1 1
      docs/api/en/scenes/FogExp2.html
  71. 1 1
      docs/api/en/textures/CanvasTexture.html
  72. 1 1
      docs/api/en/textures/CompressedTexture.html
  73. 1 1
      docs/api/en/textures/Data3DTexture.html
  74. 1 1
      docs/api/en/textures/DataArrayTexture.html
  75. 1 1
      docs/api/en/textures/DataTexture.html
  76. 1 1
      docs/api/en/textures/DepthTexture.html
  77. 1 1
      docs/api/en/textures/Texture.html
  78. 1 1
      docs/api/en/textures/VideoTexture.html

+ 4 - 4
docs/api/en/animation/AnimationAction.html

@@ -59,7 +59,7 @@
 			automatically be switched to false when the last loop of the action has
 			finished, so that this action has no further impact.<br /><br />
 
-			Default is false.<br /><br />
+			Default is `false`.<br /><br />
 
 			Note: `clampWhenFinished` has no impact if the action is interrupted (it
 			has only an effect if its last loop has really finished).
@@ -140,7 +140,7 @@
 		<h3>[property:Number weight]</h3>
 		<p>
 			The degree of influence of this action (in the interval `[0, 1]`). Values
-			between `0` (no impact) and 1 (full impact) can be used to blend between
+			between `0` (no impact) and `1` (full impact) can be used to blend between
 			several actions. Default is `1`. <br /><br />
 			Properties/methods concerning `weight` are: 
 			[page:.crossFadeFrom crossFadeFrom], 
@@ -179,7 +179,7 @@
 			of the time scales) will be applied.<br /><br />
 
 			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
-			of 1.
+			of `1`.
 		</p>
 
 		<h3>
@@ -193,7 +193,7 @@
 			of the time scales) will be applied.<br /><br />
 
 			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
-			of 1.
+			of `1`.
 		</p>
 
 		<h3>[method:this fadeIn]( [param:Number durationInSeconds] )</h3>

+ 1 - 1
docs/api/en/animation/tracks/ColorKeyframeTrack.html

@@ -26,7 +26,7 @@
 			[page:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
 			[page:Array values] - values for the keyframes at the times specified, a
-			flat array of color components between 0 and 1.<br />
+			flat array of color components between `0` and `1`.<br />
 			[page:Constant interpolation] - the type of interpolation to use. See
 			[page:Animation Animation Constants] for possible values. Default is
 			[page:Animation InterpolateLinear].

+ 1 - 1
docs/api/en/cameras/PerspectiveCamera.html

@@ -66,7 +66,7 @@
 
 		<h3>[property:Float filmGauge]</h3>
 		<p>
-			Film size used for the larger axis. Default is 35 (millimeters). This
+			Film size used for the larger axis. Default is `35` (millimeters). This
 			parameter does not influence the projection matrix unless .filmOffset is
 			set to a nonzero value.
 		</p>

+ 1 - 1
docs/api/en/constants/Materials.html

@@ -144,7 +144,7 @@
 		<p>
 			Which stencil operation the material will perform on the stencil buffer
 			pixel if the provided stencil function passes.<br />
-			[page:Materials ZeroStencilOp] will set the stencil value to 0.<br />
+			[page:Materials ZeroStencilOp] will set the stencil value to `0`.<br />
 			[page:Materials KeepStencilOp] will not change the current stencil
 			value.<br />
 			[page:Materials ReplaceStencilOp] will replace the stencil value with the

+ 1 - 1
docs/api/en/core/BufferGeometry.html

@@ -289,7 +289,7 @@
 
 		<h3>[method:undefined normalizeNormals]()</h3>
 		<p>
-			Every normal vector in a geometry will have a magnitude of 1. This will
+			Every normal vector in a geometry will have a magnitude of `1`. This will
 			correct lighting on the geometry surfaces.
 		</p>
 

+ 2 - 2
docs/api/en/core/Raycaster.html

@@ -77,7 +77,7 @@
 			[page:Vector3 direction] — The direction vector that gives direction to
 			the ray. Should be normalized.<br />
 			[page:Float near] — All results returned are further away than near. Near
-			can't be negative. Default value is 0.<br />
+			can't be negative. Default value is `0`.<br />
 			[page:Float far] — All results returned are closer than far. Far can't be
 			lower than near. Default value is Infinity.
 		</p>
@@ -155,7 +155,7 @@ object.layers.enable( 1 );
 		<h3>[method:undefined setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<p>
 			[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device
-			coordinates (NDC)---X and Y components should be between -1 and 1.<br />
+			coordinates (NDC)---X and Y components should be between `-1` and `1`.<br />
 			[page:Camera camera] — camera from which the ray should originate
 		</p>
 		<p>Updates the ray with a new origin and direction.</p>

+ 1 - 1
docs/api/en/extras/core/Curve.html

@@ -27,7 +27,7 @@
 			cumulative segment lengths of a curve via [page:.getLengths]. To ensure
 			precision when using methods like [page:.getSpacedPoints], it is
 			recommended to increase [page:.arcLengthDivisions] if the curve is very
-			large. Default is 200.
+			large. Default is `200`.
 		</p>
 
 		<h2>Methods</h2>

+ 1 - 1
docs/api/en/extras/core/Path.html

@@ -81,7 +81,7 @@
 			endAngle -- The end angle in radians.<br />
 			clockwise -- Sweep the ellipse clockwise. Defaults to false.<br />
 			rotation -- The rotation angle of the ellipse in radians, counterclockwise
-			from the positive X axis. Optional, defaults to 0.<br /><br />
+			from the positive X axis. Optional, defaults to `0`.<br /><br />
 
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the
 			path.

+ 6 - 6
docs/api/en/geometries/BoxGeometry.html

@@ -58,22 +58,22 @@ scene.add( cube );
     </h3>
     <p>
       width — Width; that is, the length of the edges parallel to the X axis.
-      Optional; defaults to 1.
+      Optional; defaults to `1`.
       <br />
       height — Height; that is, the length of the edges parallel to the Y axis.
-      Optional; defaults to 1.
+      Optional; defaults to `1`.
       <br />
       depth — Depth; that is, the length of the edges parallel to the Z axis.
-      Optional; defaults to 1.
+      Optional; defaults to `1`.
       <br />
       widthSegments — Number of segmented rectangular faces along the width of
-      the sides. Optional; defaults to 1.
+      the sides. Optional; defaults to `1`.
       <br />
       heightSegments — Number of segmented rectangular faces along the height of
-      the sides. Optional; defaults to 1.
+      the sides. Optional; defaults to `1`.
       <br />
       depthSegments — Number of segmented rectangular faces along the depth of
-      the sides. Optional; defaults to 1.
+      the sides. Optional; defaults to `1`.
       <br />
     </p>
 

+ 4 - 4
docs/api/en/geometries/CapsuleGeometry.html

@@ -51,12 +51,12 @@ const capsule = new THREE.Mesh( geometry, material ); scene.add( capsule );
 			[name]([param:Float radius], [param:Float length], [param:Integer capSubdivisions], [param:Integer radialSegments])
 		</h3>
 		<p>
-			radius — Radius of the capsule. Optional; defaults to 1.<br />
-			length — Length of the middle section. Optional; defaults to 1.<br />
+			radius — Radius of the capsule. Optional; defaults to `1`.<br />
+			length — Length of the middle section. Optional; defaults to `1`.<br />
 			capSegments — Number of curve segments used to build the caps. Optional;
-			defaults to 4.<br />
+			defaults to `4`.<br />
 			radialSegments — Number of segmented faces around the circumference of the
-			capsule. Optional; defaults to 8.<br />
+			capsule. Optional; defaults to `8`.<br />
 		</p>
 
 		<h2>Properties</h2>

+ 3 - 3
docs/api/en/geometries/CircleGeometry.html

@@ -56,11 +56,11 @@ const circle = new THREE.Mesh( geometry, material ); scene.add( circle );
 		</h3>
 		<p>
 			radius — Radius of the circle, default = 1.<br />
-			segments — Number of segments (triangles), minimum = 3, default = 32.<br />
-			thetaStart — Start angle for first segment, default = 0 (three o'clock
+			segments — Number of segments (triangles), minimum = `3`, default = `32`.<br />
+			thetaStart — Start angle for first segment, default = `0` (three o'clock
 			position).<br />
 			thetaLength — The central angle, often called theta, of the circular
-			sector. The default is 2*Pi, which makes for a complete circle.
+			sector. The default is `2`*Pi, which makes for a complete circle.
 		</p>
 
 		<h2>Properties</h2>

+ 5 - 5
docs/api/en/geometries/ConeGeometry.html

@@ -45,18 +45,18 @@ const cone = new THREE.Mesh(geometry, material ); scene.add( cone );
 			[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])
 		</h3>
 		<p>
-			radius — Radius of the cone base. Default is 1.<br />
-			height — Height of the cone. Default is 1.<br />
+			radius — Radius of the cone base. Default is `1`.<br />
+			height — Height of the cone. Default is `1`.<br />
 			radialSegments — Number of segmented faces around the circumference of the
-			cone. Default is 32<br />
+			cone. Default is `32`<br />
 			heightSegments — Number of rows of faces along the height of the cone.
-			Default is 1.<br />
+			Default is `1`.<br />
 			openEnded — A Boolean indicating whether the base of the cone is open or
 			capped. Default is false, meaning capped.<br />
 			thetaStart — Start angle for first segment, default = 0 (three o'clock
 			position).<br />
 			thetaLength — The central angle, often called theta, of the circular
-			sector. The default is 2*Pi, which makes for a complete cone.
+			sector. The default is `2`*Pi, which makes for a complete cone.
 		</p>
 
 		<h2>Properties</h2>

+ 6 - 6
docs/api/en/geometries/CylinderGeometry.html

@@ -49,19 +49,19 @@ const cylinder = new THREE.Mesh( geometry, material ); scene.add( cylinder );
 			[param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])
 		</h3>
 		<p>
-			radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-			radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-			height — Height of the cylinder. Default is 1.<br />
+			radiusTop — Radius of the cylinder at the top. Default is `1`.<br />
+			radiusBottom — Radius of the cylinder at the bottom. Default is `1`.<br />
+			height — Height of the cylinder. Default is `1`.<br />
 			radialSegments — Number of segmented faces around the circumference of the
-			cylinder. Default is 32<br />
+			cylinder. Default is `32`<br />
 			heightSegments — Number of rows of faces along the height of the cylinder.
-			Default is 1.<br />
+			Default is `1`.<br />
 			openEnded — A Boolean indicating whether the ends of the cylinder are open
 			or capped. Default is false, meaning capped.<br />
 			thetaStart — Start angle for first segment, default = 0 (three o'clock
 			position).<br />
 			thetaLength — The central angle, often called theta, of the circular
-			sector. The default is 2*Pi, which makes for a complete cylinder.
+			sector. The default is `2`*Pi, which makes for a complete cylinder.
 		</p>
 
 		<h2>Properties</h2>

+ 2 - 2
docs/api/en/geometries/DodecahedronGeometry.html

@@ -38,8 +38,8 @@
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
-			radius — Radius of the dodecahedron. Default is 1.<br />
-			detail — Default is 0. Setting this to a value greater than 0 adds
+			radius — Radius of the dodecahedron. Default is `1`.<br />
+			detail — Default is `0`. Setting this to a value greater than `0` adds
 			vertices making it no longer a dodecahedron.
 		</p>
 

+ 6 - 6
docs/api/en/geometries/ExtrudeGeometry.html

@@ -72,19 +72,19 @@
 
 		<ul>
 			<li>
-				curveSegments — int. Number of points on the curves. Default is 12.
+				curveSegments — int. Number of points on the curves. Default is `12`.
 			</li>
 			<li>
 				steps — int. Number of points used for subdividing segments along the
-				depth of the extruded spline. Default is 1.
+				depth of the extruded spline. Default is `1`.
 			</li>
-			<li>depth — float. Depth to extrude the shape. Default is 1.</li>
+			<li>depth — float. Depth to extrude the shape. Default is `1`.</li>
 			<li>
 				bevelEnabled — bool. Apply beveling to the shape. Default is true.
 			</li>
 			<li>
 				bevelThickness — float. How deep into the original shape the bevel goes.
-				Default is 0.2.
+				Default is `0.2`.
 			</li>
 			<li>
 				bevelSize — float. Distance from the shape outline that the bevel
@@ -92,9 +92,9 @@
 			</li>
 			<li>
 				bevelOffset — float. Distance from the shape outline that the bevel
-				starts. Default is 0.
+				starts. Default is `0`.
 			</li>
-			<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
+			<li>bevelSegments — int. Number of bevel layers. Default is `3`.</li>
 			<li>
 				extrudePath — THREE.Curve. A 3D spline path along which the shape should
 				be extruded. Bevels not supported for path extrusion.

+ 2 - 2
docs/api/en/geometries/IcosahedronGeometry.html

@@ -37,8 +37,8 @@
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
-			radius — Default is 1. <br />
-			detail — Default is 0. Setting this to a value greater than 0 adds more
+			radius — Default is `1`. <br />
+			detail — Default is `0`. Setting this to a value greater than `0` adds more
 			vertices making it no longer an icosahedron. When detail is greater than
 			1, it's effectively a sphere.
 		</p>

+ 1 - 1
docs/api/en/geometries/LatheGeometry.html

@@ -61,7 +61,7 @@
 			creates a simple diamond shape.<br />
 			segments — the number of circumference segments to generate. Default is
 			12.<br />
-			phiStart — the starting angle in radians. Default is 0.<br />
+			phiStart — the starting angle in radians. Default is `0`.<br />
 			phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a
 			closed lathe, less than 2PI is a portion. Default is 2PI.
 		</p>

+ 2 - 2
docs/api/en/geometries/OctahedronGeometry.html

@@ -36,8 +36,8 @@
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
-			radius — Radius of the octahedron. Default is 1.<br />
-			detail — Default is 0. Setting this to a value greater than zero add
+			radius — Radius of the octahedron. Default is `1`.<br />
+			detail — Default is `0`. Setting this to a value greater than zero add
 			vertices making it no longer an octahedron.
 		</p>
 

+ 4 - 4
docs/api/en/geometries/PlaneGeometry.html

@@ -49,10 +49,10 @@ scene.add( plane );
 			widthSegments], [param:Integer heightSegments])
 		</h3>
 		<p>
-			width — Width along the X axis. Default is 1.<br />
-			height — Height along the Y axis. Default is 1.<br />
-			widthSegments — Optional. Default is 1. <br />
-			heightSegments — Optional. Default is 1.
+			width — Width along the X axis. Default is `1`.<br />
+			height — Height along the Y axis. Default is `1`.<br />
+			widthSegments — Optional. Default is `1`. <br />
+			heightSegments — Optional. Default is `1`.
 		</p>
 
 		<h2>Properties</h2>

+ 5 - 5
docs/api/en/geometries/RingGeometry.html

@@ -45,12 +45,12 @@ const mesh = new THREE.Mesh( geometry, material ); scene.add( mesh );
 			[param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])
 		</h3>
 		<p>
-			innerRadius — Default is 0.5. <br />
-			outerRadius — Default is 1. <br />
+			innerRadius — Default is `0.5`. <br />
+			outerRadius — Default is `1`. <br />
 			thetaSegments — Number of segments. A higher number means the ring will be
-			more round. Minimum is 3. Default is 32. <br />
-			phiSegments — Minimum is 1. Default is 1.<br />
-			thetaStart — Starting angle. Default is 0. <br />
+			more round. Minimum is `3`. Default is `32`. <br />
+			phiSegments — Minimum is `1`. Default is `1`.<br />
+			thetaStart — Starting angle. Default is `0`. <br />
 			thetaLength — Central angle. Default is Math.PI * 2.
 		</p>
 

+ 7 - 7
docs/api/en/geometries/SphereGeometry.html

@@ -49,15 +49,15 @@ const sphere = new THREE.Mesh( geometry, material ); scene.add( sphere );
 		</h3>
 
 		<p>
-			radius — sphere radius. Default is 1.<br />
-			widthSegments — number of horizontal segments. Minimum value is 3, and the
-			default is 32.<br />
-			heightSegments — number of vertical segments. Minimum value is 2, and the
-			default is 16.<br />
-			phiStart — specify horizontal starting angle. Default is 0.<br />
+			radius — sphere radius. Default is `1`.<br />
+			widthSegments — number of horizontal segments. Minimum value is `3`, and the
+			default is `32`.<br />
+			heightSegments — number of vertical segments. Minimum value is `2`, and the
+			default is `16`.<br />
+			phiStart — specify horizontal starting angle. Default is `0`.<br />
 			phiLength — specify horizontal sweep angle size. Default is Math.PI *
 			2.<br />
-			thetaStart — specify vertical starting angle. Default is 0.<br />
+			thetaStart — specify vertical starting angle. Default is `0`.<br />
 			thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
 		</p>
 

+ 2 - 2
docs/api/en/geometries/TetrahedronGeometry.html

@@ -37,8 +37,8 @@
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
-			radius — Radius of the tetrahedron. Default is 1.<br />
-			detail — Default is 0. Setting this to a value greater than 0 adds
+			radius — Radius of the tetrahedron. Default is `1`.<br />
+			detail — Default is `0`. Setting this to a value greater than `0` adds
 			vertices making it no longer a tetrahedron.
 		</p>
 

+ 4 - 4
docs/api/en/geometries/TorusGeometry.html

@@ -48,10 +48,10 @@ const torus = new THREE.Mesh( geometry, material ); scene.add( torus );
 		</h3>
 		<p>
 			radius - Radius of the torus, from the center of the torus to the center
-			of the tube. Default is 1. <br />
-			tube — Radius of the tube. Default is 0.4. <br />
-			radialSegments — Default is 12 <br />
-			tubularSegments — Default is 48. <br />
+			of the tube. Default is `1`. <br />
+			tube — Radius of the tube. Default is `0.4`. <br />
+			radialSegments — Default is `12` <br />
+			tubularSegments — Default is `48`. <br />
 			arc — Central angle. Default is Math.PI * 2.
 		</p>
 

+ 6 - 6
docs/api/en/geometries/TorusKnotGeometry.html

@@ -52,17 +52,17 @@ const torusKnot = new THREE.Mesh( geometry, material ); scene.add( torusKnot );
 			[param:Integer q])
 		</h3>
 		<ul>
-			<li>radius - Radius of the torus. Default is 1.</li>
-			<li>tube — Radius of the tube. Default is 0.4.</li>
-			<li>tubularSegments — Default is 64.</li>
-			<li>radialSegments — Default is 8.</li>
+			<li>radius - Radius of the torus. Default is `1`.</li>
+			<li>tube — Radius of the tube. Default is `0.4`.</li>
+			<li>tubularSegments — Default is `64`.</li>
+			<li>radialSegments — Default is `8`.</li>
 			<li>
 				p — This value determines, how many times the geometry winds around its
-				axis of rotational symmetry. Default is 2.
+				axis of rotational symmetry. Default is `2`.
 			</li>
 			<li>
 				q — This value determines, how many times the geometry winds around a
-				circle in the interior of the torus. Default is 3.
+				circle in the interior of the torus. Default is `3`.
 			</li>
 		</ul>
 

+ 2 - 2
docs/api/en/helpers/ArrowHelper.html

@@ -46,9 +46,9 @@
 			[page:Number hex] -- hexadecimal value to define color. Default is
 			0xffff00.<br />
 			[page:Number headLength] -- The length of the head of the arrow. Default
-			is 0.2 * length.<br />
+			is `0.2` * length.<br />
 			[page:Number headWidth] -- The width of the head of the arrow. Default is
-			0.2 * headLength.<br />
+			`0.2` * headLength.<br />
 		</p>
 
 		<h2>Properties</h2>

+ 2 - 2
docs/api/en/helpers/GridHelper.html

@@ -36,8 +36,8 @@
 			[name]( [param:number size], [param:Number divisions], [param:Color colorCenterLine], [param:Color colorGrid] )
 		</h3>
 		<p>
-			size -- The size of the grid. Default is 10. <br />
-			divisions -- The number of divisions across the grid. Default is 10.
+			size -- The size of the grid. Default is `10`. <br />
+			divisions -- The number of divisions across the grid. Default is `10`.
 			<br />
 			colorCenterLine -- The color of the centerline. This can be a
 			[page:Color], a hexadecimal value and an CSS-Color name. Default is

+ 3 - 3
docs/api/en/helpers/PolarGridHelper.html

@@ -39,13 +39,13 @@
 		</h3>
 		<p>
 			radius -- The radius of the polar grid. This can be any positive number.
-			Default is 10.<br />
+			Default is `10`.<br />
 			sectors -- The number of sectors the grid will be divided into. This can
-			be any positive integer. Default is 16.<br />
+			be any positive integer. Default is `16`.<br />
 			rings -- The number of rings. This can be any positive integer. Default is
 			8.<br />
 			divisions -- The number of line segments used for each circle. This can be
-			any positive integer that is 3 or greater. Default is 64.<br />
+			any positive integer that is 3 or greater. Default is `64`.<br />
 			color1 -- The first color used for grid elements. This can be a
 			[page:Color], a hexadecimal value and an CSS-Color name. Default is
 			0x444444 <br />

+ 1 - 1
docs/api/en/lights/AmbientLight.html

@@ -31,7 +31,7 @@
 			[page:Integer color] - (optional) Numeric value of the RGB component of
 			the color. Default is 0xffffff.<br />
 			[page:Float intensity] - (optional) Numeric value of the light's
-			strength/intensity. Default is 1.<br /><br />
+			strength/intensity. Default is `1`.<br /><br />
 
 			Creates a new [name].
 		</p>

+ 1 - 1
docs/api/en/lights/AmbientLightProbe.html

@@ -25,7 +25,7 @@
 			[page:Color color] - (optional) An instance of Color, string representing
 			a color or a number representing a color.<br />
 			[page:Float intensity] - (optional) Numeric value of the light probe's
-			intensity. Default is 1.<br /><br />
+			intensity. Default is `1`.<br /><br />
 
 			Creates a new [name].
 		</p>

+ 1 - 1
docs/api/en/lights/DirectionalLight.html

@@ -66,7 +66,7 @@
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's
-			strength/intensity. Default is 1.<br /><br />
+			strength/intensity. Default is `1`.<br /><br />
 
 			Creates a new [name].
 		</p>

+ 1 - 1
docs/api/en/lights/HemisphereLight.html

@@ -44,7 +44,7 @@
 			[page:Integer groundColor] - (optional) hexadecimal color of the ground.
 			Default is 0xffffff.<br />
 			[page:Float intensity] - (optional) numeric value of the light's
-			strength/intensity. Default is 1.<br /><br />
+			strength/intensity. Default is `1`.<br /><br />
 
 			Creates a new [name].
 		</p>

+ 1 - 1
docs/api/en/lights/HemisphereLightProbe.html

@@ -29,7 +29,7 @@
 			[page:Color groundColor] - (optional) An instance of Color, string
 			representing a color or a number representing a color.<br />
 			[page:Float intensity] - (optional) Numeric value of the light probe's
-			intensity. Default is 1.<br /><br />
+			intensity. Default is `1`.<br /><br />
 
 			Creates a new [name].
 		</p>

+ 1 - 1
docs/api/en/lights/Light.html

@@ -23,7 +23,7 @@
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's
-			strength/intensity. Default is 1.<br /><br />
+			strength/intensity. Default is `1`.<br /><br />
 			Creates a new [name]. Note that this is not intended to be called directly
 			(use one of derived classes instead).
 		</p>

+ 1 - 1
docs/api/en/lights/LightProbe.html

@@ -47,7 +47,7 @@
 			[page:SphericalHarmonics3 sh] - (optional) An instance of
 			[page:SphericalHarmonics3].<br />
 			[page:Float intensity] - (optional) Numeric value of the light probe's
-			intensity. Default is 1.<br /><br />
+			intensity. Default is `1`.<br /><br />
 
 			Creates a new [name].
 		</p>

+ 7 - 7
docs/api/en/lights/PointLight.html

@@ -46,11 +46,11 @@ scene.add( light );
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's
-			strength/intensity. Default is 1.<br />
-			[page:Number distance] - Maximum range of the light. Default is 0 (no
+			strength/intensity. Default is `1`.<br />
+			[page:Number distance] - Maximum range of the light. Default is `0` (no
 			limit).<br />
 			[page:Float decay] - The amount the light dims along the distance of the
-			light. Default is 2.<br /><br />
+			light. Default is `2`.<br /><br />
 
 			Creates a new [name].
 		</p>
@@ -114,10 +114,10 @@ scene.add( light );
 			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 
 			The lightShadow's [page:LightShadow.camera camera] is set to a
-			[page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
-			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near] 
-			clipping plane at 0.5 and [page:PerspectiveCamera.far far] clipping
-			plane at 500.
+			[page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of `90`,
+			[page:PerspectiveCamera.aspect aspect] of `1`, [page:PerspectiveCamera.near near] 
+			clipping plane at `0.5` and [page:PerspectiveCamera.far far] clipping
+			plane at `500`.
 		</p>
 
 		<h2>Methods</h2>

+ 3 - 3
docs/api/en/lights/RectAreaLight.html

@@ -58,9 +58,9 @@ rectLight.add( rectLightHelper );
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) the light's intensity, or brightness.
-			Default is 1.<br />
-			[page:Float width] - (optional) width of the light. Default is 10.<br />
-			[page:Float height] - (optional) height of the light. Default is 10.<br /><br />
+			Default is `1`.<br />
+			[page:Float width] - (optional) width of the light. Default is `10`.<br />
+			[page:Float height] - (optional) height of the light. Default is `10`.<br /><br />
 
 			Creates a new [name].
 		</p>

+ 4 - 4
docs/api/en/lights/SpotLight.html

@@ -52,13 +52,13 @@
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's
-			strength/intensity. Default is 1.<br />
-			[page:Float distance] - Maximum range of the light. Default is 0 (no
+			strength/intensity. Default is `1`.<br />
+			[page:Float distance] - Maximum range of the light. Default is `0` (no
 			limit).<br />
 			[page:Radians angle] - Maximum angle of light dispersion from its
 			direction whose upper bound is Math.PI/2.<br />
 			[page:Float penumbra] - Percent of the spotlight cone that is attenuated
-			due to penumbra. Takes values between zero and 1. Default is zero.<br />
+			due to penumbra. Takes values between zero and `1`. Default is zero.<br />
 			[page:Float decay] - The amount the light dims along the distance of the
 			light.<br /><br />
 			Creates a new [name].
@@ -119,7 +119,7 @@
 		<h3>[property:Float penumbra]</h3>
 		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes
-			values between zero and 1. The default is `0.0`.
+			values between zero and `1`. The default is `0.0`.
 		</p>
 
 		<h3>[property:Vector3 position]</h3>

+ 3 - 3
docs/api/en/lights/shadows/DirectionalLightShadow.html

@@ -81,9 +81,9 @@
 			The default is an [page:OrthographicCamera] with
 			[page:OrthographicCamera.left left] and [page:OrthographicCamera.bottom bottom]
 			set to -5, [page:OrthographicCamera.right right] and
-			[page:OrthographicCamera.top top] set to 5, the
-			[page:OrthographicCamera.near near] clipping plane at 0.5 and the
-			[page:OrthographicCamera.far far] clipping plane at 500.
+			[page:OrthographicCamera.top top] set to `5`, the
+			[page:OrthographicCamera.near near] clipping plane at `0.5` and the
+			[page:OrthographicCamera.far far] clipping plane at `500`.
 		</p>
 
 		<h3>[property:Boolean isDirectionalLightShadow]</h3>

+ 2 - 2
docs/api/en/lights/shadows/LightShadow.html

@@ -40,7 +40,7 @@
 		<p>
 			Shadow map bias, how much to add or subtract from the normalized depth
 			when deciding whether a surface is in shadow.<br />
-			The default is 0. Very tiny adjustments here (in the order of 0.0001) may
+			The default is `0`. Very tiny adjustments here (in the order of `0.0001`) may
 			help reduce artifacts in shadows
 		</p>
 
@@ -89,7 +89,7 @@
 		<h3>[property:Float normalBias]</h3>
 		<p>
 			Defines how much the position used to query the shadow map is offset along
-			the object normal. The default is 0. Increasing this value can be used to
+			the object normal. The default is `0`. Increasing this value can be used to
 			reduce shadow acne especially in large scenes where light shines onto
 			geometry at a shallow angle. The cost is that shadows may appear
 			distorted.

+ 1 - 1
docs/api/en/materials/LineBasicMaterial.html

@@ -70,7 +70,7 @@
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h3>[property:String linecap]</h3>

+ 7 - 7
docs/api/en/materials/MeshBasicMaterial.html

@@ -78,7 +78,7 @@
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
-			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			Intensity of the ambient occlusion effect. Default is `1`. Zero is no
 			occlusion effect.
 		</p>
 
@@ -108,7 +108,7 @@
 		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<p>Intensity of the baked light. Default is 1.</p>
+		<p>Intensity of the baked light. Default is `1`.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
@@ -119,8 +119,8 @@
 		<h3>[property:Float reflectivity]</h3>
 		<p>
 			How much the environment map affects the surface; also see
-			[page:.combine]. The default value is 1 and the valid range is between 0
-			(no reflections) and 1 (full reflections).
+			[page:.combine]. The default value is `1` and the valid range is between `0`
+			(no reflections) and `1` (full reflections).
 		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
@@ -128,7 +128,7 @@
 			The index of refraction (IOR) of air (approximately 1) divided by the
 			index of refraction of the material. It is used with environment mapping
 			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
-			The refraction ratio should not exceed 1. Default is `0.98`.
+			The refraction ratio should not exceed `1`. Default is `0.98`.
 		</p>
 
 		<h3>[property:Texture specularMap]</h3>
@@ -162,11 +162,11 @@
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
-			with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be 1 regardless of the set value.
+			with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 4 - 4
docs/api/en/materials/MeshDepthMaterial.html

@@ -81,13 +81,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Boolean fog]</h3>
@@ -108,11 +108,11 @@
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
-			with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be 1 regardless of the set value.
+			with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 2 - 2
docs/api/en/materials/MeshDistanceMaterial.html

@@ -82,13 +82,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Boolean fog]</h3>

+ 7 - 7
docs/api/en/materials/MeshLambertMaterial.html

@@ -87,7 +87,7 @@
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
-			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			Intensity of the ambient occlusion effect. Default is `1`. Zero is no
 			occlusion effect.
 		</p>
 
@@ -133,13 +133,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Color emissive]</h3>
@@ -180,7 +180,7 @@
 		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<p>Intensity of the baked light. Default is 1.</p>
+		<p>Intensity of the baked light. Default is `1`.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
@@ -225,7 +225,7 @@
 			index of refraction of the material. It is used with environment mapping
 			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
 			The refraction ratio should not
-			exceed 1. Default is `0.98`.
+			exceed `1`. Default is `0.98`.
 		</p>
 
 		<h3>[property:Texture specularMap]</h3>
@@ -259,12 +259,12 @@
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 3 - 3
docs/api/en/materials/MeshMatcapMaterial.html

@@ -83,7 +83,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 
 		<h3>[property:Color color]</h3>
@@ -103,13 +103,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Boolean flatShading]</h3>

+ 5 - 5
docs/api/en/materials/MeshNormalMaterial.html

@@ -58,7 +58,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
@@ -75,13 +75,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Boolean flatShading]</h3>
@@ -125,12 +125,12 @@
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 10 - 10
docs/api/en/materials/MeshPhongMaterial.html

@@ -85,7 +85,7 @@
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
-			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			Intensity of the ambient occlusion effect. Default is `1`. Zero is no
 			occlusion effect.
 		</p>
 
@@ -100,7 +100,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 
 		<h3>[property:Color color]</h3>
@@ -131,13 +131,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Color emissive]</h3>
@@ -178,7 +178,7 @@
 		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<p>Intensity of the baked light. Default is 1.</p>
+		<p>Intensity of the baked light. Default is `1`.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
@@ -215,8 +215,8 @@
 		<h3>[property:Float reflectivity]</h3>
 		<p>
 			How much the environment map affects the surface; also see
-			[page:.combine]. The default value is 1 and the valid range is between 0
-			(no reflections) and 1 (full reflections).
+			[page:.combine]. The default value is `1` and the valid range is between `0`
+			(no reflections) and `1` (full reflections).
 		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
@@ -224,7 +224,7 @@
 			The index of refraction (IOR) of air (approximately 1) divided by the
 			index of refraction of the material. It is used with environment mapping
 			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
-			The refraction ratio should not exceed 1. Default is `0.98`.
+			The refraction ratio should not exceed `1`. Default is `0.98`.
 		</p>
 
 		<h3>[property:Float shininess]</h3>
@@ -276,12 +276,12 @@
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 1 - 1
docs/api/en/materials/MeshPhysicalMaterial.html

@@ -227,7 +227,7 @@
 		<h3>[property:Float thickness]</h3>
 		<p>
 			The thickness of the volume beneath the surface. The value is given in the
-			coordinate space of the mesh. If the value is 0 the material is
+			coordinate space of the mesh. If the value is `0` the material is
 			thin-walled. Otherwise the material is a volume boundary. Default is `0`.
 		</p>
 

+ 11 - 11
docs/api/en/materials/MeshStandardMaterial.html

@@ -114,7 +114,7 @@
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
-			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			Intensity of the ambient occlusion effect. Default is `1`. Zero is no
 			occlusion effect.
 		</p>
 
@@ -129,7 +129,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 
 		<h3>[property:Color color]</h3>
@@ -157,13 +157,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Color emissive]</h3>
@@ -214,7 +214,7 @@
 		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<p>Intensity of the baked light. Default is 1.</p>
+		<p>Intensity of the baked light. Default is `1`.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
@@ -226,8 +226,8 @@
 		<h3>[property:Float metalness]</h3>
 		<p>
 			How much the material is like a metal. Non-metallic materials such as wood
-			or stone use 0.0, metallic use 1.0, with nothing (usually) in between.
-			Default is 0.0. A value between 0.0 and 1.0 could be used for a rusty
+			or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
+			Default is `0.0`. A value between `0.0` and `1.0` could be used for a rusty
 			metal look. If metalnessMap is also provided, both values are multiplied.
 		</p>
 
@@ -263,8 +263,8 @@
 
 		<h3>[property:Float roughness]</h3>
 		<p>
-			How rough the material appears. 0.0 means a smooth mirror reflection, 1.0
-			means fully diffuse. Default is 1.0. If roughnessMap is also provided,
+			How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
+			means fully diffuse. Default is `1.0`. If roughnessMap is also provided,
 			both values are multiplied.
 		</p>
 
@@ -302,12 +302,12 @@
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 7 - 7
docs/api/en/materials/MeshToonMaterial.html

@@ -78,7 +78,7 @@
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
-			Intensity of the ambient occlusion effect. Default is 1. Zero is no
+			Intensity of the ambient occlusion effect. Default is `1`. Zero is no
 			occlusion effect.
 		</p>
 
@@ -93,7 +93,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 
 		<h3>[property:Color color]</h3>
@@ -113,13 +113,13 @@
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
-			map set, this value is not applied. Default is 1.
+			map set, this value is not applied. Default is `1`.
 		</p>
 
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
-			Without a displacement map set, this value is not applied. Default is 0.
+			Without a displacement map set, this value is not applied. Default is `0`.
 		</p>
 
 		<h3>[property:Color emissive]</h3>
@@ -158,7 +158,7 @@
 		</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<p>Intensity of the baked light. Default is 1.</p>
+		<p>Intensity of the baked light. Default is `1`.</p>
 
 		<h3>[property:Texture map]</h3>
 		<p>
@@ -219,12 +219,12 @@
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 1 - 1
docs/api/en/materials/PointsMaterial.html

@@ -93,7 +93,7 @@
 
 		<h3>[property:Number size]</h3>
 		<p>
-			Defines the size of the points in pixels. Default is 1.0.<br />
+			Defines the size of the points in pixels. Default is `1.0`.<br />
 			Will be capped if it exceeds the hardware dependent parameter
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].
 		</p>

+ 4 - 4
docs/api/en/materials/ShaderMaterial.html

@@ -390,12 +390,12 @@ this.extensions = {
 
 		<h3>[property:Float linewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h3>[property:Boolean flatShading]</h3>
@@ -451,12 +451,12 @@ this.extensions = {
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
-			platforms linewidth will always be 1 regardless of the set value.
+			platforms linewidth will always be `1` regardless of the set value.
 		</p>
 
 		<h2>Methods</h2>

+ 1 - 1
docs/api/en/materials/SpriteMaterial.html

@@ -83,7 +83,7 @@
 		</p>
 
 		<h3>[property:Radians rotation]</h3>
-		<p>The rotation of the sprite in radians. Default is 0.</p>
+		<p>The rotation of the sprite in radians. Default is `0`.</p>
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<p>

+ 1 - 1
docs/api/en/math/Box2.html

@@ -86,7 +86,7 @@
 			[page:Vector2 point] - [page:Vector2] to measure distance to.<br /><br />
 
 			Returns the distance from any edge of this box to the specified point. If
-			the [page:Vector2 point] lies inside of this box, the distance will be 0.
+			the [page:Vector2 point] lies inside of this box, the distance will be `0`.
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Box2 box] )</h3>

+ 1 - 1
docs/api/en/math/Box3.html

@@ -120,7 +120,7 @@
 			[page:Vector3 point] - [page:Vector3] to measure distance to.<br /><br />
 
 			Returns the distance from any edge of this box to the specified point. If
-			the [page:Vector3 point] lies inside of this box, the distance will be 0.
+			the [page:Vector3 point] lies inside of this box, the distance will be `0`.
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Box3 box] )</h3>

+ 10 - 10
docs/api/en/math/Color.html

@@ -91,13 +91,13 @@ const color7 = new THREE.Color( 1, 0, 0 );
 		<p>Read-only flag to check if a given object is of type [name].</p>
 
 		<h3>[property:Float r]</h3>
-		<p>Red channel value between 0 and 1. Default is 1.</p>
+		<p>Red channel value between `0` and `1`. Default is `1`.</p>
 
 		<h3>[property:Float g]</h3>
-		<p>Green channel value between 0 and 1. Default is 1.</p>
+		<p>Green channel value between `0` and `1`. Default is `1`.</p>
 
 		<h3>[property:Float b]</h3>
-		<p>Blue channel value between 0 and 1. Default is 1.</p>
+		<p>Blue channel value between `0` and `1`. Default is `1`.</p>
 
 		<h2>Methods</h2>
 
@@ -324,9 +324,9 @@ const color7 = new THREE.Color( 1, 0, 0 );
 			[method:this setHSL]( [param:Float h], [param:Float s], [param:Float l], [param:string colorSpace] = LinearSRGBColorSpace )
 		</h3>
 		<p>
-			[page:Float h] — hue value between 0.0 and 1.0 <br />
-			[page:Float s] — saturation value between 0.0 and 1.0 <br />
-			[page:Float l] — lightness value between 0.0 and 1.0<br /><br />
+			[page:Float h] — hue value between `0.0` and `1.0` <br />
+			[page:Float s] — saturation value between `0.0` and `1.0` <br />
+			[page:Float l] — lightness value between `0.0` and `1.0`<br /><br />
 
 			Sets color from HSL values.
 		</p>
@@ -335,16 +335,16 @@ const color7 = new THREE.Color( 1, 0, 0 );
 			[method:this setRGB]( [param:Float r], [param:Float g], [param:Float b], [param:string colorSpace] = LinearSRGBColorSpace )
 		</h3>
 		<p>
-			[page:Float r] — Red channel value between 0.0 and 1.0.<br />
-			[page:Float g] — Green channel value between 0.0 and 1.0.<br />
-			[page:Float b] — Blue channel value between 0.0 and 1.0.<br /><br />
+			[page:Float r] — Red channel value between `0.0` and `1.0`.<br />
+			[page:Float g] — Green channel value between `0.0` and `1.0`.<br />
+			[page:Float b] — Blue channel value between `0.0` and `1.0`.<br /><br />
 
 			Sets this color from RGB values.
 		</p>
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
-			[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
+			[page:Float scalar] — a value between `0.0` and `1.0`.<br /><br />
 
 			Sets all three color components to the value [page:Float scalar].
 		</p>

+ 1 - 1
docs/api/en/math/Line3.html

@@ -79,7 +79,7 @@
 
 			Returns a point parameter based on the closest point as projected on the
 			line segment. If [page:Boolean clampToLine] is true, then the returned
-			value will be between 0 and 1.
+			value will be between `0` and `1`.
 		</p>
 
 		<h3>[method:this copy]( [param:Line3 line] )</h3>

+ 7 - 7
docs/api/en/math/MathUtils.html

@@ -108,9 +108,9 @@
 		<p>
 			[page:Float x] — The value to pingpong.<br />
 			[page:Float length] — The positive value the function will pingpong to.
-			Default is 1.<br /><br />
+			Default is `1`.<br /><br />
 
-			Returns a value that alternates between 0 and [param:Float length].
+			Returns a value that alternates between `0` and [param:Float length].
 		</p>
 
 		<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
@@ -121,7 +121,7 @@
 
 		<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
 		<p>
-			Returns the largest power of 2 that is less than or equal to [page:Number n].
+			Returns the largest power of `2` that is less than or equal to [page:Number n].
 		</p>
 
 		<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
@@ -153,8 +153,8 @@
 		<p>
 			[page:Float x] - The value to evaluate based on its position between min
 			and max. <br />
-			[page:Float min] - Any x value below min will be 0.<br />
-			[page:Float max] - Any x value above max will be 1.<br /><br />
+			[page:Float min] - Any x value below min will be `0`.<br />
+			[page:Float max] - Any x value above max will be `1`.<br /><br />
 
 			Returns a value between 0-1 that represents the percentage that x has
 			moved between min and max, but smoothed or slowed down the closer X is to
@@ -169,8 +169,8 @@
 		<p>
 			[page:Float x] - The value to evaluate based on its position between min
 			and max. <br />
-			[page:Float min] - Any x value below min will be 0.<br />
-			[page:Float max] - Any x value above max will be 1.<br /><br />
+			[page:Float min] - Any x value below min will be `0`.<br />
+			[page:Float max] - Any x value above max will be `1`.<br /><br />
 
 			Returns a value between 0-1. A
 			[link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep] 

+ 1 - 1
docs/api/en/math/Matrix3.html

@@ -107,7 +107,7 @@ zAxis = (c, f, i)
 		<p>
 			[page:Array array] - the array to read the elements from.<br />
 			[page:Integer offset] - (optional) index of first element in the array.
-			Default is 0.<br /><br />
+			Default is `0`.<br /><br />
 
 			Sets the elements of this matrix based on an array in
 			[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.

+ 1 - 1
docs/api/en/math/Quaternion.html

@@ -288,7 +288,7 @@
 			[page:Integer srcOffset0] - An offset into the array `src0`.<br />
 			[page:Array src1] - The source array of the target quaternion.<br />
 			[page:Integer srcOffset1] - An offset into the array `src1`.<br />
-			[page:Float t] - Normalized interpolation factor (between 0 and 1).<br /><br />
+			[page:Float t] - Normalized interpolation factor (between `0` and `1`).<br /><br />
 
 			This SLERP implementation assumes the quaternion data are managed in flat
 			arrays.

+ 2 - 2
docs/api/en/math/Sphere.html

@@ -16,7 +16,7 @@
 		<p>
 			[page:Vector3 center] - center of the sphere. Default is a [page:Vector3]
 			at `(0, 0, 0)`. <br />
-			[page:Float radius] - radius of the sphere. Default is -1.<br /><br />
+			[page:Float radius] - radius of the sphere. Default is `-1`.<br /><br />
 
 			Creates a new [name].
 		</p>
@@ -91,7 +91,7 @@
 		<p>
 			Checks to see if the sphere is empty (the radius set to a negative
 			number). <br />
-			Spheres with a radius of 0 contain only their center point and are not
+			Spheres with a radius of `0` contain only their center point and are not
 			considered to be empty.
 		</p>
 

+ 1 - 1
docs/api/en/math/SphericalHarmonics3.html

@@ -135,7 +135,7 @@
 		</p>
 
 		<h3>[method:this zero]()</h3>
-		<p>Sets all SH coefficients to 0.</p>
+		<p>Sets all SH coefficients to `0`.</p>
 
 		<h2>Static Methods</h2>
 

+ 9 - 9
docs/api/en/math/Vector2.html

@@ -215,7 +215,7 @@
 		</h3>
 		<p>
 			[page:Array array] - the source array.<br />
-			[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
+			[page:Integer offset] - (optional) offset into the array. Default is `0`.<br /><br />
 
 			Sets this vector's [page:.x x] value to be `array[ offset ]` and [page:.y y] 
 			value to be `array[ offset + 1 ]`.
@@ -234,10 +234,10 @@
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
-			[page:Integer index] - 0 or 1.<br /><br />
+			[page:Integer index] - `0` or `1`.<br /><br />
 
-			If index equals 0 returns the [page:.x x] value. <br />
-			If index equals 1 returns the [page:.y y] value.
+			If index equals `0` returns the [page:.x x] value. <br />
+			If index equals `1` returns the [page:.y y] value.
 		</p>
 
 		<h3>[method:Float length]()</h3>
@@ -343,11 +343,11 @@
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 		</h3>
 		<p>
-			[page:Integer index] - 0 or 1.<br />
+			[page:Integer index] - `0` or `1`.<br />
 			[page:Float value] - [page:Float]<br /><br />
 
-			If index equals 0 set [page:.x x] to [page:Float value]. <br />
-			If index equals 1 set [page:.y y] to [page:Float value]
+			If index equals `0` set [page:.x x] to [page:Float value]. <br />
+			If index equals `1` set [page:.y y] to [page:Float value]
 		</p>
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
@@ -393,8 +393,8 @@
 
 		<h3>[method:this random]()</h3>
 		<p>
-			Sets each component of this vector to a pseudo-random value between 0 and
-			1, excluding 1.
+			Sets each component of this vector to a pseudo-random value between `0` and
+			`1`, excluding `1`.
 		</p>
 
 		<h2>Source</h2>

+ 10 - 10
docs/api/en/math/Vector3.html

@@ -260,11 +260,11 @@
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
-			[page:Integer index] - 0, 1 or 2.<br /><br />
+			[page:Integer index] - `0`, `1` or `2`.<br /><br />
 
-			If index equals 0 returns the [page:.x x] value. <br />
-			If index equals 1 returns the [page:.y y] value. <br />
-			If index equals 2 returns the [page:.z z] value.
+			If index equals `0` returns the [page:.x x] value. <br />
+			If index equals `1` returns the [page:.y y] value. <br />
+			If index equals `2` returns the [page:.z z] value.
 		</p>
 
 		<h3>[method:Float length]()</h3>
@@ -404,12 +404,12 @@
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 		</h3>
 		<p>
-			[page:Integer index] - 0, 1 or 2.<br />
+			[page:Integer index] - `0`, `1` or `2`.<br />
 			[page:Float value] - [page:Float]<br /><br />
 
-			If index equals 0 set [page:.x x] to [page:Float value].<br />
-			If index equals 1 set [page:.y y] to [page:Float value].<br />
-			If index equals 2 set [page:.z z] to [page:Float value]
+			If index equals `0` set [page:.x x] to [page:Float value].<br />
+			If index equals `1` set [page:.y y] to [page:Float value].<br />
+			If index equals `2` set [page:.z z] to [page:Float value]
 		</p>
 
 		<h3>[method:this setFromColor]( [param:Color color] )</h3>
@@ -538,8 +538,8 @@
 
 		<h3>[method:this random]()</h3>
 		<p>
-			Sets each component of this vector to a pseudo-random value between 0 and
-			1, excluding 1.
+			Sets each component of this vector to a pseudo-random value between `0` and
+			`1`, excluding `1`.
 		</p>
 
 		<h3>[method:this randomDirection]()</h3>

+ 13 - 13
docs/api/en/math/Vector4.html

@@ -183,7 +183,7 @@
 		</h3>
 		<p>
 			[page:Array array] - the source array.<br />
-			[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
+			[page:Integer offset] - (optional) offset into the array. Default is `0`.<br /><br />
 
 			Sets this vector's [page:.x x] value to be `array[ offset + 0 ]`, [page:.y y] 
 			value to be `array[ offset + 1 ]` [page:.z z] value to be `array[ offset + 2 ]` 
@@ -203,12 +203,12 @@
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
-			[page:Integer index] - 0, 1, 2 or 3.<br /><br />
+			[page:Integer index] - `0`, `1`, `2` or `3`.<br /><br />
 
-			If index equals 0 returns the [page:.x x] value. <br />
-			If index equals 1 returns the [page:.y y] value. <br />
-			If index equals 2 returns the [page:.z z] value.<br />
-			If index equals 3 returns the [page:.w w] value.
+			If index equals `0` returns the [page:.x x] value. <br />
+			If index equals `1` returns the [page:.y y] value. <br />
+			If index equals `2` returns the [page:.z z] value.<br />
+			If index equals `3` returns the [page:.w w] value.
 		</p>
 
 		<h3>[method:Float length]()</h3>
@@ -325,13 +325,13 @@
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 		</h3>
 		<p>
-			[page:Integer index] - 0, 1, 2 or 3.<br />
+			[page:Integer index] - `0`, `1`, `2` or `3`.<br />
 			[page:Float value] - [page:Float]<br /><br />
 
-			If index equals 0 set [page:.x x] to [page:Float value].<br />
-			If index equals 1 set [page:.y y] to [page:Float value].<br />
-			If index equals 2 set [page:.z z] to [page:Float value].<br />
-			If index equals 3 set [page:.w w] to [page:Float value].
+			If index equals `0` set [page:.x x] to [page:Float value].<br />
+			If index equals `1` set [page:.y y] to [page:Float value].<br />
+			If index equals `2` set [page:.z z] to [page:Float value].<br />
+			If index equals `3` set [page:.w w] to [page:Float value].
 		</p>
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
@@ -384,8 +384,8 @@
 
 		<h3>[method:this random]()</h3>
 		<p>
-			Sets each component of this vector to a pseudo-random value between 0 and
-			1, excluding 1.
+			Sets each component of this vector to a pseudo-random value between `0` and
+			`1`, excluding `1`.
 		</p>
 
 		<h2>Source</h2>

+ 2 - 2
docs/api/en/objects/LOD.html

@@ -78,9 +78,9 @@
 		<p>
 			[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 			[page:Float distance] - The distance at which to display this level of
-			detail. Default 0.0.<br />
+			detail. Default `0.0`.<br />
 			[page:Float hysteresis] - Threshold used to avoid flickering at LOD
-			boundaries, as a fraction of distance. Default 0.0.<br /><br />
+			boundaries, as a fraction of distance. Default `0.0`.<br /><br />
 
 			Adds a mesh that will display at a certain distance and greater. Typically
 			the further away the distance, the lower the detail on the mesh.

+ 1 - 1
docs/api/en/renderers/WebGLRenderTarget.html

@@ -49,7 +49,7 @@
 			<br />
 			[page:Boolean depthBuffer] - default is `true`. <br />
 			[page:Boolean stencilBuffer] - default is `false`.<br />
-			[page:Number samples] - default is 0.<br /><br />
+			[page:Number samples] - default is `0`.<br /><br />
 
 			Creates a new [name]
 		</p>

+ 2 - 2
docs/api/en/renderers/WebGLRenderer.html

@@ -406,8 +406,8 @@ document.body.appendChild( renderer.domElement );
 
 		<h3>[method:Float getClearAlpha]()</h3>
 		<p>
-			Returns a [page:Float float] with the current clear alpha. Ranges from 0
-			to 1.
+			Returns a [page:Float float] with the current clear alpha. Ranges from `0`
+			to `1`.
 		</p>
 
 		<h3>[method:Color getClearColor]( [param:Color target] )</h3>

+ 2 - 2
docs/api/en/scenes/Fog.html

@@ -52,7 +52,7 @@
 			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>
+		<p>Default is `1`.</p>
 
 		<h3>[property:Float far]</h3>
 		<p>
@@ -60,7 +60,7 @@
 			Objects that are more than 'far' units away from the active camera won't
 			be affected by fog.
 		</p>
-		<p>Default is 1000.</p>
+		<p>Default is `1000`.</p>
 
 		<h2>Methods</h2>
 

+ 1 - 1
docs/api/en/scenes/FogExp2.html

@@ -49,7 +49,7 @@ scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
 
 		<h3>[property:Float density]</h3>
 		<p>Defines how fast the fog will grow dense.</p>
-		<p>Default is 0.00025.</p>
+		<p>Default is `0.00025`.</p>
 
 		<h2>Methods</h2>
 

+ 1 - 1
docs/api/en/textures/CanvasTexture.html

@@ -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,
+			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

+ 1 - 1
docs/api/en/textures/CompressedTexture.html

@@ -64,7 +64,7 @@
 
 			[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,
+			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 />

+ 1 - 1
docs/api/en/textures/Data3DTexture.html

@@ -113,7 +113,7 @@
 
 		<h3>[property:number unpackAlignment]</h3>
 		<p>
-			1 by default. Specifies the alignment requirements for the start of each
+			`1` 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

+ 1 - 1
docs/api/en/textures/DataArrayTexture.html

@@ -127,7 +127,7 @@
 
 		<h3>[property:number unpackAlignment]</h3>
 		<p>
-			1 by default. Specifies the alignment requirements for the start of each
+			`1` 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

+ 1 - 1
docs/api/en/textures/DataTexture.html

@@ -98,7 +98,7 @@
 
 		<h3>[property:number unpackAlignment]</h3>
 		<p>
-			1 by default. Specifies the alignment requirements for the start of each
+			`1` 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

+ 1 - 1
docs/api/en/textures/DepthTexture.html

@@ -63,7 +63,7 @@
 
 			[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,
+			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

+ 1 - 1
docs/api/en/textures/Texture.html

@@ -133,7 +133,7 @@
 		<h3>[property:number anisotropy]</h3>
 		<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
+			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.capabilities renderer.capabilities.getMaxAnisotropy]() 
 			to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.

+ 1 - 1
docs/api/en/textures/VideoTexture.html

@@ -75,7 +75,7 @@
 
 			[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,
+			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