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
 			automatically be switched to false when the last loop of the action has
 			finished, so that this action has no further impact.<br /><br />
 			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
 			Note: `clampWhenFinished` has no impact if the action is interrupted (it
 			has only an effect if its last loop has really finished).
 			has only an effect if its last loop has really finished).
@@ -140,7 +140,7 @@
 		<h3>[property:Number weight]</h3>
 		<h3>[property:Number weight]</h3>
 		<p>
 		<p>
 			The degree of influence of this action (in the interval `[0, 1]`). Values
 			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 />
 			several actions. Default is `1`. <br /><br />
 			Properties/methods concerning `weight` are: 
 			Properties/methods concerning `weight` are: 
 			[page:.crossFadeFrom crossFadeFrom], 
 			[page:.crossFadeFrom crossFadeFrom], 
@@ -179,7 +179,7 @@
 			of the time scales) will be applied.<br /><br />
 			of the time scales) will be applied.<br /><br />
 
 
 			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
 			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
-			of 1.
+			of `1`.
 		</p>
 		</p>
 
 
 		<h3>
 		<h3>
@@ -193,7 +193,7 @@
 			of the time scales) will be applied.<br /><br />
 			of the time scales) will be applied.<br /><br />
 
 
 			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
 			Note: Like with `fadeIn`/`fadeOut`, the fading starts/ends with a weight
-			of 1.
+			of `1`.
 		</p>
 		</p>
 
 
 		<h3>[method:this fadeIn]( [param:Number durationInSeconds] )</h3>
 		<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:String name] - (required) identifier for the KeyframeTrack.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
 			[page:Array times] - (required) array of keyframe times.<br />
 			[page:Array values] - values for the keyframes at the times specified, a
 			[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:Constant interpolation] - the type of interpolation to use. See
 			[page:Animation Animation Constants] for possible values. Default is
 			[page:Animation Animation Constants] for possible values. Default is
 			[page:Animation InterpolateLinear].
 			[page:Animation InterpolateLinear].

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

@@ -66,7 +66,7 @@
 
 
 		<h3>[property:Float filmGauge]</h3>
 		<h3>[property:Float filmGauge]</h3>
 		<p>
 		<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
 			parameter does not influence the projection matrix unless .filmOffset is
 			set to a nonzero value.
 			set to a nonzero value.
 		</p>
 		</p>

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

@@ -144,7 +144,7 @@
 		<p>
 		<p>
 			Which stencil operation the material will perform on the stencil buffer
 			Which stencil operation the material will perform on the stencil buffer
 			pixel if the provided stencil function passes.<br />
 			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
 			[page:Materials KeepStencilOp] will not change the current stencil
 			value.<br />
 			value.<br />
 			[page:Materials ReplaceStencilOp] will replace the stencil value with the
 			[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>
 		<h3>[method:undefined normalizeNormals]()</h3>
 		<p>
 		<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.
 			correct lighting on the geometry surfaces.
 		</p>
 		</p>
 
 

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

@@ -77,7 +77,7 @@
 			[page:Vector3 direction] — The direction vector that gives direction to
 			[page:Vector3 direction] — The direction vector that gives direction to
 			the ray. Should be normalized.<br />
 			the ray. Should be normalized.<br />
 			[page:Float near] — All results returned are further away than near. Near
 			[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
 			[page:Float far] — All results returned are closer than far. Far can't be
 			lower than near. Default value is Infinity.
 			lower than near. Default value is Infinity.
 		</p>
 		</p>
@@ -155,7 +155,7 @@ object.layers.enable( 1 );
 		<h3>[method:undefined setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<h3>[method:undefined setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<p>
 		<p>
 			[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device
 			[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
 			[page:Camera camera] — camera from which the ray should originate
 		</p>
 		</p>
 		<p>Updates the ray with a new origin and direction.</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
 			cumulative segment lengths of a curve via [page:.getLengths]. To ensure
 			precision when using methods like [page:.getSpacedPoints], it is
 			precision when using methods like [page:.getSpacedPoints], it is
 			recommended to increase [page:.arcLengthDivisions] if the curve is very
 			recommended to increase [page:.arcLengthDivisions] if the curve is very
-			large. Default is 200.
+			large. Default is `200`.
 		</p>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

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

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

@@ -58,22 +58,22 @@ scene.add( cube );
     </h3>
     </h3>
     <p>
     <p>
       width — Width; that is, the length of the edges parallel to the X axis.
       width — Width; that is, the length of the edges parallel to the X axis.
-      Optional; defaults to 1.
+      Optional; defaults to `1`.
       <br />
       <br />
       height — Height; that is, the length of the edges parallel to the Y axis.
       height — Height; that is, the length of the edges parallel to the Y axis.
-      Optional; defaults to 1.
+      Optional; defaults to `1`.
       <br />
       <br />
       depth — Depth; that is, the length of the edges parallel to the Z axis.
       depth — Depth; that is, the length of the edges parallel to the Z axis.
-      Optional; defaults to 1.
+      Optional; defaults to `1`.
       <br />
       <br />
       widthSegments — Number of segmented rectangular faces along the width of
       widthSegments — Number of segmented rectangular faces along the width of
-      the sides. Optional; defaults to 1.
+      the sides. Optional; defaults to `1`.
       <br />
       <br />
       heightSegments — Number of segmented rectangular faces along the height of
       heightSegments — Number of segmented rectangular faces along the height of
-      the sides. Optional; defaults to 1.
+      the sides. Optional; defaults to `1`.
       <br />
       <br />
       depthSegments — Number of segmented rectangular faces along the depth of
       depthSegments — Number of segmented rectangular faces along the depth of
-      the sides. Optional; defaults to 1.
+      the sides. Optional; defaults to `1`.
       <br />
       <br />
     </p>
     </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])
 			[name]([param:Float radius], [param:Float length], [param:Integer capSubdivisions], [param:Integer radialSegments])
 		</h3>
 		</h3>
 		<p>
 		<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;
 			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
 			radialSegments — Number of segmented faces around the circumference of the
-			capsule. Optional; defaults to 8.<br />
+			capsule. Optional; defaults to `8`.<br />
 		</p>
 		</p>
 
 
 		<h2>Properties</h2>
 		<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>
 		</h3>
 		<p>
 		<p>
 			radius — Radius of the circle, default = 1.<br />
 			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 />
 			position).<br />
 			thetaLength — The central angle, often called theta, of the circular
 			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>
 		</p>
 
 
 		<h2>Properties</h2>
 		<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])
 			[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])
 		</h3>
 		</h3>
 		<p>
 		<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
 			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.
 			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
 			openEnded — A Boolean indicating whether the base of the cone is open or
 			capped. Default is false, meaning capped.<br />
 			capped. Default is false, meaning capped.<br />
 			thetaStart — Start angle for first segment, default = 0 (three o'clock
 			thetaStart — Start angle for first segment, default = 0 (three o'clock
 			position).<br />
 			position).<br />
 			thetaLength — The central angle, often called theta, of the circular
 			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>
 		</p>
 
 
 		<h2>Properties</h2>
 		<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])
 			[param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])
 		</h3>
 		</h3>
 		<p>
 		<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
 			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.
 			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
 			openEnded — A Boolean indicating whether the ends of the cylinder are open
 			or capped. Default is false, meaning capped.<br />
 			or capped. Default is false, meaning capped.<br />
 			thetaStart — Start angle for first segment, default = 0 (three o'clock
 			thetaStart — Start angle for first segment, default = 0 (three o'clock
 			position).<br />
 			position).<br />
 			thetaLength — The central angle, often called theta, of the circular
 			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>
 		</p>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>

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

@@ -38,8 +38,8 @@
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<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.
 			vertices making it no longer a dodecahedron.
 		</p>
 		</p>
 
 

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

@@ -72,19 +72,19 @@
 
 
 		<ul>
 		<ul>
 			<li>
 			<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>
 			<li>
 			<li>
 				steps — int. Number of points used for subdividing segments along the
 				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>
-			<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>
 			<li>
 				bevelEnabled — bool. Apply beveling to the shape. Default is true.
 				bevelEnabled — bool. Apply beveling to the shape. Default is true.
 			</li>
 			</li>
 			<li>
 			<li>
 				bevelThickness — float. How deep into the original shape the bevel goes.
 				bevelThickness — float. How deep into the original shape the bevel goes.
-				Default is 0.2.
+				Default is `0.2`.
 			</li>
 			</li>
 			<li>
 			<li>
 				bevelSize — float. Distance from the shape outline that the bevel
 				bevelSize — float. Distance from the shape outline that the bevel
@@ -92,9 +92,9 @@
 			</li>
 			</li>
 			<li>
 			<li>
 				bevelOffset — float. Distance from the shape outline that the bevel
 				bevelOffset — float. Distance from the shape outline that the bevel
-				starts. Default is 0.
+				starts. Default is `0`.
 			</li>
 			</li>
-			<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
+			<li>bevelSegments — int. Number of bevel layers. Default is `3`.</li>
 			<li>
 			<li>
 				extrudePath — THREE.Curve. A 3D spline path along which the shape should
 				extrudePath — THREE.Curve. A 3D spline path along which the shape should
 				be extruded. Bevels not supported for path extrusion.
 				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>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<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
 			vertices making it no longer an icosahedron. When detail is greater than
 			1, it's effectively a sphere.
 			1, it's effectively a sphere.
 		</p>
 		</p>

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

@@ -61,7 +61,7 @@
 			creates a simple diamond shape.<br />
 			creates a simple diamond shape.<br />
 			segments — the number of circumference segments to generate. Default is
 			segments — the number of circumference segments to generate. Default is
 			12.<br />
 			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
 			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.
 			closed lathe, less than 2PI is a portion. Default is 2PI.
 		</p>
 		</p>

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

@@ -36,8 +36,8 @@
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<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.
 			vertices making it no longer an octahedron.
 		</p>
 		</p>
 
 

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

@@ -49,10 +49,10 @@ scene.add( plane );
 			widthSegments], [param:Integer heightSegments])
 			widthSegments], [param:Integer heightSegments])
 		</h3>
 		</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Properties</h2>
 		<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])
 			[param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])
 		</h3>
 		</h3>
 		<p>
 		<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
 			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.
 			thetaLength — Central angle. Default is Math.PI * 2.
 		</p>
 		</p>
 
 

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

@@ -49,15 +49,15 @@ const sphere = new THREE.Mesh( geometry, material ); scene.add( sphere );
 		</h3>
 		</h3>
 
 
 		<p>
 		<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 *
 			phiLength — specify horizontal sweep angle size. Default is Math.PI *
 			2.<br />
 			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 />
 			thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
 		</p>
 		</p>
 
 

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

@@ -37,8 +37,8 @@
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<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.
 			vertices making it no longer a tetrahedron.
 		</p>
 		</p>
 
 

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

@@ -48,10 +48,10 @@ const torus = new THREE.Mesh( geometry, material ); scene.add( torus );
 		</h3>
 		</h3>
 		<p>
 		<p>
 			radius - Radius of the torus, from the center of the torus to the center
 			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.
 			arc — Central angle. Default is Math.PI * 2.
 		</p>
 		</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])
 			[param:Integer q])
 		</h3>
 		</h3>
 		<ul>
 		<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>
 			<li>
 				p — This value determines, how many times the geometry winds around its
 				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>
 			<li>
 			<li>
 				q — This value determines, how many times the geometry winds around a
 				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>
 			</li>
 		</ul>
 		</ul>
 
 

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

@@ -46,9 +46,9 @@
 			[page:Number hex] -- hexadecimal value to define color. Default is
 			[page:Number hex] -- hexadecimal value to define color. Default is
 			0xffff00.<br />
 			0xffff00.<br />
 			[page:Number headLength] -- The length of the head of the arrow. Default
 			[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
 			[page:Number headWidth] -- The width of the head of the arrow. Default is
-			0.2 * headLength.<br />
+			`0.2` * headLength.<br />
 		</p>
 		</p>
 
 
 		<h2>Properties</h2>
 		<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] )
 			[name]( [param:number size], [param:Number divisions], [param:Color colorCenterLine], [param:Color colorGrid] )
 		</h3>
 		</h3>
 		<p>
 		<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 />
 			<br />
 			colorCenterLine -- The color of the centerline. This can be a
 			colorCenterLine -- The color of the centerline. This can be a
 			[page:Color], a hexadecimal value and an CSS-Color name. Default is
 			[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>
 		</h3>
 		<p>
 		<p>
 			radius -- The radius of the polar grid. This can be any positive number.
 			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
 			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
 			rings -- The number of rings. This can be any positive integer. Default is
 			8.<br />
 			8.<br />
 			divisions -- The number of line segments used for each circle. This can be
 			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
 			color1 -- The first color used for grid elements. This can be a
 			[page:Color], a hexadecimal value and an CSS-Color name. Default is
 			[page:Color], a hexadecimal value and an CSS-Color name. Default is
 			0x444444 <br />
 			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
 			[page:Integer color] - (optional) Numeric value of the RGB component of
 			the color. Default is 0xffffff.<br />
 			the color. Default is 0xffffff.<br />
 			[page:Float intensity] - (optional) Numeric value of the light's
 			[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].
 			Creates a new [name].
 		</p>
 		</p>

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

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

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

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

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

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

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

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

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

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

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

@@ -47,7 +47,7 @@
 			[page:SphericalHarmonics3 sh] - (optional) An instance of
 			[page:SphericalHarmonics3 sh] - (optional) An instance of
 			[page:SphericalHarmonics3].<br />
 			[page:SphericalHarmonics3].<br />
 			[page:Float intensity] - (optional) Numeric value of the light probe's
 			[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].
 			Creates a new [name].
 		</p>
 		</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
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's
 			[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 />
 			limit).<br />
 			[page:Float decay] - The amount the light dims along the distance of the
 			[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].
 			Creates a new [name].
 		</p>
 		</p>
@@ -114,10 +114,10 @@ scene.add( light );
 			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 			A [page:PointLightShadow] used to calculate shadows for this light.<br /><br />
 
 
 			The lightShadow's [page:LightShadow.camera camera] is set to a
 			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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<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
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) the light's intensity, or brightness.
 			[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].
 			Creates a new [name].
 		</p>
 		</p>

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

@@ -52,13 +52,13 @@
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			[page:Integer color] - (optional) hexadecimal color of the light. Default
 			is 0xffffff (white).<br />
 			is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's
 			[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 />
 			limit).<br />
 			[page:Radians angle] - Maximum angle of light dispersion from its
 			[page:Radians angle] - Maximum angle of light dispersion from its
 			direction whose upper bound is Math.PI/2.<br />
 			direction whose upper bound is Math.PI/2.<br />
 			[page:Float penumbra] - Percent of the spotlight cone that is attenuated
 			[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
 			[page:Float decay] - The amount the light dims along the distance of the
 			light.<br /><br />
 			light.<br /><br />
 			Creates a new [name].
 			Creates a new [name].
@@ -119,7 +119,7 @@
 		<h3>[property:Float penumbra]</h3>
 		<h3>[property:Float penumbra]</h3>
 		<p>
 		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes
 			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>
 		</p>
 
 
 		<h3>[property:Vector3 position]</h3>
 		<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
 			The default is an [page:OrthographicCamera] with
 			[page:OrthographicCamera.left left] and [page:OrthographicCamera.bottom bottom]
 			[page:OrthographicCamera.left left] and [page:OrthographicCamera.bottom bottom]
 			set to -5, [page:OrthographicCamera.right right] and
 			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>
 		</p>
 
 
 		<h3>[property:Boolean isDirectionalLightShadow]</h3>
 		<h3>[property:Boolean isDirectionalLightShadow]</h3>

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

@@ -40,7 +40,7 @@
 		<p>
 		<p>
 			Shadow map bias, how much to add or subtract from the normalized depth
 			Shadow map bias, how much to add or subtract from the normalized depth
 			when deciding whether a surface is in shadow.<br />
 			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
 			help reduce artifacts in shadows
 		</p>
 		</p>
 
 
@@ -89,7 +89,7 @@
 		<h3>[property:Float normalBias]</h3>
 		<h3>[property:Float normalBias]</h3>
 		<p>
 		<p>
 			Defines how much the position used to query the shadow map is offset along
 			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
 			reduce shadow acne especially in large scenes where light shines onto
 			geometry at a shallow angle. The cost is that shadows may appear
 			geometry at a shallow angle. The cost is that shadows may appear
 			distorted.
 			distorted.

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

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

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

@@ -78,7 +78,7 @@
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
 		<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.
 			occlusion effect.
 		</p>
 		</p>
 
 
@@ -108,7 +108,7 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<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>
 		<h3>[property:Texture map]</h3>
 		<p>
 		<p>
@@ -119,8 +119,8 @@
 		<h3>[property:Float reflectivity]</h3>
 		<h3>[property:Float reflectivity]</h3>
 		<p>
 		<p>
 			How much the environment map affects the surface; also see
 			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>
 		</p>
 
 
 		<h3>[property:Float refractionRatio]</h3>
 		<h3>[property:Float refractionRatio]</h3>
@@ -128,7 +128,7 @@
 			The index of refraction (IOR) of air (approximately 1) divided by the
 			The index of refraction (IOR) of air (approximately 1) divided by the
 			index of refraction of the material. It is used with environment mapping
 			index of refraction of the material. It is used with environment mapping
 			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
 			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>
 		</p>
 
 
 		<h3>[property:Texture specularMap]</h3>
 		<h3>[property:Texture specularMap]</h3>
@@ -162,11 +162,11 @@
 
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 
 			Due to limitations of the
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			[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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -81,13 +81,13 @@
 		<p>
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
 			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>
 		</p>
 
 
 		<h3>[property:Float displacementBias]</h3>
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			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>
 		</p>
 
 
 		<h3>[property:Boolean fog]</h3>
 		<h3>[property:Boolean fog]</h3>
@@ -108,11 +108,11 @@
 
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 
 			Due to limitations of the
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			[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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -82,13 +82,13 @@
 		<p>
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
 			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>
 		</p>
 
 
 		<h3>[property:Float displacementBias]</h3>
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			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>
 		</p>
 
 
 		<h3>[property:Boolean fog]</h3>
 		<h3>[property:Boolean fog]</h3>

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

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

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

@@ -83,7 +83,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
@@ -103,13 +103,13 @@
 		<p>
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
 			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>
 		</p>
 
 
 		<h3>[property:Float displacementBias]</h3>
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			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>
 		</p>
 
 
 		<h3>[property:Boolean flatShading]</h3>
 		<h3>[property:Boolean flatShading]</h3>

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

@@ -58,7 +58,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 		</p>
 
 
 		<h3>[property:Texture displacementMap]</h3>
 		<h3>[property:Texture displacementMap]</h3>
@@ -75,13 +75,13 @@
 		<p>
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
 			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>
 		</p>
 
 
 		<h3>[property:Float displacementBias]</h3>
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			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>
 		</p>
 
 
 		<h3>[property:Boolean flatShading]</h3>
 		<h3>[property:Boolean flatShading]</h3>
@@ -125,12 +125,12 @@
 
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 
 			Due to limitations of the
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
 			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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -85,7 +85,7 @@
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
 		<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.
 			occlusion effect.
 		</p>
 		</p>
 
 
@@ -100,7 +100,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
@@ -131,13 +131,13 @@
 		<p>
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
 			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>
 		</p>
 
 
 		<h3>[property:Float displacementBias]</h3>
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			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>
 		</p>
 
 
 		<h3>[property:Color emissive]</h3>
 		<h3>[property:Color emissive]</h3>
@@ -178,7 +178,7 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<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>
 		<h3>[property:Texture map]</h3>
 		<p>
 		<p>
@@ -215,8 +215,8 @@
 		<h3>[property:Float reflectivity]</h3>
 		<h3>[property:Float reflectivity]</h3>
 		<p>
 		<p>
 			How much the environment map affects the surface; also see
 			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>
 		</p>
 
 
 		<h3>[property:Float refractionRatio]</h3>
 		<h3>[property:Float refractionRatio]</h3>
@@ -224,7 +224,7 @@
 			The index of refraction (IOR) of air (approximately 1) divided by the
 			The index of refraction (IOR) of air (approximately 1) divided by the
 			index of refraction of the material. It is used with environment mapping
 			index of refraction of the material. It is used with environment mapping
 			modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping]. 
 			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>
 		</p>
 
 
 		<h3>[property:Float shininess]</h3>
 		<h3>[property:Float shininess]</h3>
@@ -276,12 +276,12 @@
 
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 
 			Due to limitations of the
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
 			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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

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

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

@@ -114,7 +114,7 @@
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
 		<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.
 			occlusion effect.
 		</p>
 		</p>
 
 
@@ -129,7 +129,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
@@ -157,13 +157,13 @@
 		<p>
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
 			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>
 		</p>
 
 
 		<h3>[property:Float displacementBias]</h3>
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			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>
 		</p>
 
 
 		<h3>[property:Color emissive]</h3>
 		<h3>[property:Color emissive]</h3>
@@ -214,7 +214,7 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<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>
 		<h3>[property:Texture map]</h3>
 		<p>
 		<p>
@@ -226,8 +226,8 @@
 		<h3>[property:Float metalness]</h3>
 		<h3>[property:Float metalness]</h3>
 		<p>
 		<p>
 			How much the material is like a metal. Non-metallic materials such as wood
 			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.
 			metal look. If metalnessMap is also provided, both values are multiplied.
 		</p>
 		</p>
 
 
@@ -263,8 +263,8 @@
 
 
 		<h3>[property:Float roughness]</h3>
 		<h3>[property:Float roughness]</h3>
 		<p>
 		<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.
 			both values are multiplied.
 		</p>
 		</p>
 
 
@@ -302,12 +302,12 @@
 
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 
 			Due to limitations of the
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
 			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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -78,7 +78,7 @@
 
 
 		<h3>[property:Float aoMapIntensity]</h3>
 		<h3>[property:Float aoMapIntensity]</h3>
 		<p>
 		<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.
 			occlusion effect.
 		</p>
 		</p>
 
 
@@ -93,7 +93,7 @@
 		<h3>[property:Float bumpScale]</h3>
 		<h3>[property:Float bumpScale]</h3>
 		<p>
 		<p>
 			How much the bump map affects the material. Typical ranges are 0-1.
 			How much the bump map affects the material. Typical ranges are 0-1.
-			Default is 1.
+			Default is `1`.
 		</p>
 		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
@@ -113,13 +113,13 @@
 		<p>
 		<p>
 			How much the displacement map affects the mesh (where black is no
 			How much the displacement map affects the mesh (where black is no
 			displacement, and white is maximum displacement). Without a displacement
 			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>
 		</p>
 
 
 		<h3>[property:Float displacementBias]</h3>
 		<h3>[property:Float displacementBias]</h3>
 		<p>
 		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			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>
 		</p>
 
 
 		<h3>[property:Color emissive]</h3>
 		<h3>[property:Color emissive]</h3>
@@ -158,7 +158,7 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Float lightMapIntensity]</h3>
 		<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>
 		<h3>[property:Texture map]</h3>
 		<p>
 		<p>
@@ -219,12 +219,12 @@
 
 
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>
 		<p>
-			Controls wireframe thickness. Default is 1.<br /><br />
+			Controls wireframe thickness. Default is `1`.<br /><br />
 
 
 			Due to limitations of the
 			Due to limitations of the
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			[link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile] 
 			with the [page:WebGLRenderer WebGL] renderer on most
 			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>
 		</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -93,7 +93,7 @@
 
 
 		<h3>[property:Number size]</h3>
 		<h3>[property:Number size]</h3>
 		<p>
 		<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
 			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].
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter gl.ALIASED_POINT_SIZE_RANGE].
 		</p>
 		</p>

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

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

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

@@ -83,7 +83,7 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Radians rotation]</h3>
 		<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>
 		<h3>[property:Boolean sizeAttenuation]</h3>
 		<p>
 		<p>

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

@@ -86,7 +86,7 @@
 			[page:Vector2 point] - [page:Vector2] to measure distance to.<br /><br />
 			[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
 			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>
 		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Box2 box] )</h3>
 		<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 />
 			[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
 			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>
 		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Box3 box] )</h3>
 		<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>
 		<p>Read-only flag to check if a given object is of type [name].</p>
 
 
 		<h3>[property:Float r]</h3>
 		<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>
 		<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>
 		<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>
 		<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 )
 			[method:this setHSL]( [param:Float h], [param:Float s], [param:Float l], [param:string colorSpace] = LinearSRGBColorSpace )
 		</h3>
 		</h3>
 		<p>
 		<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.
 			Sets color from HSL values.
 		</p>
 		</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 )
 			[method:this setRGB]( [param:Float r], [param:Float g], [param:Float b], [param:string colorSpace] = LinearSRGBColorSpace )
 		</h3>
 		</h3>
 		<p>
 		<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.
 			Sets this color from RGB values.
 		</p>
 		</p>
 
 
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<h3>[method:this setScalar]( [param:Float scalar] )</h3>
 		<p>
 		<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].
 			Sets all three color components to the value [page:Float scalar].
 		</p>
 		</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
 			Returns a point parameter based on the closest point as projected on the
 			line segment. If [page:Boolean clampToLine] is true, then the returned
 			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>
 		</p>
 
 
 		<h3>[method:this copy]( [param:Line3 line] )</h3>
 		<h3>[method:this copy]( [param:Line3 line] )</h3>

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

@@ -108,9 +108,9 @@
 		<p>
 		<p>
 			[page:Float x] — The value to pingpong.<br />
 			[page:Float x] — The value to pingpong.<br />
 			[page:Float length] — The positive value the function will pingpong to.
 			[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>
 		</p>
 
 
 		<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
 		<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
@@ -121,7 +121,7 @@
 
 
 		<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
 		<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
 		<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
@@ -153,8 +153,8 @@
 		<p>
 		<p>
 			[page:Float x] - The value to evaluate based on its position between min
 			[page:Float x] - The value to evaluate based on its position between min
 			and max. <br />
 			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
 			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
 			moved between min and max, but smoothed or slowed down the closer X is to
@@ -169,8 +169,8 @@
 		<p>
 		<p>
 			[page:Float x] - The value to evaluate based on its position between min
 			[page:Float x] - The value to evaluate based on its position between min
 			and max. <br />
 			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
 			Returns a value between 0-1. A
 			[link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep] 
 			[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>
 		<p>
 			[page:Array array] - the array to read the elements from.<br />
 			[page:Array array] - the array to read the elements from.<br />
 			[page:Integer offset] - (optional) index of first element in the array.
 			[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
 			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.
 			[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:Integer srcOffset0] - An offset into the array `src0`.<br />
 			[page:Array src1] - The source array of the target quaternion.<br />
 			[page:Array src1] - The source array of the target quaternion.<br />
 			[page:Integer srcOffset1] - An offset into the array `src1`.<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
 			This SLERP implementation assumes the quaternion data are managed in flat
 			arrays.
 			arrays.

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

@@ -16,7 +16,7 @@
 		<p>
 		<p>
 			[page:Vector3 center] - center of the sphere. Default is a [page:Vector3]
 			[page:Vector3 center] - center of the sphere. Default is a [page:Vector3]
 			at `(0, 0, 0)`. <br />
 			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].
 			Creates a new [name].
 		</p>
 		</p>
@@ -91,7 +91,7 @@
 		<p>
 		<p>
 			Checks to see if the sphere is empty (the radius set to a negative
 			Checks to see if the sphere is empty (the radius set to a negative
 			number). <br />
 			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.
 			considered to be empty.
 		</p>
 		</p>
 
 

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

@@ -135,7 +135,7 @@
 		</p>
 		</p>
 
 
 		<h3>[method:this zero]()</h3>
 		<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>
 		<h2>Static Methods</h2>
 
 

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

@@ -215,7 +215,7 @@
 		</h3>
 		</h3>
 		<p>
 		<p>
 			[page:Array array] - the source array.<br />
 			[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] 
 			Sets this vector's [page:.x x] value to be `array[ offset ]` and [page:.y y] 
 			value to be `array[ offset + 1 ]`.
 			value to be `array[ offset + 1 ]`.
@@ -234,10 +234,10 @@
 
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:Float length]()</h3>
 		<h3>[method:Float length]()</h3>
@@ -343,11 +343,11 @@
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 		</h3>
 		</h3>
 		<p>
 		<p>
-			[page:Integer index] - 0 or 1.<br />
+			[page:Integer index] - `0` or `1`.<br />
 			[page:Float value] - [page:Float]<br /><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>
 		</p>
 
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<h3>[method:this setLength]( [param:Float l] )</h3>
@@ -393,8 +393,8 @@
 
 
 		<h3>[method:this random]()</h3>
 		<h3>[method:this random]()</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

@@ -260,11 +260,11 @@
 
 
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:Float length]()</h3>
 		<h3>[method:Float length]()</h3>
@@ -404,12 +404,12 @@
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 		</h3>
 		</h3>
 		<p>
 		<p>
-			[page:Integer index] - 0, 1 or 2.<br />
+			[page:Integer index] - `0`, `1` or `2`.<br />
 			[page:Float value] - [page:Float]<br /><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>
 		</p>
 
 
 		<h3>[method:this setFromColor]( [param:Color color] )</h3>
 		<h3>[method:this setFromColor]( [param:Color color] )</h3>
@@ -538,8 +538,8 @@
 
 
 		<h3>[method:this random]()</h3>
 		<h3>[method:this random]()</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:this randomDirection]()</h3>
 		<h3>[method:this randomDirection]()</h3>

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

@@ -183,7 +183,7 @@
 		</h3>
 		</h3>
 		<p>
 		<p>
 			[page:Array array] - the source array.<br />
 			[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] 
 			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 ]` 
 			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>
 		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:Float length]()</h3>
 		<h3>[method:Float length]()</h3>
@@ -325,13 +325,13 @@
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 			[method:this setComponent]( [param:Integer index], [param:Float value] )
 		</h3>
 		</h3>
 		<p>
 		<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 />
 			[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>
 		</p>
 
 
 		<h3>[method:this setLength]( [param:Float l] )</h3>
 		<h3>[method:this setLength]( [param:Float l] )</h3>
@@ -384,8 +384,8 @@
 
 
 		<h3>[method:this random]()</h3>
 		<h3>[method:this random]()</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

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

@@ -78,9 +78,9 @@
 		<p>
 		<p>
 			[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 			[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 			[page:Float distance] - The distance at which to display this level of
 			[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
 			[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
 			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.
 			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 />
 			<br />
 			[page:Boolean depthBuffer] - default is `true`. <br />
 			[page:Boolean depthBuffer] - default is `true`. <br />
 			[page:Boolean stencilBuffer] - default is `false`.<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]
 			Creates a new [name]
 		</p>
 		</p>

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

@@ -406,8 +406,8 @@ document.body.appendChild( renderer.domElement );
 
 
 		<h3>[method:Float getClearAlpha]()</h3>
 		<h3>[method:Float getClearAlpha]()</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:Color getClearColor]( [param:Color target] )</h3>
 		<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
 			The minimum distance to start applying fog. Objects that are less than
 			'near' units from the active camera won't be affected by fog.
 			'near' units from the active camera won't be affected by fog.
 		</p>
 		</p>
-		<p>Default is 1.</p>
+		<p>Default is `1`.</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
 		<p>
 		<p>
@@ -60,7 +60,7 @@
 			Objects that are more than 'far' units away from the active camera won't
 			Objects that are more than 'far' units away from the active camera won't
 			be affected by fog.
 			be affected by fog.
 		</p>
 		</p>
-		<p>Default is 1000.</p>
+		<p>Default is `1000`.</p>
 
 
 		<h2>Methods</h2>
 		<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>
 		<h3>[property:Float density]</h3>
 		<p>Defines how fast the fog will grow dense.</p>
 		<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>
 		<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
 			[page:Number anisotropy] -- The number of samples taken along the axis
 			through the pixel that has the highest density of texels. By default, this
 			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
 			at the cost of more texture samples being used. Use
 			[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
 			[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
 			the maximum valid anisotropy value for the GPU; this value is usually a
 			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
 			[page:Number anisotropy] -- The number of samples taken along the axis
 			through the pixel that has the highest density of texels. By default, this
 			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
 			at the cost of more texture samples being used. Use
 			renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for
 			renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for
 			the GPU; this value is usually a power of 2.<br />
 			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>
 		<h3>[property:number unpackAlignment]</h3>
 		<p>
 		<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
 			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
 			aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
 			double-word boundaries). See
 			double-word boundaries). See

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

@@ -127,7 +127,7 @@
 
 
 		<h3>[property:number unpackAlignment]</h3>
 		<h3>[property:number unpackAlignment]</h3>
 		<p>
 		<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
 			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
 			aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
 			double-word boundaries). See
 			double-word boundaries). See

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

@@ -98,7 +98,7 @@
 
 
 		<h3>[property:number unpackAlignment]</h3>
 		<h3>[property:number unpackAlignment]</h3>
 		<p>
 		<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
 			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
 			aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
 			double-word boundaries). See
 			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
 			[page:Number anisotropy] -- The number of samples taken along the axis
 			through the pixel that has the highest density of texels. By default, this
 			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
 			at the cost of more texture samples being used. Use
 			[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
 			[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
 			the maximum valid anisotropy value for the GPU; this value is usually a
 			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>
 		<h3>[property:number anisotropy]</h3>
 		<p>
 		<p>
 			The number of samples taken along the axis through the pixel that has the
 			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
 			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]() 
 			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.
 			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
 			[page:Number anisotropy] -- The number of samples taken along the axis
 			through the pixel that has the highest density of texels. By default, this
 			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
 			at the cost of more texture samples being used. Use
 			[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
 			[page:WebGLrenderer.getMaxAnisotropy renderer.getMaxAnisotropy]() to find
 			the maximum valid anisotropy value for the GPU; this value is usually a
 			the maximum valid anisotropy value for the GPU; this value is usually a