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Docs: Reduce linewidth through materials.

Don McCurdy %!s(int64=7) %!d(string=hai) anos
pai
achega
80c74415d9

+ 17 - 17
docs/api/materials/LineBasicMaterial.html

@@ -12,11 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A material for drawing wireframe-style geometries.</div>
+		<p class="desc">A material for drawing wireframe-style geometries.</p>
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 			[example:webgl_buffergeometry_drawcalls WebGL / buffergeometry / drawcalls]<br />
 			[example:webgl_buffergeometry_lines WebGL / buffergeometry / lines]<br />
 			[example:webgl_buffergeometry_lines_indexed WebGL / buffergeometry / lines / indexed]<br />
@@ -32,7 +32,7 @@
 			[example:webgl_lines_splines WebGL / lines / splines]<br />
 			[example:webgl_materials WebGL / materials]<br />
 			[example:webgl_physics_rope WebGL / phyics / rope]
-		</div>
+		</p>
 
 		<code>
 var material = new THREE.LineBasicMaterial( {
@@ -47,59 +47,59 @@ var material = new THREE.LineBasicMaterial( {
 
 		<h3>[name]( [param:Object parameters] )</h3>
 
-		<div>
+		<p>
 		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 		Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 		The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 		string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff).</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Boolean isLineBasicMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are line basic materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *false*.</div>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 		<h3>[property:Float linewidth]</h3>
-		<div>
+		<p>
 			Controls line thickness. Default is *1*.<br /><br />
 
 			Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 			with the [page:WebGLRenderer WebGL] renderer on Windows platforms linewidth will
 			always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h3>[property:String linecap]</h3>
-		<div>
+		<p>
 			Define appearance of line ends. Possible values are 'butt', 'round' and 'square'.
 			Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:String linejoin]</h3>
-		<div>
+		<p>
 			Define appearance of line joints. Possible values are 'round', 'bevel' and 'miter'. Default is 'round'. <br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 16 - 15
docs/api/materials/LineDashedMaterial.html

@@ -12,14 +12,14 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A material for drawing wireframe-style geometries with dashed lines.</div>
+		<p class="desc">A material for drawing wireframe-style geometries with dashed lines.</p>
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
 			[example:canvas_lines_dashed Canvas / lines /dashed]
-		</div>
+		</p>
 
 		<code>
 var material = new THREE.LineDashedMaterial( {
@@ -35,50 +35,51 @@ var material = new THREE.LineDashedMaterial( {
 
 
 		<h3>[name]( [param:Object parameters] )</h3>
+		<p>
 		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 		Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 		The exception is the property [page:Hexadecimal color], which can be passed i	as a hexadecimal
 		string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff).</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:number dashSize]</h3>
-		<div>The size of the dash. This is both the gap with the stroke. Default is *3*.</div>
+		<p>The size of the dash. This is both the gap with the stroke. Default is *3*.</p>
 
 		<h3>[property:number gapSize]</h3>
-		<div>The size of the gap. Default is *1*.</div>
+		<p>The size of the gap. Default is *1*.</p>
 
 		<h3>[property:Boolean isLineDashedMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are line dashed materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *false*.</div>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 		<h3>[property:Float linewidth]</h3>
-		<div>
+		<p>
 			Controls line thickness. Default is *1*.<br /><br />
 
 			Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 			with the [page:WebGLRenderer WebGL] renderer on Windows platforms linewidth will
 			always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h3>[property:number scale]</h3>
-		<div>The scale of the dashed part of a line. Default is *1*.</div>
+		<p>The scale of the dashed part of a line. Default is *1*.</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 
 

+ 86 - 86
docs/api/materials/Material.html

@@ -10,7 +10,7 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		Abstract base class for materials.<br /><br />
 
 		Materials describe the appearance of [page:Object objects].
@@ -19,202 +19,202 @@
 
 		The following properties and methods are inherited by all other material types
 		(although they may have different defaults).
-		</div>
+		</p>
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]()</h3>
-		<div>This creates a generic material.</div>
+		<p>This creates a generic material.</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Float alphaTest]</h3>
-		<div>
+		<p>
 		Sets the alpha value to be used when running an alpha test.
 		The material will not be renderered if the opacity is lower than this value.
 		Default is *0*.
-		</div>
+		</p>
 
 		<h3>[property:Integer blendDst]</h3>
-		<div>
+		<p>
 		Blending destination. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
 		See the destination factors [page:CustomBlendingEquation constants] for all possible values.<br />
 		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
-		</div>
+		</p>
 
 		<h3>[property:Integer blendDstAlpha]</h3>
-		<div>The transparency of the [page:.blendDst]. Default is *null*.</div>
+		<p>The transparency of the [page:.blendDst]. Default is *null*.</p>
 
 		<h3>[property:Integer blendEquation]</h3>
-		<div>
+		<p>
 		Blending equation to use when applying blending. Default is [page:CustomBlendingEquation AddEquation].
 		See the blending equation [page:CustomBlendingEquation constants] for all possible values.<br />
 		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
-		</div>
+		</p>
 
 		<h3>[property:Integer blendEquationAlpha]</h3>
-		<div>The tranparency of the [page:.blendEquation]. Default is *null*.</div>
+		<p>The tranparency of the [page:.blendEquation]. Default is *null*.</p>
 
 		<h3>[property:Blending blending]</h3>
-		<div>
+		<p>
 		Which blending to use when displaying objects with this material. <br />
 		This must be set to [page:Materials CustomBlending] to use custom [property:Constant blendSrc], [property:Constant blendDst] or [property:Constant blendEquation].<br />
 		See the blending mode [page:Materials constants] for all possible values. Default is [page:Materials NormalBlending].
-		</div>
+		</p>
 
 		<h3>[property:Integer blendSrc]</h3>
-		<div>
+		<p>
 		Blending source. Default is [page:CustomBlendingEquation SrcAlphaFactor].
 		See the source factors [page:CustomBlendingEquation constants] for all possible values.<br />
 		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
-		</div>
+		</p>
 
 		<h3>[property:Integer blendSrcAlpha]</h3>
-		<div>The tranparency of the [page:.blendSrc]. Default is *null*.</div>
+		<p>The tranparency of the [page:.blendSrc]. Default is *null*.</p>
 
 		<h3>[property:Boolean clipIntersection]</h3>
-		<div>
+		<p>
 		Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
 		Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Array clippingPlanes]</h3>
-		<div>
+		<p>
 		User-defined clipping planes specified as THREE.Plane objects in world space.
 		These planes apply to the objects this material is attached to.
 		Points in space whose signed distance to the plane is negative are clipped (not rendered).
 		This requires [page:WebGLRenderer.localClippingEnabled] to be *true*.
 		See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example.
 		Default is *null*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean clipShadows]</h3>
-		<div>
+		<p>
 		Defines whether to clip shadows according to the clipping planes specified on this material. Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean colorWrite]</h3>
-		<div>
+		<p>
 		Whether to render the material's color.
 		This can be used in conjunction with a mesh's [property:Integer renderOrder] property to create invisible objects that occlude other objects. Default is *true*.
-		</div>
+		</p>
 
 		<h3>[property:Material customDepthMaterial]</h3>
-		<div>
+		<p>
 		Custom depth material to be used by this material when rendering to the depth map.
 		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
 		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
 		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
-		</div>
+		</p>
 
 		<h3>[property:Material customDistanceMaterial]</h3>
-		<div>
+		<p>
 		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
-		</div>
+		</p>
 
 		<h3>[property:Object defines]</h3>
-		<div>
+		<p>
 		Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders.  Default is *undefined*.
-		</div>
+		</p>
 
 		<h3>[property:Integer depthFunc]</h3>
-		<div>
+		<p>
 		Which depth function to use. Default is [page:Materials LessEqualDepth]. See the depth mode [page:Materials constants] for all possible values.
-		</div>
+		</p>
 
 		<h3>[property:Boolean depthTest]</h3>
-		<div>
+		<p>
 		Whether to have depth test enabled when rendering this material. Default is *true*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean depthWrite]</h3>
-		<div>
+		<p>
 		Whether rendering this material has any effect on the depth buffer. Default is *true*.<br /><br />
 
 		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
-		</div>
+		</p>
 
 		<h3>[property:Boolean flatShading]</h3>
-		<div>
+		<p>
 		Define whether the material is rendered with flat shading. Default is false.
-		</div>
+		</p>
 
 		<h3>[property:Boolean fog]</h3>
-		<div>Whether the material is affected by fog. Default is *true*.</div>
+		<p>Whether the material is affected by fog. Default is *true*.</p>
 
 		<h3>[property:Integer id]</h3>
-		<div>Unique number for this material instance.</div>
+		<p>Unique number for this material instance.</p>
 
 		<h3>[property:Boolean isMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *true*.</div>
+		<p>Whether the material is affected by lights. Default is *true*.</p>
 
 		<h3>[property:String name]</h3>
-		<div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>
+		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
 
 		<h3>[property:Boolean needsUpdate]</h3>
-		<div>
+		<p>
 		Specifies that the material needs to be updated at the WebGL level.
 		Set it to true if you made changes that need to be reflected in WebGL.<br />
 		This property is automatically set to *true* when instancing a new material.
-		</div>
+		</p>
 
 		<h3>[property:Float opacity]</h3>
-		<div>
+		<p>
 		Float in the range of *0.0* - *1.0* indicating how transparent the material is.
 		A value of *0.0* indicates fully transparent, *1.0* is fully opaque.<br />
 		If the material's [property:Boolean transparent] property is not set to *true*, the material will remain
 		fully opaque and this value will only affect its color. <br />
 		Default is *1.0*.
-		</div>
+		</p>
 
 		<h3>[property:Float overdraw]</h3>
-		<div>
+		<p>
 		Amount of triangle expansion at draw time.
 		This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer].
 		*0.5* tends to give good results across browsers. Default is *0*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean polygonOffset]</h3>
-		<div>
+		<p>
 		Whether to use polygon offset. Default is *false*. This corresponds to the *GL_POLYGON_OFFSET_FILL* WebGL feature.
-		</div>
+		</p>
 
 		<h3>[property:Integer polygonOffsetFactor]</h3>
-		<div>Sets the polygon offset factor. Default is *0*.</div>
+		<p>Sets the polygon offset factor. Default is *0*.</p>
 
 		<h3>[property:Integer polygonOffsetUnits]</h3>
-		<div>Sets the polygon offset units. Default is *0*.</div>
+		<p>Sets the polygon offset units. Default is *0*.</p>
 
 		<h3>[property:String precision]</h3>
-		<div>
+		<p>
 		Override the renderer's default precision for this material. Can be "*highp*", "*mediump*" or "*lowp*".
 		Default is *null*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean premultipliedAlpha]</h3>
-		<div>
+		<p>
 		Whether to premultiply the alpha (transparency) value.
 		See [Example:webgl_materials_transparency WebGL / Materials / Transparency] for an example of the difference.
 		Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean dithering]</h3>
-		<div>
+		<p>
 		Whether to apply dithering to the color to remove the appearance of banding.
 		Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Integer shadowSide]</h3>
-		<div>
+		<p>
 		Defines which side of faces cast shadows.
 		When set, can be [page:Materials THREE.FrontSide], [page:Materials THREE.BackSide], or [page:Materials THREE.DoubleSide]. Default is *null*. <br />
 		If *null*, the side casting shadows is determined as follows: <br />
@@ -244,88 +244,88 @@
 		</table>
 
 
-		</div>
+		</p>
 
 		<h3>[property:Integer side]</h3>
-		<div>
+		<p>
 		Defines which side of faces will be rendered - front, back or both.
 		Default is [page:Materials THREE.FrontSide].
 		Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
-		</div>
+		</p>
 
 		<h3>[property:Boolean transparent]</h3>
-		<div>
+		<p>
 		Defines whether this material is transparent. This has an effect on rendering
 		as transparent objects need special treatment and are rendered after
 		non-transparent objects. <br />
 		When set to true, the extent to which the material is transparent is
 		controlled by setting it's [property:Float opacity] property. <br />
 		Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:String type]</h3>
-		<div>
+		<p>
 		Value is the string 'Material'. This shouldn't be changed, and can be used to
 		find all objects of this type in a scene.
-		</div>
+		</p>
 
 		<h3>[property:String uuid]</h3>
-		<div>
+		<p>
 		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this material instance.
 		This gets automatically assigned, so this shouldn't be edited.
-		</div>
+		</p>
 
 		<h3>[property:Integer vertexColors]</h3>
-		<div>
+		<p>
 		Defines whether vertex coloring is used.
 		Default is [page:Materials THREE.NoColors].
 		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
-		</div>
+		</p>
 
 		<h3>[property:Boolean visible]</h3>
-		<div>
+		<p>
 		Defines whether this material is visible. Default is *true*.
-		</div>
+		</p>
 
 		<h3>[property:object userData]</h3>
-		<div>
+		<p>
 		An object that can be used to store custom data about the Material. It should not hold
 		references to functions as these will not be cloned.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
 		<h3>[method:Material clone]( )</h3>
-		<div>Return a new material with the same parameters as this material.</div>
+		<p>Return a new material with the same parameters as this material.</p>
 
 		<h3>[method:Material copy]( [param:material material] )</h3>
-		<div>Copy the parameters from the passed material into this material.</div>
+		<p>Copy the parameters from the passed material into this material.</p>
 
 		<h3>[method:null dispose]()</h3>
-		<div>
+		<p>
 		This disposes the material. Textures of a material don't get disposed.
 		These needs to be disposed by [page:Texture Texture].
-		</div>
+		</p>
 
 		<h3>[method:null onBeforeCompile]( [param:Object shader], [param:WebGLRenderer renderer] )</h3>
-		<div>
+		<p>
 		An optional callback that is executed immediately before the shader program is compiled.
 		This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
-		</div>
+		</p>
 
 		<h3>[method:null setValues]( [param:object values] )</h3>
-		<div>
+		<p>
 		values -- a container with parameters.<br />
 		Sets the properties based on the *values*.
-		</div>
+		</p>
 
 		<h3>[method:null toJSON]( [param:object meta] )</h3>
-		<div>
+		<p>
 		meta -- object containing metadata such as textures or images for the material.<br />
 		Convert the material to three.js JSON format.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 36 - 36
docs/api/materials/MeshBasicMaterial.html

@@ -12,11 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A material for drawing geometries in a simple shaded (flat or wireframe) way.<br /><br />
 
 			This material is not affected by lights.
-		</div>
+		</p>
 
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshBasicMaterial"></iframe>
@@ -40,19 +40,19 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<div>The alpha map is a grayscale texture that controls the opacity across the surface
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
 			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
 
 			Only the color of the texture is used, ignoring the alpha channel if one exists.
@@ -60,103 +60,103 @@
 			green channel when sampling this texture due to the extra bit of precision provided
 			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
 			luminance/alpha textures will also still work as expected.
-		</div>
+		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<div>The red channel of this texture is used as the ambient occlusion map. Default is null.
+		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</div>
+		and [page:Texture offset] Texture properties.</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
+		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff).</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Integer combine]</h3>
-		<div>
+		<p>
 			How to combine the result of the surface's color with the environment map, if any.<br /><br />
 
 			Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
 			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
 			blend between the two colors.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isMeshBasicMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh basic materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:TextureCube envMap]</h3>
-		<div>The environment map. Default is null.</div>
+		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<div>The light map. Default is null. The lightMap requires a second set of UVs,
+		<p>The light map. Default is null. The lightMap requires a second set of UVs,
 		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</div>
+		Texture properties.</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<div>Intensity of the baked light. Default is 1.</div>
+		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *false*.</div>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 		<h3>[property:Texture map]</h3>
-		<div>The color map. Default is  null.</div>
+		<p>The color map. Default is  null.</p>
 
 		<h3>[property:Boolean morphTargets]</h3>
-		<div>Define whether the material uses morphTargets. Default is false.</div>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 
 		<h3>[property:Float reflectivity]</h3>
-		<div>
+		<p>
 			How much the environment map affects the surface; also see [page:.combine].
 			The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
-		</div>
+		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
-		<div>
+		<p>
 			The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
 			It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
 			The refraction ratio should not exceed 1. Default is *0.98*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean skinning]</h3>
-		<div>Define whether the material uses skinning. Default is false.</div>
+		<p>Define whether the material uses skinning. Default is false.</p>
 
 		<h3>[property:Texture specularMap]</h3>
-		<div>Specular map used by the material. Default is null.</div>
+		<p>Specular map used by the material. Default is null.</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<div>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</div>
+		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
-		<div>
+		<p>
 			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
-		<div>
+		<p>
 			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 24 - 24
docs/api/materials/MeshDepthMaterial.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.</div>
+		<p class="desc">A material for drawing geometry by depth. Depth is based off of the camera near and far plane. White is nearest, black is farthest.</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshDepthMaterial"></iframe>
 
@@ -35,16 +35,16 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<div>The alpha map is a grayscale texture that controls the opacity across the surface
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
 			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
 
 			Only the color of the texture is used, ignoring the alpha channel if one exists.
@@ -52,67 +52,67 @@
 			green channel when sampling this texture due to the extra bit of precision provided
 			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
 			luminance/alpha textures will also still work as expected.
-		</div>
+		</p>
 
 		<h3>[property:Constant depthPacking]</h3>
-		<div>Encoding for depth packing. Default is [page:Textures BasicDepthPacking].</div>
+		<p>Encoding for depth packing. Default is [page:Textures BasicDepthPacking].</p>
 
 		<h3>[property:Texture displacementMap]</h3>
-		<div>
+		<p>
 			The displacement map affects the position of the mesh's vertices. Unlike other maps
 			which only affect the light and shade of the material the displaced vertices can cast shadows,
 			block other objects, and otherwise act as real geometry. The displacement texture is
 			an image where the value of each pixel (white being the highest) is mapped against,
 			and repositions, the vertices of the mesh.
-		</div>
+		</p>
 
 		<h3>[property:Float displacementScale]</h3>
-		<div>
+		<p>
 			How much the displacement map affects the mesh (where black is no displacement,
 			and white is maximum displacement). Without a displacement map set, this value is not applied.
 			 Default is 1.
-		</div>
+		</p>
 
 		<h3>[property:Float displacementBias]</h3>
-		<div>
+		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			Without a displacement map set, this value is not applied. Default is 0.
-		</div>
+		</p>
 
 		<h3>[property:Boolean fog]</h3>
-		<div>Whether the material is affected by fog. Default is *false*.</div>
+		<p>Whether the material is affected by fog. Default is *false*.</p>
 
 		<h3>[property:Boolean isMeshDepthMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh depth materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *false*.</div>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 		<h3>[property:Texture map]</h3>
-		<div>The color map. Default is  null.</div>
+		<p>The color map. Default is  null.</p>
 
 		<h3>[property:boolean morphTargets]</h3>
-		<div>Define whether the material uses morphTargets. Default is false.</div>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:Boolean skinning]</h3>
-		<div>Define whether the material uses skinning. Default is false.</div>
+		<p>Define whether the material uses skinning. Default is false.</p>
 
 		<h3>[property:boolean wireframe]</h3>
-		<div>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</div>
+		<p>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 
 		<h2>Source</h2>

+ 41 - 41
docs/api/materials/MeshLambertMaterial.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A material for non-shiny surfaces, without specular highlights.<br /><br />
 
 			The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]
@@ -28,7 +28,7 @@
 			Due to the simplicity of the reflectance and illumination models, performance will be greater
 			when using this material over the [page:MeshPhongMaterial],	[page:MeshStandardMaterial] or [page:MeshPhysicalMaterial],
 			at the cost of some graphical accuracy.
-		</div>
+		</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshLambertMaterial"></iframe>
 
@@ -51,19 +51,19 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<div>The alpha map is a grayscale texture that controls the opacity across the surface
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
 			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
 
 			Only the color of the texture is used, ignoring the alpha channel if one exists.
@@ -71,118 +71,118 @@
 			green channel when sampling this texture due to the extra bit of precision provided
 			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
 			luminance/alpha textures will also still work as expected.
-		</div>
+		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<div>The red channel of this texture is used as the ambient occlusion map. Default is null.
+		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</div>
+		and [page:Texture offset] Texture properties.</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
+		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff).</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Integer combine]</h3>
-		<div>
+		<p>
 			How to combine the result of the surface's color with the environment map, if any.<br /><br />
 
 			Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
 			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
 			blend between the two colors.
-		</div>
+		</p>
 
 		<h3>[property:Color emissive]</h3>
-		<div>
+		<p>
 		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
 		Default is black.
-		</div>
+		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
-		<div>
+		<p>
 		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
-		</div>
+		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
+		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
 		<h3>[property:TextureCube envMap]</h3>
-		<div>The environment map. Default is null.</div>
+		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Boolean isMeshLambertMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh Lambert materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Texture lightMap]</h3>
-		<div>The light map. Default is null. The lightMap requires a second set of UVs,
+		<p>The light map. Default is null. The lightMap requires a second set of UVs,
 		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</div>
+		Texture properties.</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<div>Intensity of the baked light. Default is 1.</div>
+		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
-		<div>The color map. Default is  null.</div>
+		<p>The color map. Default is  null.</p>
 
 		<h3>[property:boolean morphNormals]</h3>
-		<div>
+		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>
-		<div>Define whether the material uses morphTargets. Default is false.</div>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:Float reflectivity]</h3>
-		<div>How much the environment map affects the surface; also see [page:.combine].</div>
+		<p>How much the environment map affects the surface; also see [page:.combine].</p>
 
 		<h3>[property:Float refractionRatio]</h3>
-		<div>
+		<p>
 			The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
 			It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
 			The refraction ratio should not exceed 1. Default is *0.98*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean skinning]</h3>
-		<div>Define whether the material uses skinning. Default is false.</div>
+		<p>Define whether the material uses skinning. Default is false.</p>
 
 		<h3>[property:Texture specularMap]</h3>
-		<div>Specular map used by the material. Default is null.</div>
+		<p>Specular map used by the material. Default is null.</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<div>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</div>
+		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
-		<div>
+		<p>
 			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
-		<div>
+		<p>
 			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 14 - 14
docs/api/materials/MeshNormalMaterial.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A material that maps the normal vectors to RGB colors.</div>
+		<p class="desc">A material that maps the normal vectors to RGB colors.</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshNormalMaterial"></iframe>
 
@@ -35,45 +35,45 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Boolean fog]</h3>
-		<div>Whether the material is affected by fog. Default is *false*.</div>
+		<p>Whether the material is affected by fog. Default is *false*.</p>
 
 		<h3>[property:Boolean isMeshNormalMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh normal materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *false*.</div>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 		<h3>[property:boolean morphTargets]</h3>
-		<div>Define whether the material uses morphTargets. Default is false.</div>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:boolean wireframe]</h3>
-		<div>
+		<p>
 			Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
-		</div>
+		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 
 

+ 59 - 59
docs/api/materials/MeshPhongMaterial.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A material for shiny surfaces with specular highlights.<br /><br />
 
 			The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Blinn-Phong_shading_model Blinn-Phong]
@@ -27,7 +27,7 @@
 
 			Performance will generally be greater when using this material over the	[page:MeshStandardMaterial]
 			or [page:MeshPhysicalMaterial], at the cost of some graphical accuracy.
-		</div>
+		</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshPhongMaterial"></iframe>
 
@@ -50,19 +50,19 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<div>The alpha map is a grayscale texture that controls the opacity across the surface
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
 			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
 
 			Only the color of the texture is used, ignoring the alpha channel if one exists.
@@ -70,182 +70,182 @@
 			green channel when sampling this texture due to the extra bit of precision provided
 			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
 			luminance/alpha textures will also still work as expected.
-		</div>
+		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<div>The red channel of this texture is used as the ambient occlusion map. Default is null.
+		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</div>
+		and [page:Texture offset] Texture properties.</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
+		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 
 		<h3>[property:Texture bumpMap]</h3>
-		<div>
+		<p>
 			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
 			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
 			be ignored.
-		</div>
+		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<div>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</div>
+		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
 
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff).</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Integer combine]</h3>
-		<div>
+		<p>
 			How to combine the result of the surface's color with the environment map, if any.<br /><br />
 
 			Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
 			[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
 			blend between the two colors.
-		</div>
+		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
-		<div>
+		<p>
 			The displacement map affects the position of the mesh's vertices. Unlike other maps
 			which only affect the light and shade of the material the displaced vertices can cast shadows,
 			block other objects, and otherwise act as real geometry. The displacement texture is
 			an image where the value of each pixel (white being the highest) is mapped against,
 			and repositions, the vertices of the mesh.
-		</div>
+		</p>
 
 		<h3>[property:Float displacementScale]</h3>
-		<div>
+		<p>
 			How much the displacement map affects the mesh (where black is no displacement,
 			and white is maximum displacement). Without a displacement map set, this value is not applied.
 			 Default is 1.
-		</div>
+		</p>
 
 		<h3>[property:Float displacementBias]</h3>
-		<div>
+		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			Without a displacement map set, this value is not applied. Default is 0.
-		</div>
+		</p>
 
 		<h3>[property:Color emissive]</h3>
-		<div>
+		<p>
 		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
 		Default is black.
-		</div>
+		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
-		<div>
+		<p>
 		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
-		</div>
+		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
+		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
 		<h3>[property:TextureCube envMap]</h3>
-		<div>The environment map. Default is null.</div>
+		<p>The environment map. Default is null.</p>
 
 		<h3>[property:Boolean isMeshPhongMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh Phong materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h3>[property:Texture lightMap]</h3>
-		<div>The light map. Default is null. The lightMap requires a second set of UVs,
+		<p>The light map. Default is null. The lightMap requires a second set of UVs,
 		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</div>
+		Texture properties.</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<div>Intensity of the baked light. Default is 1.</div>
+		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
-		<div>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</div>
+		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 
 		<h3>[property:boolean morphNormals]</h3>
-		<div>
+		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>
-		<div>Define whether the material uses morphTargets. Default is false.</div>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:Texture normalMap]</h3>
-		<div>
+		<p>
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-		</div>
+		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
-		<div>
+		<p>
 			How much the normal map affects the material. Typical ranges are 0-1.
 			Default is a [page:Vector2] set to (1,1).
-		</div>
+		</p>
 
 
 		<h3>[property:Float reflectivity]</h3>
-		<div>
+		<p>
 			How much the environment map affects the surface; also see [page:.combine].
 			The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
-		</div>
+		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
-		<div>
+		<p>
 			The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
 			It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
 			The refraction ratio should not exceed 1. Default is *0.98*.
-		</div>
+		</p>
 
 		<h3>[property:Float shininess]</h3>
-		<div>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
+		<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
 
 
 		<h3>[property:Boolean skinning]</h3>
-		<div>Define whether the material uses skinning. Default is false.</div>
+		<p>Define whether the material uses skinning. Default is false.</p>
 
 		<h3>[property:Color specular]</h3>
-		<div>
+		<p>
 			Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
 
 			This defines how shiny the material is and the color of its shine.
-		</div>
+		</p>
 
 		<h3>[property:Texture specularMap]</h3>
-		<div>
+		<p>
 			The specular map value affects both how much the specular surface highlight
 			contributes and how much of the environment map affects the surface. Default is null.
-		</div>
+		</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<div>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</div>
+		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
-		<div>
+		<p>
 			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
-		<div>
+		<p>
 			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 15 - 15
docs/api/materials/MeshPhysicalMaterial.html

@@ -12,11 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			An extension of the [page:MeshStandardMaterial] that allows for greater control over reflectivity.<br /><br />
 
 			Note that for best results you should always specify an [page:.envMap environment map] when using this material.
-		</div>
+		</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>
 
@@ -43,51 +43,51 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 		Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.<br /><br />
 
 		The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 		string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.</div>
+		<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.</p>
 
 		<h3>[property:Float clearCoat]</h3>
-		<div>
+		<p>
 		ClearCoat level, from *0.0* to *1.0*. Default is *0.0*.
-		</div>
+		</p>
 
 		<h3>[property:Float clearCoatRoughness]</h3>
-		<div>How rough the clearCoat appears, from *0.0* to *1.0*. Default is *0.0*.</div>
+		<p>How rough the clearCoat appears, from *0.0* to *1.0*. Default is *0.0*.</p>
 
 		<h3>[property:Boolean isMeshPhysicalMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh physical materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Object defines]</h3>
-		<div>An object of the form:
+		<p>An object of the form:
 			<code>
 				{ 'PHYSICAL': '' };
 			</code>
 
 			This is used by the [page:WebGLRenderer] for selecting shaders.
-		</div>
+		</p>
 
 		<h3>[property:Float reflectivity]</h3>
-		<div>
+		<p>
 		Degree of reflectivity, from *0.0* to *1.0*. Default is *0.5*.<br />
 
 		This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is *1.0*
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</div>
+		<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</p>
 
 
 		<h2>Source</h2>

+ 62 - 61
docs/api/materials/MeshStandardMaterial.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A standard physically based material, using Metallic-Roughness workflow.<br /><br />
 
 			Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
@@ -47,11 +47,12 @@
 					[link:https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ Physically Based Rendering and You Can Too]
 				</li>
 			</ul>
-
+		</p>
+		<p>
 			Technical details of the approach used in three.js (and most other PBR systems) can be found is this
 			[link:https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf paper from Disney] (pdf),
 			by Brent Burley.
-		</div>
+		</p>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
 
@@ -74,19 +75,19 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Texture alphaMap]</h3>
-		<div>The alpha map is a grayscale texture that controls the opacity across the surface
+		<p>The alpha map is a grayscale texture that controls the opacity across the surface
 			(black: fully transparent; white: fully opaque). Default is null.<br /><br />
 
 			Only the color of the texture is used, ignoring the alpha channel if one exists.
@@ -94,184 +95,184 @@
 			green channel when sampling this texture due to the extra bit of precision provided
 			for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
 			luminance/alpha textures will also still work as expected.
-		</div>
+		</p>
 
 		<h3>[property:Texture aoMap]</h3>
-		<div>The red channel of this texture is used as the ambient occlusion map. Default is null.
+		<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
 		The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
-		and [page:Texture offset] Texture properties.</div>
+		and [page:Texture offset] Texture properties.</p>
 
 		<h3>[property:Float aoMapIntensity]</h3>
-		<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
+		<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
 
 		<h3>[property:Texture bumpMap]</h3>
-		<div>
+		<p>
 			The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
 			Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
 			be ignored.
-		</div>
+		</p>
 
 		<h3>[property:Float bumpScale]</h3>
-		<div>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</div>
+		<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
 
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff).</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Object defines]</h3>
-		<div>An object of the form:
+		<p>An object of the form:
 			<code>
 				{ 'STANDARD': '' };
 			</code>
 
 			This is used by the [page:WebGLRenderer] for selecting shaders.
-		</div>
+		</p>
 
 		<h3>[property:Texture displacementMap]</h3>
-		<div>
+		<p>
 			The displacement map affects the position of the mesh's vertices. Unlike other maps
 			which only affect the light and shade of the material the displaced vertices can cast shadows,
 			block other objects, and otherwise act as real geometry. The displacement texture is
 			an image where the value of each pixel (white being the highest) is mapped against,
 			and repositions, the vertices of the mesh.
-		</div>
+		</p>
 
 		<h3>[property:Float displacementScale]</h3>
-		<div>
+		<p>
 			How much the displacement map affects the mesh (where black is no displacement,
 			and white is maximum displacement). Without a displacement map set, this value is not applied.
 			 Default is 1.
-		</div>
+		</p>
 
 		<h3>[property:Float displacementBias]</h3>
-		<div>
+		<p>
 			The offset of the displacement map's values on the mesh's vertices.
 			Without a displacement map set, this value is not applied. Default is 0.
-		</div>
+		</p>
 
 		<h3>[property:Color emissive]</h3>
-		<div>
+		<p>
 		Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
 		Default is black.
-		</div>
+		</p>
 
 		<h3>[property:Texture emissiveMap]</h3>
-		<div>
+		<p>
 		Set emisssive (glow) map. Default is null. The emissive map color is modulated by
 		the emissive color and the emissive intensity. If you have an emissive map, be sure to
 		set the emissive color to something other than black.
-		</div>
+		</p>
 
 		<h3>[property:Float emissiveIntensity]</h3>
-		<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
+		<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
 
 		<h3>[property:TextureCube envMap]</h3>
-		<div>The environment map. Default is null.  Note that in order for the material roughness
+		<p>The environment map. Default is null.  Note that in order for the material roughness
 		property to correctly blur out the environment map, the shader must have access to mipmaps
 		of the env texture.  TextureCubes created with default settings are correctly configured;
 		if adjusting texture parameters manually, ensure minFilter is set to one of the MipMap options,
-		and that mip maps have not been otherwise forcibly disabled.</div>
+		and that mip maps have not been otherwise forcibly disabled.</p>
 
 		<h3>[property:Float envMapIntensity]</h3>
-		<div>Scales the effect of the environment map by multiplying its color.</div>
+		<p>Scales the effect of the environment map by multiplying its color.</p>
 
 		<h3>[property:Boolean isMeshStandardMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh standard materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h3>[property:Texture lightMap]</h3>
-		<div>The light map. Default is null. The lightMap requires a second set of UVs,
+		<p>The light map. Default is null. The lightMap requires a second set of UVs,
 		and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
-		Texture properties.</div>
+		Texture properties.</p>
 
 		<h3>[property:Float lightMapIntensity]</h3>
-		<div>Intensity of the baked light. Default is 1.</div>
+		<p>Intensity of the baked light. Default is 1.</p>
 
 		<h3>[property:Texture map]</h3>
-		<div>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</div>
+		<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
 
 		<h3>[property:Float metalness]</h3>
-		<div>
+		<p>
 			How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing
 			(usually) in between. Default is 0.5. 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.
-		</div>
+		</p>
 
 		<h3>[property:Texture metalnessMap]</h3>
-		<div>The blue channel of this texture is used to alter the metalness of the material.</div>
+		<p>The blue channel of this texture is used to alter the metalness of the material.</p>
 
 		<h3>[property:boolean morphNormals]</h3>
-		<div>
+		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal
 			attributes from the [page:Geometry]	to the shader. Default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean morphTargets]</h3>
-		<div>Define whether the material uses morphTargets. Default is false.</div>
+		<p>Define whether the material uses morphTargets. Default is false.</p>
 
 		<h3>[property:Texture normalMap]</h3>
-		<div>
+		<p>
 			The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
 			the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
-		</div>
+		</p>
 
 		<h3>[property:Vector2 normalScale]</h3>
-		<div>
+		<p>
 			How much the normal map affects the material. Typical ranges are 0-1.
 			Default is a [page:Vector2] set to (1,1).
-		</div>
+		</p>
 
 		<h3>[property:Float refractionRatio]</h3>
-		<div>
+		<p>
 			The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
 			It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
 			The refraction ratio should not exceed 1. Default is *0.98*.
-		</div>
+		</p>
 
 		<h3>[property:Float roughness]</h3>
-		<div>
+		<p>
 			How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 0.5.
 			If roughnessMap is also provided, both values are multiplied.
-		</div>
+		</p>
 
 		<h3>[property:Texture roughnessMap]</h3>
-		<div>The green channel of this texture is used to alter the roughness of the material.</div>
+		<p>The green channel of this texture is used to alter the roughness of the material.</p>
 
 		<h3>[property:Boolean skinning]</h3>
-		<div>Define whether the material uses skinning. Default is false.</div>
+		<p>Define whether the material uses skinning. Default is false.</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<div>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</div>
+		<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
 
 		<h3>[property:String wireframeLinecap]</h3>
-		<div>
+		<p>
 			Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:String wireframeLinejoin]</h3>
-		<div>
+		<p>
 			Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
 
 			This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
 			property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
-		</div>
+		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 
 		<h2>Source</h2>

+ 9 - 9
docs/api/materials/MeshToonMaterial.html

@@ -38,40 +38,40 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 		[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 		Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.<br /><br />
 
 		The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 		string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] and [page:MeshPhongMaterial] classes for common properties.</div>
+		<p>See the base [page:Material] and [page:MeshPhongMaterial] classes for common properties.</p>
 
 		<h3>[property:Texture gradientMap]</h3>
-		<div>Gradient map for the toon shading. Default is *null*.</div>
+		<p>Gradient map for the toon shading. Default is *null*.</p>
 
 		<h3>[property:Boolean isMeshToonMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are mesh toon materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Object defines]</h3>
-		<div>An object of the form:
+		<p>An object of the form:
 			<code>
 				{ 'TOON': '' };
 			</code>
 
 			This is used by the [page:WebGLRenderer] for selecting shaders.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] and [page:MeshPhongMaterial] classes for common methods.</div>
+		<p>See the base [page:Material] and [page:MeshPhongMaterial] classes for common methods.</p>
 
 
 		<h2>Source</h2>

+ 13 - 13
docs/api/materials/PointsMaterial.html

@@ -12,10 +12,10 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">The default material used by [page:Points].</div>
+		<p class="desc">The default material used by [page:Points].</p>
 
 		<h2>Examples</h2>
-		<div>
+		<p>
 			[example:misc_controls_fly misc / controls / fly]<br />
 			[example:webgl_buffergeometry_drawcalls WebGL / BufferGeometry / drawcalls]<br />
 			[example:webgl_buffergeometry_points WebGL / BufferGeometry / points]<br />
@@ -31,7 +31,7 @@
 			[example:webgl_points_random WebGL / points / random]<br />
 			[example:webgl_points_sprites WebGL / points / sprites]<br />
 			[example:webgl_trails WebGL / trails]
-		</div>
+		</p>
 
 		<code>
 //This will add a starfield to the background of a scene
@@ -56,39 +56,39 @@ scene.add( starField );
 		</code>
 
 		<h3>[name]( [page:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff).</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff).</p>
 
 		<h3>[property:Boolean isPointsMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are points materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *false*.</div>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 		<h3>[property:Texture map]</h3>
 
-		<div>Sets the color of the points using data from a [page:Texture].</div>
+		<p>Sets the color of the points using data from a [page:Texture].</p>
 
 		<h3>[property:Number size]</h3>
-		<div>Sets the size of the points. Default is 1.0.</div>
+		<p>Sets the size of the points. Default is 1.0.</p>
 
 		<h3>[property:Boolean sizeAttenuation]</h3>
-		<div>Specify whether points' size will get smaller with the distance. Default is true.</div>
+		<p>Specify whether points' size will get smaller with the distance. Default is true.</p>
 
 		<h2>Methods</h2>
 

+ 10 - 10
docs/api/materials/RawShaderMaterial.html

@@ -12,13 +12,13 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			This class works just like [page:ShaderMaterial], except that definitions of
 			built-in uniforms and attributes are not automatically prepended to the GLSL shader code.
-		</div>
+		</p>
 
 		<h2>Examples</h2>
-		<div>
+		<p>
 			[example:webgl_buffergeometry_rawshader WebGL / buffergeometry / rawshader]<br />
 			[example:webgl_buffergeometry_instancing_billboards WebGL / buffergeometry / instancing / billboards]<br />
 			[example:webgl_buffergeometry_instancing_dynamic WebGL / buffergeometry / instancing / dynamic]<br />
@@ -26,7 +26,7 @@
 			[example:webgl_buffergeometry_instancing WebGL / buffergeometry / instancing]<br />
 			[example:webgl_interactive_instances_gpu WebGL / interactive / instances /gpu]<br />
 			[example:webgl_raymarching_reflect WebGL / raymarching / reflect]
-		</div>
+		</p>
 
 		<code>
 var material = new THREE.RawShaderMaterial( {
@@ -43,25 +43,25 @@ var material = new THREE.RawShaderMaterial( {
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material] and [page:ShaderMaterial]) can be passed in here.<br /><br />
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</div>
+		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
 
 		<h3>[property:Boolean isRawShaderMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are raw shader materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</div>
+		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
 
 
 		<h2>Source</h2>

+ 50 - 50
docs/api/materials/ShaderMaterial.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A material rendered with custom shaders. A shader is a small program written in
 			[link:https://www.khronos.org/files/opengles_shading_language.pdf GLSL] that runs on the GPU.
 			You may want to use a custom shader if you need to:
@@ -68,11 +68,11 @@
 				</code>
 			</li>
 		</ul>
-		</div>
+		</p>
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 			[example:webgl_animation_cloth webgl / animation / cloth ]<br />
 			[example:webgl_buffergeometry_custom_attributes_particles webgl / buffergeometry / custom / attributes / particles]<br />
 			[example:webgl_buffergeometry_selective_draw webgl / buffergeometry / selective / draw]<br />
@@ -103,7 +103,7 @@
 			[example:webgl_postprocessing_dof2 webgl / postprocessing / dof2]<br />
 			[example:webgl_postprocessing_godrays webgl / postprocessing / godrays]
 
-		</div>
+		</p>
 
 		<code>
 		var material = new THREE.ShaderMaterial( {
@@ -270,21 +270,21 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Boolean clipping]</h3>
-		<div>
+		<p>
 		Defines whether this material supports clipping; true to let the renderer pass the clippingPlanes uniform. Default is false.
-		</div>
+		</p>
 
 		<h3>[property:Object defaultAttributeValues]</h3>
-		<div>
+		<p>
 			When the rendered geometry doesn't include these attributes but the material does,
 			 these default values will be passed to the shaders. This avoids errors when buffer data is missing.
 
@@ -296,11 +296,11 @@ this.defaultAttributeValues = {
 };
 			</code>
 
-		</div>
+		</p>
 
 
 		<h3>[property:Object defines]</h3>
-		<div>
+		<p>
 		Defines custom constants using *#define* directives within the GLSL code for both the
 		vertex shader and the fragment shader; each key/value pair yields another directive:
 		<code>
@@ -315,10 +315,10 @@ this.defaultAttributeValues = {
 		#define BAR true
 		</code>
 		in the GLSL code.
-		</div>
+		</p>
 
 		<h3>[property:Object extensions]</h3>
-		<div>
+		<p>
 		An object with the following properties:
 		<code>
 this.extensions = {
@@ -328,85 +328,85 @@ this.extensions = {
 	shaderTextureLOD: false // set to use shader texture LOD
 };
 		</code>
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean fog]</h3>
-		<div>
+		<p>
 			Define whether the material color is affected by global fog settings; true to pass
 			fog uniforms to the shader. Default is false.
-		</div>
+		</p>
 
 
 		<h3>[property:String fragmentShader]</h3>
-		<div>
+		<p>
 		Fragment shader GLSL code.  This is the actual code for the shader. In the example above,
 		the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed
 		as a string directly or loaded via AJAX instead.
-		</div>
+		</p>
 
 		<h3>[property:String index0AttributeName]</h3>
-		<div>
+		<p>
 			If set, this calls [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation gl.bindAttribLocation]
 			to bind a generic vertex index to an attribute variable.
 			Default is undefined.
 
-		</div>
+		</p>
 
 		<h3>[property:Boolean isShaderMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are shader materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 
 
 		<h3>[property:Boolean lights]</h3>
-		<div>
+		<p>
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader. Default is false.
-		</div>
+		</p>
 
 		<h3>[property:Float linewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean morphTargets]</h3>
-		<div>
+		<p>
 		Defines whether the material uses morphTargets; true morphTarget attributes to this shader
-		</div>
+		</p>
 
 		<h3>[property:boolean morphNormals]</h3>
-		<div>
+		<p>
 			Defines whether the material uses morphNormals. Set as true to pass morphNormal attributes from the [page:Geometry]
 			to the shader. Default is *false*.
-		</div>
+		</p>
 
 
 		<h3>[property:WebGLProgram program]</h3>
-		<div>
+		<p>
 		The compiled shader program associated with this material, generated by [page:WebGLRenderer].
 		You should not need to access this property.
-		</div>
+		</p>
 
 		<h3>[property:Boolean flatShading]</h3>
-		<div>
+		<p>
 		Define whether the material is rendered with flat shading. Default is false.
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean skinning]</h3>
-		<div>
+		<p>
 		Define whether the material uses skinning; true to pass skinning attributes to the shader. Default is false.
-		</div>
+		</p>
 
 		<h3>[property:Object uniforms]</h3>
-		<div>
+		<p>
 			An object of the form:
 			<code>
 { "uniform1": { value: 1.0 }, "uniform2": { value: 2 } }
@@ -418,48 +418,48 @@ this.extensions = {
 		where *value* is the value of the uniform. Names must match the name of the uniform,
 		as defined in the GLSL code. Note that uniforms are refreshed on every frame,
 		so updating the value of the uniform will immediately update the value available to the GLSL code.
-		</div>
+		</p>
 
 
 		<h3>[property:Number vertexColors]</h3>
-		<div>
+		<p>
 		Define how the vertices are colored, by defining how the *colors* attribute gets populated.
 		Possible values are [page:Materials THREE.NoColors], [page:Materials THREE.FaceColors] and
 		[page:Materials THREE.VertexColors]. Default is THREE.NoColors.
-		</div>
+		</p>
 
 		<h3>[property:String vertexShader]</h3>
-		<div>
+		<p>
 		Vertex shader GLSL code.  This is the actual code for the shader. In the example above,
 		the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed
 		as a string directly or loaded via AJAX instead.
-		</div>
+		</p>
 
 		<h3>[property:Boolean wireframe]</h3>
-		<div>
+		<p>
 		Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES). Default is false (i.e. render as flat polygons).
-		</div>
+		</p>
 
 		<h3>[property:Float wireframeLinewidth]</h3>
-		<div>Controls wireframe thickness. Default is 1.<br /><br />
+		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 		Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
 		on Windows platforms linewidth will always be 1 regardless of the set value.
-		</div>
+		</p>
 
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] class for common methods.</div>
+		<p>See the base [page:Material] class for common methods.</p>
 
 		<h3>[method:ShaderMaterial clone]() [param:ShaderMaterial this]</h3>
-		<div>
+		<p>
 		Generates a shallow copy of this material. Note that the vertexShader and fragmentShader
 		are copied <em>by reference</em>, as are the definitions of the *attributes*; this means
 		that clones of the material will share the same compiled [page:WebGLProgram]. However, the
 		*uniforms* are copied <em>by value</em>, which allows you to have different sets of uniforms
 		for different copies of the material.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 10 - 10
docs/api/materials/ShadowMaterial.html

@@ -12,9 +12,9 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		This material can receive shadows, but otherwise is completely transparent.
-		</div>
+		</p>
 
 		<h3>Example</h3>
 		[example:webgl_geometry_spline_editor geometry / spline / editor]
@@ -35,30 +35,30 @@ scene.add( plane );
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material] and [page:ShaderMaterial]) can be passed in here.<br /><br />
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</div>
+		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common properties.</p>
 
 		<h3>[property:Boolean isShadowMaterial]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are shadow materials. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *true*.</div>
+		<p>Whether the material is affected by lights. Default is *true*.</p>
 
 		<h3>[property:Boolean transparent]</h3>
-		<div>Defines whether this material is transparent. Default is *true*.</div>
+		<p>Defines whether this material is transparent. Default is *true*.</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</div>
+		<p>See the base [page:Material] and [page:ShaderMaterial] classes for common methods.</p>
 
 		<h2>Source</h2>
 

+ 11 - 11
docs/api/materials/SpriteMaterial.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A material for a use with a [page:Sprite].</div>
+		<p class="desc">A material for a use with a [page:Sprite].</p>
 
 		<h2>Examples</h2>
 		<div>
@@ -38,37 +38,37 @@ scene.add( sprite );
 
 
 		<h3>[name]( [page:Object parameters] )</h3>
-		<div>
+		<p>
 			[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
 			Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
 
 			The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
 			string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
-			
+
 			SpriteMaterials are not clipped by using [page:Material.clippingPlanes].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Material] class for common properties.</div>
+		<p>See the base [page:Material] class for common properties.</p>
 
 		<h3>[property:Color color]</h3>
-		<div>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</div>
+		<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>
 
 		<h3>[property:boolean fog]</h3>
-		<div>Whether or not this material affected by the scene's fog. Default is false</div>
+		<p>Whether or not this material affected by the scene's fog. Default is false</p>
 
 		<h3>[property:Boolean lights]</h3>
-		<div>Whether the material is affected by lights. Default is *false*.</div>
+		<p>Whether the material is affected by lights. Default is *false*.</p>
 
 		<h3>[property:Texture map]</h3>
-		<div>The texture map. Default is null.</div>
+		<p>The texture map. Default is null.</p>
 
 		<h3>[property:Radians rotation]</h3>
-		<div>The rotation of the sprite in radians. Default is 0.</div>
+		<p>The rotation of the sprite in radians. Default is 0.</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Material]  class for common methods.</div>
+		<p>See the base [page:Material]  class for common methods.</p>
 
 		<h2>Source</h2>