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Эх сурвалжийг харах

Docs: Reduce linewidths up to loaders and lights.

Don McCurdy 7 жил өмнө
parent
commit
87d1f69796
29 өөрчлөгдсөн 507 нэмэгдсэн , 503 устгасан
  1. 14 14
      docs/api/lights/AmbientLight.html
  2. 20 20
      docs/api/lights/DirectionalLight.html
  3. 18 18
      docs/api/lights/HemisphereLight.html
  4. 18 18
      docs/api/lights/Light.html
  5. 22 22
      docs/api/lights/PointLight.html
  6. 14 14
      docs/api/lights/RectAreaLight.html
  7. 30 30
      docs/api/lights/SpotLight.html
  8. 12 12
      docs/api/lights/shadows/DirectionalLightShadow.html
  9. 24 24
      docs/api/lights/shadows/LightShadow.html
  10. 10 10
      docs/api/lights/shadows/SpotLightShadow.html
  11. 10 10
      docs/api/loaders/AnimationLoader.html
  12. 10 10
      docs/api/loaders/AudioLoader.html
  13. 14 14
      docs/api/loaders/BufferGeometryLoader.html
  14. 14 14
      docs/api/loaders/Cache.html
  15. 15 15
      docs/api/loaders/CompressedTextureLoader.html
  16. 18 18
      docs/api/loaders/CubeTextureLoader.html
  17. 12 12
      docs/api/loaders/DataTextureLoader.html
  18. 29 29
      docs/api/loaders/FileLoader.html
  19. 15 15
      docs/api/loaders/FontLoader.html
  20. 19 19
      docs/api/loaders/ImageBitmapLoader.html
  21. 22 19
      docs/api/loaders/ImageLoader.html
  22. 20 20
      docs/api/loaders/JSONLoader.html
  23. 19 19
      docs/api/loaders/Loader.html
  24. 9 9
      docs/api/loaders/LoaderUtils.html
  25. 13 13
      docs/api/loaders/MaterialLoader.html
  26. 34 34
      docs/api/loaders/ObjectLoader.html
  27. 18 17
      docs/api/loaders/TextureLoader.html
  28. 8 8
      docs/api/loaders/managers/DefaultLoadingManager.html
  29. 26 26
      docs/api/loaders/managers/LoadingManager.html

+ 14 - 14
docs/api/lights/AmbientLight.html

@@ -12,22 +12,22 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			This light globally illuminates all objects in the scene equally.<br /><br />
 
 			This light cannot be used to cast shadows as it does not have a direction.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
-		<div>
+		<p>
 			[example:canvas_camera_orthographic camera / orthographic ]<br />
 		  [example:canvas_interactive_voxelpainter interactive / voxelpainter ]<br />
 		  [example:canvas_materials materials ]<br />
 		  [example:canvas_sandbox sandbox ]<br />
 		  [example:webgl_animation_cloth animation / cloth ]<br />
 		  [example:webgl_animation_skinning_blending animation / skinning / blending ]
-		</div>
+		</p>
 
 <code>var light = new THREE.AmbientLight( 0x404040 ); // soft white light
 scene.add( light );</code>
@@ -35,37 +35,37 @@ scene.add( light );</code>
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
-		<div>
+		<p>
 		[page:Integer color] — Numeric value of the RGB component of the color. <br />
 		[page:Float intensity] -- Numeric value of the light's strength/intensity.<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>
+		<p>
 				See the base [page:Light Light] class for common properties.
-		</div>
+		</p>
 
 		<h3>[property:Boolean castShadow]</h3>
-		<div>
+		<p>
 			This is set to *undefined* in the constructor as ambient lights cannot cast shadows.
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean isAmbientLight]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are ambient lights. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 
 		<h2>Methods</h2>
-		<div>
+		<p>
 				See the base [page:Light Light] class for common methods.
-		</div>
+		</p>
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 20 - 20
docs/api/lights/DirectionalLight.html

@@ -12,17 +12,17 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A light that gets emitted in a specific direction. This light will behave as though it is
 			infinitely far away and the rays produced from it are all parallel. The common use case
 			for this is to simulate daylight; the sun is far enough away that its position can be
 			considered to be infinite, and all light rays coming from it are parallel.<br /><br />
 
 			This light can cast shadows - see the [page:DirectionalLightShadow] page for details.
-		</div>
+		</p>
 
 		<h2>A Note about Position, Target and rotation</h2>
-		<div>
+		<p>
 			A common point of confusion for directional lights is that setting the rotation has no effect.
 			This is because three.js's DirectionalLight is the equivalent to what is often called a 'Target
 			Direct Light' in other applications.<br /><br />
@@ -35,11 +35,11 @@
 			camera needs a position to calculate shadows from.<br /><br />
 
 			See the [page:.target target] property below for details on updating the target.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
-		<div>
+		<p>
 			[example:canvas_morphtargets_horse morphtargets / horse ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:misc_lights_test lights / test ]<br />
@@ -49,7 +49,7 @@
 			[example:webgl_geometry_extrude_splines geometry / extrude / splines ]<br />
 			[example:webgl_materials_bumpmap materials / bumpmap ]<br />
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection ]
-		</div>
+		</p>
 
 		<code>
 // White directional light at half intensity shining from the top.
@@ -61,44 +61,44 @@ scene.add( directionalLight );
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
-		<div>
+		<p>
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
 
 			Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		See the base [page:Light Light] class for common properties.
 
 		<h3>[property:Boolean castShadow]</h3>
-		<div>
+		<p>
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
 			requires tweaking to get shadows looking right. See the [page:DirectionalLightShadow] for details.
 			The default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isDirectionalLight]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are directional lights. Default is *true*.<br /><br />
 
 			You should not change this, as it is used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h3>[property:Vector3 position]</h3>
-		<div>
+		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
-		</div>
+		</p>
 
 		<h3>[property:DirectionalLightShadow shadow]</h3>
-		<div>
+		<p>
 			A [page:DirectionalLightShadow] used to calculate shadows for this light.
-		</div>
+		</p>
 
 		<h3>[property:Object3D target]</h3>
-		<div>
+		<p>
 			The DirectionalLight points from its [page:.position position] to target.position. The default
 			position of the target is *(0, 0, 0)*.<br />
 
@@ -120,7 +120,7 @@ scene.add( directionalLight );
 	light.target = targetObject;
 			</code>
 			The directionalLight will now track the target object.
-		</div>
+		</p>
 
 
 
@@ -129,10 +129,10 @@ scene.add( directionalLight );
 		See the base [page:Light Light] class for common methods.
 
 		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
-		<div>
+		<p>
 		Copies value of all the properties from the [page:DirectionalLight source] to this
 		DirectionalLight.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 18 - 18
docs/api/lights/HemisphereLight.html

@@ -12,12 +12,12 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A light source positioned directly above the scene, with color fading from the
 			sky color to the ground color. <br /><br />
 
 			This light cannot be used to cast shadows.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -37,48 +37,48 @@ scene.add( light );
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>
-    <div>
+    <p>
 		[page:Integer skyColor] - (optional) hexadecimal color of the sky. Default is 0xffffff.<br />
 		[page:Integer groundColor] - (optional) hexadecimal color of the ground. Default is 0xffffff.<br />
 		[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>
+		<p>
 			See the base [page:Light Light] class for common properties.
-		</div>
+		</p>
 
 		<h3>[property:Boolean castShadow]</h3>
-		<div>
+		<p>
 			This is set to *undefined* in the constructor as hemisphere lights cannot cast shadows.
-		</div>
+		</p>
 
 
 		<h3>[property:Float color]</h3>
-		<div>
+		<p>
 			The light's sky color, as passed in the constructor.
 			Default is a new [page:Color] set to white (0xffffff).
-		</div>
+		</p>
 
 		<h3>[property:Float groundColor]</h3>
-		<div>
+		<p>
 			The light's ground color, as passed in the constructor.
 			Default is a new [page:Color] set to white (0xffffff).
-		</div>
+		</p>
 
 		<h3>[property:Boolean isHemisphereLight]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are hemisphere lights. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Vector3 position]</h3>
-		<div>
+		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
-		</div>
+		</p>
 
 
 
@@ -87,10 +87,10 @@ scene.add( light );
 		See the base [page:Light Light] class for common methods.
 
 		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
-		<div>
+		<p>
 			Copies the value of [page:.color color], [page:.intensity intensity] and
 			[page:.groundColor groundColor] from the [page:Light source] light into this one.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 18 - 18
docs/api/lights/Light.html

@@ -12,65 +12,65 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Abstract base class for lights - all other light types inherit the properties and methods
 			described here.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:float intensity] )</h3>
-		<div>
+		<p>
 		[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 		[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
 
 		Creates a new [name]. Note that this is not intended to be called directly (use one of derived classes instead).
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>
+		<p>
 			See the base [page:Object3D Object3D] class for common properties.
-		</div>
+		</p>
 
 		<h3>[property:Color color]</h3>
-		<div>
+		<p>
 			Color of the light. Defaults to a new [page:Color] set to white, if not passed in the constructor.<br />
-		</div>
+		</p>
 
 		<h3>[property:Float intensity]</h3>
-		<div>
+		<p>
 			The light's intensity, or strength.<br />
 			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the product of
 			[page:.color color] * intensity is interpreted as luminous intensity measured in candela.<br />
 			Default - *1.0*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isLight]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are lights. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>
+		<p>
 			See the base [page:Object3D Object3D] class for common methods.
-		</div>
+		</p>
 
 
 		<h3>[method:Light copy]( [param:Light source] )</h3>
-		<div>
+		<p>
 		Copies the value of [page:.color color] and [page:.intensity intensity] from the
 		[page:Light source] light into this one.
-		</div>
+		</p>
 
 		<h3>[method:JSON toJSON]( [param:String meta] )</h3>
-		<div>
+		<p>
 		Return Light data in JSON format.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 22 - 22
docs/api/lights/PointLight.html

@@ -12,17 +12,17 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A light that gets emitted from a single point in all directions. A common use case for this
 			is to replicate the light emitted from a bare lightbulb.<br /><br />
 
 			 This light can cast shadows - see [page:LightShadow] page for details.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 			[example:canvas_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
@@ -30,7 +30,7 @@
 			[example:webgl_effects_anaglyph effects / anaglyph ]<br />
 			[example:webgl_geometry_text geometry / text ]<br />
 			[example:webgl_lensflares lensflares ]
-		</div>
+		</p>
 
 		<code>
 var light = new THREE.PointLight( 0xff0000, 1, 100 );
@@ -42,7 +42,7 @@ scene.add( light );
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
-		<div>
+		<p>
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
 			[page:Number distance] - The distance from the light where the intensity is 0.
@@ -51,35 +51,35 @@ scene.add( light );
 			For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
 
 			Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>
+		<p>
 			See the base [page:Light Light] class for common properties.
-		</div>
+		</p>
 
 		<h3>[property:Float decay]</h3>
-		<div>
+		<p>
 			The amount the light dims along the distance of the light<br />
 			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to physically realistic light falloff.<br/>
 			Default is *1*.
-		</div>
+		</p>
 
 		<h3>[property:Float distance]</h3>
-		<div>
+		<p>
 			If non-zero, light will attenuate linearly from maximum intensity at the light's
 			position down to zero at this distance from the light. Default is *0.0*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isPointLight]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are point lights. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Float power]</h3>
-		<div>
+		<p>
 			The light's power.<br />
 			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
 			power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
@@ -89,28 +89,28 @@ scene.add( light );
 				power = intensity * 4&pi;
 			</code>
 			and changing this will also change the intensity.
-		</div>
+		</p>
 
 		<h3>[property:LightShadow shadow]</h3>
-		<div>
+		<p>
 			A [page:LightShadow] used to calculate shadows for this light.<br /><br />
 
 			 The lightShadow's [page:LightShadow.camera camera]
 			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
 			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
 			clipping plane at 0.5 and	[page:PerspectiveCamera.far far] clipping plane at 500.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>
+		<p>
 			See the base [page:Light Light] class for common methods.
-		</div>
+		</p>
 
 		<h3>[method:PointLight copy]( [param:PointLight source] )</h3>
-		<div>
+		<p>
 		Copies value of all the properties from the [page:PointLight source] to this
 		PointLight.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 14 - 14
docs/api/lights/RectAreaLight.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be
 			used to simulate light sources such as bright windows or strip lighting.<br /><br />
 
@@ -22,13 +22,13 @@
 				<li>Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.</li>
 				<li>You have to include [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene.</li>
 			</ul>
-		</div>
+		</p>
 
 
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 			[example:webgl_lights_rectarealight WebGL / rectarealight ]
 
 			<code>
@@ -44,45 +44,45 @@ rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
 scene.add( rectLightHelper );
 
 			</code>
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float width], [param:Float height] )</h3>
-		<div>
+		<p>
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) the light's intensity, or brightness. Default is 1.<br />
 			[page:Float width] - (optional) width of the light. Default is 10.<br />
 			[page:Float height] - (optional) height of the light. Default is 10.<br /><br />
 
 			Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>
+		<p>
 			See the base [page:Light Light] class for common properties.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isRectAreaLight]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are RectAreaLights. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>
+		<p>
 			See the base [page:Light Light] class for common methods.
-		</div>
+		</p>
 
 
 		<h3>[method:RectAreaLight copy]( [param:RectAreaLight source] )</h3>
-		<div>
+		<p>
 		Copies value of all the properties from the [page:RectAreaLight source] to this
 		RectAreaLight.
-		</div>
+		</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 30 - 30
docs/api/lights/SpotLight.html

@@ -12,12 +12,12 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			This light gets emitted from a single point in one direction, along a cone that increases in size
 			the further from the light it gets. <br /><br />
 
 			This light can cast shadows - see the [page:SpotLightShadow] page for details.
-		</div>
+		</p>
 
 
 
@@ -25,13 +25,13 @@
 		<h2>Example</h2>
 
 		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
-		<div>
+		<p>
 			[example:webgl_lights_spotlight View in Examples ]
-		</div>
+		</p>
 
 		<h2>Other Examples</h2>
 
-		<div>
+		<p>
 			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
 			[example:webgl_interactive_draggablecubes interactive / draggablecubes ]<br />
 			[example:webgl_materials_bumpmap_skin materials / bumpmap / skin ]<br />
@@ -43,7 +43,7 @@
 			[example:webgl_shadowmap shadowmap]<br/>
 			[example:webgl_shadowmap_performance shadowmap / performance]<br/>
 			[example:webgl_shadowmap_viewer shadowmap / viewer]
-		</div>
+		</p>
 
 		<h2>Code Example</h2>
 		<code>
@@ -68,7 +68,7 @@
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )</h3>
-		<div>
+		<p>
 			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
 			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
 			[page:Float distance] - Maximum distance from origin where light will shine whose intensity
@@ -80,59 +80,59 @@
 			[page:Float decay] - The amount the light dims along the distance of the light.<br /><br />
 
 			Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		See the base [page:Light Light] class for common properties.
 
 		<h3>[property:Float angle]</h3>
-		<div>
+		<p>
 			Maximum extent of the spotlight, in radians, from its direction. Should be no more than
 			*Math.PI/2*. The default is *Math.PI/3*.
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean castShadow]</h3>
-		<div>
+		<p>
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
 			requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
 			The default is *false*.
-		</div>
+		</p>
 
 		<h3>[property:Float decay]</h3>
-		<div>
+		<p>
 			The amount the light dims along the distance of the light.<br />
 			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
 			physically realistic light falloff. The default is *1*.
-		</div>
+		</p>
 
 		<h3>[property:Float distance]</h3>
-		<div>
+		<p>
 			If non-zero, light will attenuate linearly from maximum intensity at the light's
 			position down to zero at this distance from the light. Default is *0.0*.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isSpotLight]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Float penumbra]</h3>
-		<div>
+		<p>
 			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
 			zero and 1. The default is *0.0*.
-		</div>
+		</p>
 
 		<h3>[property:Vector3 position]</h3>
-		<div>
+		<p>
 			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
-		</div>
+		</p>
 
 		<h3>[property:Float power]</h3>
-		<div>
+		<p>
 			The light's power.<br />
 			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
 			power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
@@ -142,16 +142,16 @@
 				power = intensity * &pi;
 			</code>
 			and changing this will also change the intensity.
-		</div>
+		</p>
 
 		<h3>[property:SpotLightShadow shadow]</h3>
-		<div>
+		<p>
 			A [page:SpotLightShadow] used to calculate shadows for this light.
-		</div>
+		</p>
 
 
 		<h3>[property:Object3D target]</h3>
-		<div>
+		<p>
 			The Spotlight points from its [page:.position position] to target.position. The default
 			position of the target is *(0, 0, 0)*.<br />
 
@@ -173,7 +173,7 @@ scene.add(targetObject);
 light.target = targetObject;
 			</code>
 			The spotlight will now track the target object.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
@@ -181,10 +181,10 @@ light.target = targetObject;
 		See the base [page:Light Light] class for common methods.
 
 		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
-		<div>
+		<p>
 		Copies value of all the properties from the [page:SpotLight source] to this
 		SpotLight.
-		</div>
+		</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 12 - 12
docs/api/lights/shadows/DirectionalLightShadow.html

@@ -12,16 +12,16 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			This is used internally by [page:DirectionalLight DirectionalLights] for calculating shadows.<br /><br />
 
 			Unlike the other shadow classes, this uses an [page:OrthographicCamera] to calculate the shadows,
 			rather than a [page:PerspectiveCamera]. This is because light rays from a [page:DirectionalLight]
 			are parallel.
-		</div>
+		</p>
 
 		<h2>Example</h2>
-		<div>
+		<p>
 			<code>
 //Create a WebGLRenderer and turn on shadows in the renderer
 var renderer = new THREE.WebGLRenderer();
@@ -59,22 +59,22 @@ scene.add( plane );
 var helper = new THREE.CameraHelper( light.shadow.camera );
 scene.add( helper );
 			</code>
-		</div>
+		</p>
 
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
-		<div>
+		<p>
 			Creates a new [name]. This is not intended to be called directly - it is called
 			internally by [page:DirectionalLight].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>
+		<p>
 			See the base [page:LightShadow LightShadow] class for common properties.
-		</div>
+		</p>
 
 		<h3>[property:Camera camera]</h3>
-		<div>
+		<p>
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
 			other objects from the light's perspective will be in shadow.<br /><br />
 
@@ -82,13 +82,13 @@ scene.add( helper );
 			[page:OrthographicCamera.bottom bottom] set to -5,  [page:OrthographicCamera.right right]
 			and  [page:OrthographicCamera.top top] set to 5, the [page:OrthographicCamera.near near]
 			clipping plane at 0.5 and the [page:OrthographicCamera.far far] clipping plane at 500.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>
+		<p>
 			See the base [page:LightShadow LightShadow] class for common methods.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 24 - 24
docs/api/lights/shadows/LightShadow.html

@@ -11,14 +11,14 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			This is used internally by [page:PointLight PointLights] for calculating shadows, and also serves as
 			a base class for the other shadow classes.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
-		<div>
+		<p>
 			<code>
 //Create a WebGLRenderer and turn on shadows in the renderer
 var renderer = new THREE.WebGLRenderer();
@@ -56,83 +56,83 @@ scene.add( plane );
 var helper = new THREE.CameraHelper( light.shadow.camera );
 scene.add( helper );
 			</code>
-		</div>
+		</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Camera camera] )</h3>
-		<div>
+		<p>
 		[page:Camera camera] - the light's view of the world.<br /><br />
 
 		Create a new [name]. This is not intended to be called directly - it is called
 		internally by [page:PointLight] or used as a base class by other light shadows.
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:Camera camera]</h3>
-		<div>
+		<p>
 			The light's view of the world. This is used to generate a depth map of the scene; objects behind
 			other objects from the light's perspective will be in shadow.
-		</div>
+		</p>
 
 		<h3>[property:Float bias]</h3>
-		<div>
+		<p>
 			Shadow map bias, how much to add or subtract from the normalized depth when deciding whether a surface is in shadow.<br />
 			The default is 0. Very tiny adjustments here (in the order of 0.0001) may help reduce artefacts in shadows
-		</div>
+		</p>
 
 		<h3>[property:WebGLRenderTarget map]</h3>
-		<div>
+		<p>
 			The depth map generated using the internal camera; a location beyond a pixel's depth is
 			in shadow. Computed internally during rendering.
-		</div>
+		</p>
 
 
 		<h3>[property:Vector2 mapSize]</h3>
-		<div>
+		<p>
 			A [Page:Vector2] defining the width and height of the shadow map.<br /><br />
 
 			Higher values give better quality shadows at the cost of computation time. Values must be
 			powers of 2, up to the [page:WebGLRenderer.capabilities].maxTextureSize for a given device,
 			although the width and height don't have to be the same (so, for example, (512, 1024) is valid).
 			The default is *( 512, 512 )*.
-		</div>
+		</p>
 
 
 		<h3>[property:Matrix4 matrix]</h3>
-		<div>
+		<p>
 			Model to shadow camera space, to compute location and depth in shadow map. Stored
 			in a [page:Matrix4 Matrix4]. This is computed internally during rendering.
-		</div>
+		</p>
 
 		<h3>[property:Float radius]</h3>
-		<div>
+		<p>
 			Setting this to values greater than 1 will blur the edges of the shadow.<br />
 
 			High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
 			will allow for a higher value to be used here before these effects become visible.<br /><br />
 
 			Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
-		<div>
+		<p>
 		Copies value of all the properties from the [page:LightShadow source] to this
 		SpotLight.
-		</div>
+		</p>
 
 		<h3>[method:LightShadow clone]()</h3>
-		<div>
+		<p>
 		Creates a new LightShadow with the same properties as this one.
-		</div>
+		</p>
 
 		<h3>[method:Object toJSON]()</h3>
-		<div>
+		<p>
 		Serialize this LightShadow.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 10 - 10
docs/api/lights/shadows/SpotLightShadow.html

@@ -12,12 +12,12 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			This is used internally by [page:SpotLight SpotLights] for calculating shadows.
-		</div>
+		</p>
 
 		<h2>Example</h2>
-		<div>
+		<p>
 			<code>
 //Create a WebGLRenderer and turn on shadows in the renderer
 var renderer = new THREE.WebGLRenderer();
@@ -54,7 +54,7 @@ scene.add( plane );
 var helper = new THREE.CameraHelper( light.shadow.camera );
 scene.add( helper );
 			</code>
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
@@ -66,7 +66,7 @@ scene.add( helper );
 
 
 	 <h3>[property:Camera camera]</h3>
-	 <div>
+	 <p>
 		 The light's view of the world. This is used to generate a depth map of the scene; objects behind
 		 other objects from the light's perspective will be in shadow.<br /><br />
 
@@ -77,22 +77,22 @@ scene.add( helper );
 		 [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is
 		 set, the [page:PerspectiveCamera.far far] clipping plane will track that, otherwise it defaults to 500.
 
-	 </div>
+	 </p>
 
 	 <h3>[property:Boolean isSpotLightShadow]</h3>
-	 <div>
+	 <p>
 		 Used to check whether this or derived classes are spot light shadows. Default is *true*.<br /><br />
 
 		 You should not change this, as it used internally for optimisation.
-	 </div>
+	 </p>
 
 		<h2>Methods</h2>
 		See the base [page:LightShadow LightShadow] class for common methods.
 
 		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
-		<div>
+		<p>
 		Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 10 - 10
docs/api/loaders/AnimationLoader.html

@@ -10,10 +10,10 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Class for loading [page:AnimationClip AnimationClips] in JSON format.
 			This uses the [page:FileLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -46,23 +46,23 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Animation animation].<br />
@@ -70,16 +70,16 @@
 		[page:Function onError] — Will be called if load errors.<br /><br />
 
 		Begin loading from url and pass the loaded animation to onLoad.
-		</div>
+		</p>
 
 		<h3>[method:null parse]( [param:JSON json], [param:Function onLoad] )</h3>
-		<div>
+		<p>
 		[page:JSON json] — required<br />
 		[page:Function onLoad] — Will be called when parsing completes. <br /><br />
 
 		Parse the JSON object and pass the result to onLoad. Individual clips in the object will
 		be parsed with [page:AnimationClip.parse].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 10 - 10
docs/api/loaders/AudioLoader.html

@@ -10,11 +10,11 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Class for loading an
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBuffer AudioBuffer].
 			This uses the [page:FileLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -63,34 +63,34 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:String context], [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:String context] — The [page:String AudioContext] for the loader to use. Default is [page:String window.AudioContext].<br />
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded text response.<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and pass the loaded [page:String AudioBuffer] to onLoad.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 14 - 14
docs/api/loaders/BufferGeometryLoader.html

@@ -10,10 +10,10 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A loader for loading a [page:BufferGeometry].
 			This uses the [page:FileLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -50,40 +50,40 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</div>
-		<div>
+		</p>
+		<p>
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].d<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:BufferGeometry].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and call onLoad with the parsed response content.
-		</div>
+		</p>
 
 		<h3>[method:BufferGeometry parse]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — The <em>JSON</em> structure to parse.<br /><br />
 		Parse a <em>JSON</em> structure and return a [page:BufferGeometry].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 14 - 14
docs/api/loaders/Cache.html

@@ -10,21 +10,21 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A simple caching system, used internally by [page:FileLoader].
-		</div>
+		</p>
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 			[example:webgl_geometry_text WebGL / geometry / text ]<br />
 			[example:webgl_interactive_instances_gpu WebGL / interactive / instances / gpu]<br />
 			[example:webgl_loader_ttf WebGL / loader / ttf]
-		</div>
+		</p>
 
 		<h2>Usage</h2>
 
-		<div>To enable caching across all loaders	that use [page:FileLoader], set</div>
+		<p>To enable caching across all loaders	that use [page:FileLoader], set</p>
 		<code>
 THREE.Cache.enabled = true.
 		</code>
@@ -33,39 +33,39 @@ THREE.Cache.enabled = true.
 		<h2>Properties</h2>
 
 		<h3>[property:Boolean enabled]</h3>
-		<div>Whether caching is enabled. Default is *false*.</div>
+		<p>Whether caching is enabled. Default is *false*.</p>
 
 		<h3>[property:Object files]</h3>
-		<div>An [page:Object object] that holds cached files.</div>
+		<p>An [page:Object object] that holds cached files.</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null add]( [param:String key], file )</h3>
-		<div>
+		<p>
 		[page:String key] — the [page:String key] to reference the cached file by.<br />
 		[page:Object file] — The file to be cached.<br /><br />
 
 		Adds a cache entry with a key to reference the file. If this key already holds a file,
 		it is overwritten.
-		</div>
+		</p>
 
 		<h3>[method:null get]( [param:String key] )</h3>
-		<div>
+		<p>
 		[page:String key] — A string key <br /><br />
 
 		Get the value of [page:String key]. If the key does not exist *undefined* is returned.
-		</div>
+		</p>
 
 		<h3>[method:null remove]( [param:String key] )</h3>
-		<div>
+		<p>
 		[page:String key] — A string key that references a cached file.<br /><br />
 
 		Remove the cached file associated with the key.
-		</div>
+		</p>
 
 		<h3>[method:null clear]()</h3>
-		<div>Remove all values from the cache.</div>
+		<p>Remove all values from the cache.</p>
 
 
 		<h2>Source</h2>

+ 15 - 15
docs/api/loaders/CompressedTextureLoader.html

@@ -10,61 +10,61 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		Abstract base class for block based textures loader (dds, pvr, ...).
 		This uses the [page:FileLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/DDSLoader.js DDSLoader]
 			and [link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/PVRLoader.js PVRLoader]
 			for examples of derived classes.
-		</div>
+		</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use.
 		Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String path]</h3>
-		<div>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</div>
+		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded texture.<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and pass the loaded texture to onLoad.
-		</div>
+		</p>
 
 		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
-		<div>
+		<p>
 			Set the base path or URL from which to load files. This can be useful if
 			you are loading many textures from the same directory.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 18 - 18
docs/api/loaders/CubeTextureLoader.html

@@ -10,21 +10,21 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Class for loading a [page:CubeTexture CubeTexture].
 			This uses the [page:ImageLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 			[example:webgl_materials_cubemap materials / cubemap]<br />
 			[example:webgl_materials_cubemap_balls_reflection materials / cubemap / balls / reflection]<br />
 			[example:webgl_materials_cubemap_balls_refraction materials / cubemap / balls / refraction]<br />
 			[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic]<br />
 			[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2]<br />
 			[example:webgl_materials_cubemap_refraction materials / cubemap / refraction]
-		</div>
+		</p>
 
 		<code>
 var scene = new THREE.Scene();
@@ -43,36 +43,36 @@ scene.background = new THREE.CubeTextureLoader()
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:String crossOrigin]</h3>
-		<div>
+		<p>
 		If set, assigns the [link:https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes crossOrigin]
 	 attribute of the image to the value of *crossOrigin*,
 		prior to starting the load. Default is *undefined*.
-		</div>
+		</p>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String path]</h3>
-		<div>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</div>
+		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String urls] — array of 6 urls to images, one for each side of the CubeTexture.
 		The urls should be specified in the following order: pos-x, neg-x, pos-y, neg-y, pos-z, neg-z.
 		They can also be [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URIs].<br />
@@ -82,19 +82,19 @@ scene.background = new THREE.CubeTextureLoader()
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
-		</div>
+		</p>
 
 		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
-		<div>		Set the [page:.crossOrigin] attribute.</div>
+		<p>		Set the [page:.crossOrigin] attribute.</p>
 
 		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
-		<div>
+		<p>
 			Set the base path or URL from which to load files. This can be useful if
 			you are loading many textures from the same directory.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 12 - 12
docs/api/loaders/DataTextureLoader.html

@@ -10,51 +10,51 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		Abstract base class to load generic binary textures formats (rgbe, hdr, ...).
 		This uses the [page:FileLoader] internally for loading files, and creates a new
 		[page:DataTexture].
-		</div>
+		</p>
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 			See the [link:https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/RGBELoader.js RGBELoader]
 			for an example of a derived class.
-		</div>
+		</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use.
 		Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 		The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded texture.<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and pass the loaded texture to onLoad.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 29 - 29
docs/api/loaders/FileLoader.html

@@ -11,16 +11,16 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A low level class for loading resources with XMLHttpRequest, used internaly by most loaders.
 			It can also be used directly to load any file type that does not have a loader.
-		</div>
+		</p>
 
 		<h2>Example</h2>
-		<div>
+		<p>
 			[example:webgl_loader_msgpack WebGL / loader / msgpack]<br />
 			[example:webgl_morphtargets_human WebGL / morphtargets / human]<br />
-		</div>
+		</p>
 		<code>
 		var loader = new THREE.FileLoader();
 
@@ -47,56 +47,56 @@
 		);
 		</code>
 
-		<div>
+		<p>
 			<em>Note:</em> The cache must be enabled using
 			<code>THREE.Cache.enabled = true;</code>
 			This is a global property and only needs to be set once to be used by all loaders that use FileLoader internally.
 			[page:Cache Cache] is a cache module that holds the response from each request made through this loader, so each file is requested once.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 		<h3>[name] ( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 			[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use.
 			Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String mimeType]</h3>
-		<div>
+		<p>
 			The expected [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType].
 			See [page:.setMimeType]. Default is *undefined*.
-		</div>
+		</p>
 
 		<h3>[property:String path]</h3>
-		<div>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</div>
+		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
 		<h3>[property:object requestHeader]</h3>
-		<div>The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request. See [page:.setRequestHeader]. Default is *undefined*.</div>
+		<p>The [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request. See [page:.setRequestHeader]. Default is *undefined*.</p>
 
 		<h3>[property:String responseType]</h3>
-		<div>The expected response type. See [page:.setResponseType]. Default is *undefined*.</div>
+		<p>The expected response type. See [page:.setResponseType]. Default is *undefined*.</p>
 
 		<h3>[property:String withCredentials]</h3>
-		<div>
+		<p>
 			Whether the XMLHttpRequest uses credentials. See [page:.setWithCredentials].
 			Default is *undefined*.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 			[page:String url] — the path or URL to the file. This can also be a
 				[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 			[page:Function onLoad] (optional) — Will be called when loading completes. The argument will be the loaded response.<br />
@@ -105,43 +105,43 @@
 			[page:Function onError] (optional) — Will be called if an error occurs.<br /><br />
 
 			Load the URL and pass the response to the onLoad function.
-		</div>
+		</p>
 
 		<h3>[method:FileLoader setMimeType]( [param:String mimeType] )</h3>
-		<div>
+		<p>
 			Set the expected [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType]
 			of the file being loaded. Note that in many cases this will be determined automatically, so by default it is *undefined*.
-		</div>
+		</p>
 
 		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
-		<div>
+		<p>
 			Set the base path or URL from which to load files. This can be useful if
 			you are loading many models from the same directory.
-		</div>
+		</p>
 
 		<h3>[method:FileLoader setRequestHeader]( [param:object requestHeader] )</h3>
-		<div>
+		<p>
 			[page:object requestHeader] - key: The name of the header whose value is to be set. value: The value to set as the body of the header.<br /><br />
 
 			Set the [link:https://developer.mozilla.org/en-US/docs/Glossary/Request_header request header] used in HTTP request.
-		</div>
+		</p>
 
 		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
-		<div>
+		<p>
 			Change the response type. Valid values are:<br />
 			[page:String text] or empty string (default) - returns the data as [page:String string].<br />
 			[page:String arraybuffer] - loads the data into a [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/ArrayBuffer ArrayBuffer] and returns that.<br />
 			[page:String blob] - returns the data as a [link:https://developer.mozilla.org/en/docs/Web/API/Blob Blob].<br />
 			[page:String document] - parses the file using the [link:https://developer.mozilla.org/en-US/docs/Web/API/DOMParser DOMParser].<br />
 			[page:String json] - parses the file using [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/parse JSON.parse].<br />
-		</div>
+		</p>
 
 		<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
-		<div>
+		<p>
 			Whether the XMLHttpRequest uses credentials such as cookies, authorization headers or
 			TLS client certificates. See [link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
 			Note that this has no effect if you are loading files locally or from the same domain.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 15 - 15
docs/api/loaders/FontLoader.html

@@ -10,20 +10,20 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		Class for loading a font in JSON format. Returns a [page:Font Font], which is an
 		array of [page:Shape Shape]s representing the font.
 		This uses the [page:FileLoader] internally for loading files. <br /><br />
 
 		You can convert fonts online using [link:https://gero3.github.io/facetype.js/ facetype.js]
-		</div>
+		</p>
 
 		<h2>Examples</h2>
 
-		<div>
+		<p>
 		[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
 		[example:webgl_geometry_text geometry / text ]
-		</div>
+		</p>
 
 		<code>
 		var loader = new THREE.FontLoader();
@@ -52,25 +52,25 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String path]</h3>
-		<div>The base path from which fonts will be loaded. See [page:.setPath]. Default is *undefined*.</div>
+		<p>The base path from which fonts will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
@@ -78,19 +78,19 @@
 		[page:Function onError] — Will be called when load errors.<br /><br />
 
 		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
-		</div>
+		</p>
 
 		<h3>[method:Font parse]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — The <em>JSON</em> structure to parse.<br /><br />
 		Parse a <em>JSON</em> structure and return a [page:Font].
-		</div>
+		</p>
 
 		<h3>[method:FontLoader setPath]( [param:String path] )</h3>
-		<div>
+		<p>
 			Set the base path or URL from which to load fonts. This can be useful if
 			you are loading many fonts from the same directory.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 19 - 19
docs/api/loaders/ImageBitmapLoader.html

@@ -10,16 +10,16 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A loader for loading an [page:Image] as an [link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap]. An ImageBitmap provides an asynchronous and resource efficient pathway to prepare textures for rendering in WebGL.
 
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 			[example:webgl_loader_imagebitmap WebGL / loader / ImageBitmap]
-		</div>
+		</p>
 
 		<code>
 		// instantiate a loader
@@ -50,52 +50,52 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String options]</h3>
-		<div>An optional object that sets options for the internally used [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap] factory method. Default is *undefined*.</div>
+		<p>An optional object that sets options for the internally used [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap] factory method. Default is *undefined*.</p>
 
 		<h3>[property:String path]</h3>
-		<div>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</div>
+		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Image image].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and return the [page:ImageBitmap image] object that will contain the data.
-		</div>
+		</p>
 
 		<h3>[method:ImageBitmapLoader setCrossOrigin]()</h3>
-		<div>This method exists for compatibility reasons and implements no logic. It ensures that [name] has a similar interface like [page:ImageLoader].</div>
+		<p>This method exists for compatibility reasons and implements no logic. It ensures that [name] has a similar interface like [page:ImageLoader].</p>
 
 		<h3>[method:ImageBitmapLoader setOptions]( [param:Object options] )</h3>
-		<div>
+		<p>
 			Sets the options object for [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
-		</div>
+		</p>
 
 		<h3>[method:ImageBitmapLoader setPath]( [param:String path] )</h3>
-		<div>
+		<p>
 			Sets the base path or URL from which to load files. This can be useful if
 			you are loading many images from the same directory.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 22 - 19
docs/api/loaders/ImageLoader.html

@@ -10,19 +10,19 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A loader for loading an [page:Image].
 
 			This uses the [page:FileLoader] internally for loading files, and is used internally by the
 			[page:CubeTextureLoader], [page:ObjectLoader] and [page:TextureLoader].
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_shaders_ocean WebGL / shaders / ocean]
-		</div>
+		</p>
 
 		<code>
 		// instantiate a loader
@@ -51,55 +51,58 @@
 		);
 		</code>
 
-		Please note three.js r84 dropped support for ImageLoader progress events. For an ImageLoader that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639 this thread].
+		<p>
+		Please note three.js r84 dropped support for ImageLoader progress events. For an ImageLoader
+		that supports progress events, see [link:https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639 this thread].
+		</p>
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:String crossOrigin]</h3>
-		<div>
+		<p>
 		If set, assigns the [link:https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes crossOrigin]
 	 attribute of the image to the value of *crossOrigin*, prior to starting the load. Default is *undefined*.
-		</div>
+		</p>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager] the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String path]</h3>
-		<div>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</div>
+		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Image image].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the progress event.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and return the [page:Image image] object that will contain the data.
-		</div>
+		</p>
 
 		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
-		<div>Set the [page:.crossOrigin] attribute.</div>
+		<p>Set the [page:.crossOrigin] attribute.</p>
 
 		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
-		<div>
+		<p>
 			Set the base path or URL from which to load files. This can be useful if
 			you are loading many images from the same directory.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 20 - 20
docs/api/loaders/JSONLoader.html

@@ -10,17 +10,17 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A loader for loading objects in JSON format.
 			This uses the [page:FileLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 		[example:webgl_loader_json_blender WebGL / loader / json / blender]<br />
 		[example:webgl_loader_json_objconverter WebGL / loader / json / objconverter]
-		</div>
+		</p>
 
 		<code>
 		// instantiate a loader
@@ -53,53 +53,53 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
-		</div>
-		<div>
+		</p>
+		<p>
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String withCredentials]</h3>
-		<div>
+		<p>
 			Whether the XMLHttpRequest uses credentials.
 			Default is *false*.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI]..<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded text response.<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and pass the <em>JSON</em> to onLoad.
-		</div>
+		</p>
 
 		<h3>[method:null setTexturePath]( [param:String texturePath] )</h3>
-		<div>
+		<p>
 			Set the base path or URL from which to load files. This can be useful if
 			you are loading many files from the same directory.
-		</div>
+		</p>
 
 		<h3>[method:Object3D parse]( [param:Object json], [param:String texturePath] )</h3>
-		<div>
+		<p>
 		[page:String json] — JSON object to parse.<br />
 		[page:String texturePath] — Base path for textures.<br /><br />
 
 		Parse a <em>JSON</em> structure and return an [page:object] containing the parsed [page:Geometry geometry] and [page:Array materials].
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 19 - 19
docs/api/loaders/Loader.html

@@ -10,56 +10,56 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">Base class for implementing loaders.</div>
+		<p class="desc">Base class for implementing loaders.</p>
 
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]()</h3>
-		<div>
+		<p>
 		Creates a new [name]. This should be called as base class.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Function onLoadStart]</h3>
-		<div>Will be called when load starts.</div>
-		<div>The default is a function with empty body.</div>
+		<p>Will be called when load starts.</p>
+		<p>The default is a function with empty body.</p>
 
 		<h3>[property:Function onLoadProgress]</h3>
-		<div>Will be called while load progresses.</div>
-		<div>The default is a function with empty body.</div>
+		<p>Will be called while load progresses.</p>
+		<p>The default is a function with empty body.</p>
 
 		<h3>[property:Function onLoadComplete]</h3>
-		<div>Will be called when load completes.</div>
-		<div>The default is a function with empty body.</div>
+		<p>Will be called when load completes.</p>
+		<p>The default is a function with empty body.</p>
 
 		<h3>[property:string crossOrigin]</h3>
-		<div>
+		<p>
 		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Material createMaterial]( [param:object m], [param:string texturePath] )</h3>
-		<div>
+		<p>
 		[page:Object m] — The parameters to create the material. <br />
 		[page:String texturePath] — The base path of the textures.
-		</div>
-		<div>
+		</p>
+		<p>
 		Creates the Material based on the parameters m.
-		</div>
+		</p>
 
 		<h3>[method:Array initMaterials]( [param:Array materials], [param:string texturePath] )</h3>
-		<div>
+		<p>
 		[page:Array materials] — an array of parameters to create materials. <br />
 		[page:String texturePath] —  The base path of the textures.
-		</div>
-		<div>
+		</p>
+		<p>
 		Creates an array of [page:Material] based on the array of parameters m. The index of the parameters decide the correct index of the materials.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 9 - 9
docs/api/loaders/LoaderUtils.html

@@ -10,25 +10,25 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">An object with several loader utility functions.</div>
+		<p class="desc">An object with several loader utility functions.</p>
 
 		<h2>Functions</h2>
 
 		<h3>[method:String decodeText]( [param:TypedArray array] )</h3>
-		<div>
+		<p>
 		[page:TypedArray array] —  A stream of bytes as a typed array.
-		</div>
-		<div>
+		</p>
+		<p>
 		The function takes a stream of bytes as input and returns a string representation.
-		</div>
+		</p>
 
 		<h3>[method:String extractUrlBase]( [param:string url] )</h3>
-		<div>
+		<p>
 		[page:String url] —  The url to extract the base url from.
-		</div>
-		<div>
+		</p>
+		<p>
 		Extract the base from the URL.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 13 - 13
docs/api/loaders/MaterialLoader.html

@@ -10,10 +10,10 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A loader for loading a [page:Material] in JSON format.
 			This uses the [page:FileLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -48,26 +48,26 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:Object textures]</h3>
-		<div>Object holding any textures used by the material. See [page:.setTextures].</div>
+		<p>Object holding any textures used by the material. See [page:.setTextures].</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Material].<br />
@@ -75,19 +75,19 @@
 		[page:Function onError] — Will be called when load errors.<br /><br />
 
 		Begin loading from url and return the [page:Material] object that will contain the data.
-		</div>
+		</p>
 
 		<h3>[method:Material parse]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — The json object containing the parameters of the Material.<br /><br />
 
 		Parse a <em>JSON</em> structure and create a new [page:Material] of the type [page:String json.type] with parameters defined in the json object.
-		</div>
+		</p>
 
 		<h3>[method:null setTextures]( [param:Object textures] )</h3>
-		<div>
+		<p>
 		[page:Object textures] — object containing any textures used by the material.
-		</div>
+		</p>
 
 
 

+ 34 - 34
docs/api/loaders/ObjectLoader.html

@@ -10,23 +10,23 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A loader for loading a JSON resource. Unlike the [page:JSONLoader], this one make use of the
 			<em>.type</em> attributes of objects to map them to their original classes.<br /><br />
 
 			Note that this loader can't load [page:Geometries]. Use [page:JSONLoader] instead for that.<br /><br />
 
 			This uses the [page:FileLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 
 			[example:webgl_animation_scene WebGL / animation / scene]<br />
 			[example:webgl_loader_json_claraio WebGL / loader / json / claraio]<br />
 			[example:webgl_loader_msgpack WebGL / loader / msgpack]
-		</div>
+		</p>
 
 		<code>
 		var loader = new THREE.ObjectLoader();
@@ -65,96 +65,96 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:String crossOrigin]</h3>
-		<div>
+		<p>
 		If set, assigns the [link:https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes crossOrigin]
 	 attribute of the image to the value of *crossOrigin*,
 		prior to starting the load. Default is *undefined*.
-		</div>
+		</p>
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String texturePath]</h3>
-		<div>
+		<p>
 			The base path or URL from which textures will be loaded. See [page:.setTexturePath].
 			Default is the empty string.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Object3D object].<br />
 		[page:Function onProgress] — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .[page:Integer total] and .[page:Integer loaded] bytes.<br />
 		[page:Function onError] — Will be called when load errors.<br />
-		</div>
-		<div>
+		</p>
+		<p>
 		Begin loading from url and call onLoad with the parsed response content.
-		</div>
+		</p>
 
 
 		<h3>[method:Object3D parse]( [param:Object json], [param:Function onLoad]  )</h3>
-		<div>
+		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 		[page:Function onLoad] — Will be called when parsed completes. The argument will be the parsed [page:Object3D object].<br />
 
 		Parse a <em>JSON</em> structure and return a threejs object.
 		This is used internally by [page:.load], but can also be used directly to parse
 		a previously loaded JSON structure.
-		</div>
+		</p>
 
 		<h3>[method:Object3D parseGeometries]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used [page:.parse] to parse any [page:Geometry geometries] or [page:BufferGeometry buffer geometries]  in the JSON structure.
 		Internally it uses [page:JSONLoader] for geometries and [page:BufferGeometryLoader] for buffer geometries.
-		</div>
+		</p>
 
 		<h3>[method:Object3D parseMaterials]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used [page:.parse] to parse any materials in the JSON structure using [page:MaterialLoader].
-		</div>
+		</p>
 
 		<h3>[method:Object3D parseAnimations]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used [page:.parse] to parse any animations in the JSON structure, using [page:AnimationClip.parse].
-		</div>
+		</p>
 
 		<h3>[method:Object3D parseImages]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used [page:.parse] to parse any images in the JSON structure, using [page:ImageLoader].
-		</div>
+		</p>
 
 		<h3>[method:Object3D parseTextures]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used [page:.parse] to parse any textures in the JSON structure.
-		</div>
+		</p>
 
 		<h3>[method:Object3D parseObject]( [param:Object json] )</h3>
-		<div>
+		<p>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
 		This is used [page:.parse] to parse any objects in the JSON structure.
@@ -211,19 +211,19 @@
 			</li>
 
 		</ul>
-		</div>
+		</p>
 
 		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
-		<div>
+		<p>
 		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
-		</div>
+		</p>
 
 		<h3>[method:null setTexturePath]( [param:String value] )</h3>
-		<div>
+		<p>
 		[page:String value] — The base path or URL from which textures will be loaded.<br /><br />
 
 
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 18 - 17
docs/api/loaders/TextureLoader.html

@@ -10,10 +10,10 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Class for loading a [page:Texture texture].
 			This uses the [page:ImageLoader] internally for loading files.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -60,41 +60,41 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>
-		<div>
+		<p>
 		[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:String crossOrigin]</h3>
-		<div>
+		<p>
 		If set, assigns the [link:https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_settings_attributes crossOrigin]
 	 attribute of the image to the value of *crossOrigin*, prior to starting the load. Default is *undefined*.
-		</div>
+		</p>
 
 
 		<h3>[property:LoadingManager manager]</h3>
-		<div>
+		<p>
 			The [page:LoadingManager loadingManager]  the loader is using. Default is [page:DefaultLoadingManager].
-		</div>
+		</p>
 
 		<h3>[property:String path]</h3>
-		<div>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</div>
+		<p>The base path from which files will be loaded. See [page:.setPath]. Default is *undefined*.</p>
 
 
 		<h3>[property:String withCredentials]</h3>
-		<div>
+		<p>
 			Whether the XMLHttpRequest uses credentials - see [page:.setWithCredentials].
 			Default is *undefined*.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
 
 		<h3>[method:Texture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:String url] — the path or URL to the file. This can also be a
 			[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
 		[page:Function onLoad] — Will be called when load completes. The argument will be the loaded [page:Texture texture].<br />
@@ -103,23 +103,24 @@
 
 		Begin loading from the given URL and pass the fully loaded [page:Texture texture] to onLoad. The method also returns a new texture object which can directly be used for material creation.
 		If you do it this way, the texture may pop up in your scene once the respective loading process is finished.
-		</div>
+		</p>
 
 		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
-		<div>Set the [page:.crossOrigin] attribute.</div>
+		<p>Set the [page:.crossOrigin] attribute.</p>
 
 		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
-		<div>
+		<p>
 			Set the base path or URL from which to load files. This can be useful if
 			you are loading many models from the same directory.
-		</div>
+		</p>
 
 		<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
+		<p>
 		Whether the XMLHttpRequest uses credentials such as cookies, authorization headers or
 		TLS client certificates. See
 		[link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
 		Note that this has no effect if you are loading files locally or from the same domain.
-		<div>
+		</p>
 
 		<h2>Source</h2>
 

+ 8 - 8
docs/api/loaders/managers/DefaultLoadingManager.html

@@ -10,20 +10,20 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">A global instance of the [page:LoadingManager LoadingManager], used by most loaders
+		<p class="desc">A global instance of the [page:LoadingManager LoadingManager], used by most loaders
 			when no custom manager has been specified.<br /><br />
 
 		  This will be sufficient for most purposes, however there may be times when you desire seperate loading managers
 			for say, textures and models.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 			[example:webgl_loader_scene WebGL / loader / scene]<br />
-		</div>
+		</p>
 
-		<div>
+		<p>
 			You can optionally set the [page:LoadingManager.onStart onStart], [page:LoadingManager.onLoad onLoad],
 			[page:LoadingManager.onProgress onProgress], [page:LoadingManager.onStart onError] functions for the manager.
 			These will then apply to any loaders using the DefaultLoadingManager.<br /><br />
@@ -31,7 +31,7 @@
 			Note that these shouldn't be confused with the similarly named functions of individual loaders,
 			as they are intended for displaying information about the overall status of loading,
 			rather than dealing with the data that has been loaded.
-		</div>
+		</p>
 		<code>
 THREE.DefaultLoadingManager.onStart = function ( url, itemsLoaded, itemsTotal ) {
 
@@ -62,11 +62,11 @@ THREE.DefaultLoadingManager.onError = function ( url ) {
 
 		<h2>Properties</h2>
 
-		<div>See the [page:LoadingManager LoadingManager] page for details of properties.</div>
+		<p>See the [page:LoadingManager LoadingManager] page for details of properties.</p>
 
 		<h2>Methods</h2>
 
-		<div>See the [page:LoadingManager LoadingManager] page for details of methods.</div>
+		<p>See the [page:LoadingManager LoadingManager] page for details of methods.</p>
 
 		<h2>Source</h2>
 

+ 26 - 26
docs/api/loaders/managers/LoadingManager.html

@@ -10,26 +10,26 @@
 	<body>
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Handles and keeps track of loaded and pending data. A default global instance of this class
 			is created and used by loaders if not supplied manually - see [page:DefaultLoadingManager].<br /><br />
 
 			In general that should be sufficient, however there are times when it can be useful to have seperate loaders -
 			for example if you want to show seperate loading bars for objects and textures.
 
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
 
-		<div>
+		<p>
 			[example:webgl_loader_babylon WebGL / loader / babylon]<br />
 			[example:webgl_loader_fbx WebGL / loader / fbx]<br />
 			[example:webgl_loader_obj WebGL / loader / obj]<br />
 			[example:webgl_materials_reflectivity WebGL / materials / reflectivity]<br />
 			[example:webgl_postprocessing_outline WebGL / postprocesing / outline]<br />
 			[example:webgl_terrain_dynamic WebGL / terrain / dynamic]
-		</div>
+		</p>
 
 		<p>
 			This example shows how to use LoadingManager to track the progress of
@@ -110,19 +110,19 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
-		<div>
+		<p>
 		[page:Function onLoad] — (optional) this function will be called when all loaders are done.<br />
 		[page:Function onProgress] — (optional) this function will be called when an item is complete.<br />
 		[page:Function onError] — (optional) this function will be called a loader encounters errors. <br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Function onStart]</h3>
-		<div>
+		<p>
 			This function will be called when loading starts.
 			The arguments are:<br />
 			[page:String url] — The url of the item just loaded.<br />
@@ -130,16 +130,16 @@
 			[page:Iteger itemsTotal] — the total amount of items to be loaded.<br /><br />
 
 			By default this is undefined.
-		</div>
+		</p>
 
 		<h3>[property:Function onLoad]</h3>
-		<div>
+		<p>
 			This function will be called when all loading is completed. By default this is undefined,
 			unless passed in the constructor.
-		</div>
+		</p>
 
 		<h3>[property:Function onProgress]</h3>
-		<div>
+		<p>
 		This function will be called when an item is complete.
 		The arguments are:<br />
 		[page:String url] — The url of the item just loaded.<br />
@@ -147,64 +147,64 @@
 		[page:Iteger itemsTotal] — the total amount of items to be loaded.<br /><br />
 
 		By default this is undefined, unless passed in the constructor.
-		</div>
+		</p>
 
 		<h3>[property:Function onError]</h3>
-		<div>
+		<p>
 			This function will be called when any item errors, with the argument:<br />
 			[page:String url] — The url of the item that errored.<br /><br />
 
 			By default this is undefined, unless passed in the constructor.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:null setURLModifier]( [param:Function callback] )</h3>
-		<div>
+		<p>
 		[page:Function callback] — URL modifier callback. Called with [page:String url] argument, and
 		must return [page:String resolvedURL].<br /><br />
 
 		If provided, the callback will be passed each resource URL before a request is sent. The
 		callback may return the original URL, or a new URL to override loading behavior. This
 		behavior can be used to load assets from .ZIP files, drag-and-drop APIs, and Data URIs.
-		</div>
+		</p>
 
 		<h3>[method:String resolveURL]( [param:String url] )</h3>
-		<div>
+		<p>
 		[page:String url] — the url to load<br /><br />
 
 		Given a URL, uses the URL modifier callback (if any) and returns a resolved URL. If no
 		URL modifier is set, returns the original URL.
-		</div>
+		</p>
 
 		<br /><br />
-		<div>
+		<p>
 			<em>Note: The following methods are designed to be called internally by loaders. You shouldn't call
 			them directly.</em>
-		</div>
+		</p>
 
 		<h3>[method:null itemStart]( [param:String url] )</h3>
-		<div>
+		<p>
 		[page:String url] — the url to load<br /><br />
 
 		This should be called by any loader using the manager when the loader starts loading an url.
-		</div>
+		</p>
 
 		<h3>[method:null itemEnd]( [param:String url] )</h3>
-		<div>
+		<p>
 		[page:String url] — the loaded url<br /><br />
 
 		This should be called by any loader using the manager when the loader ended loading an url.
-		</div>
+		</p>
 
 
 		<h3>[method:null itemError]( [param:String url] )</h3>
-		<div>
+		<p>
 		[page:String url] — the loaded url<br /><br />
 
 		This should be called by any loader using the manager when the loader errors loading an url.
-		</div>
+		</p>
 
 		<h2>Source</h2>