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Docs: Visible type information on all pages.

Don McCurdy 7 years ago
parent
commit
c87bad18ea
100 changed files with 670 additions and 670 deletions
  1. 14 14
      docs/api/animation/AnimationAction.html
  2. 7 7
      docs/api/animation/AnimationClip.html
  3. 7 7
      docs/api/animation/AnimationMixer.html
  4. 3 3
      docs/api/animation/AnimationObjectGroup.html
  5. 5 5
      docs/api/animation/KeyframeTrack.html
  6. 2 2
      docs/api/animation/PropertyBinding.html
  7. 4 4
      docs/api/audio/Audio.html
  8. 1 1
      docs/api/audio/AudioContext.html
  9. 2 2
      docs/api/audio/AudioListener.html
  10. 4 4
      docs/api/audio/PositionalAudio.html
  11. 4 4
      docs/api/cameras/Camera.html
  12. 2 2
      docs/api/cameras/CubeCamera.html
  13. 2 2
      docs/api/cameras/OrthographicCamera.html
  14. 4 4
      docs/api/cameras/PerspectiveCamera.html
  15. 5 5
      docs/api/core/BufferAttribute.html
  16. 4 4
      docs/api/core/EventDispatcher.html
  17. 1 1
      docs/api/core/Face3.html
  18. 13 13
      docs/api/core/Geometry.html
  19. 2 2
      docs/api/core/InterleavedBuffer.html
  20. 5 5
      docs/api/core/Layers.html
  21. 37 37
      docs/api/core/Object3D.html
  22. 4 4
      docs/api/core/Raycaster.html
  23. 11 11
      docs/api/extras/core/Curve.html
  24. 1 1
      docs/api/extras/core/CurvePath.html
  25. 1 1
      docs/api/extras/core/Font.html
  26. 3 3
      docs/api/extras/core/Interpolations.html
  27. 10 10
      docs/api/extras/core/Path.html
  28. 2 2
      docs/api/extras/core/Shape.html
  29. 6 6
      docs/api/extras/core/ShapePath.html
  30. 1 1
      docs/api/extras/objects/ImmediateRenderObject.html
  31. 2 2
      docs/api/geometries/ExtrudeBufferGeometry.html
  32. 2 2
      docs/api/geometries/ExtrudeGeometry.html
  33. 3 3
      docs/api/helpers/ArrowHelper.html
  34. 1 1
      docs/api/helpers/BoxHelper.html
  35. 1 1
      docs/api/lights/DirectionalLight.html
  36. 1 1
      docs/api/lights/HemisphereLight.html
  37. 2 2
      docs/api/lights/Light.html
  38. 1 1
      docs/api/lights/PointLight.html
  39. 1 1
      docs/api/lights/RectAreaLight.html
  40. 1 1
      docs/api/lights/SpotLight.html
  41. 1 1
      docs/api/lights/shadows/LightShadow.html
  42. 4 4
      docs/api/lights/shadows/SpotLightShadow.html
  43. 2 2
      docs/api/loaders/AnimationLoader.html
  44. 1 1
      docs/api/loaders/AudioLoader.html
  45. 2 2
      docs/api/loaders/BufferGeometryLoader.html
  46. 3 3
      docs/api/loaders/Cache.html
  47. 2 2
      docs/api/loaders/CompressedTextureLoader.html
  48. 3 3
      docs/api/loaders/CubeTextureLoader.html
  49. 1 1
      docs/api/loaders/DataTextureLoader.html
  50. 5 5
      docs/api/loaders/FileLoader.html
  51. 3 3
      docs/api/loaders/FontLoader.html
  52. 3 3
      docs/api/loaders/ImageBitmapLoader.html
  53. 3 3
      docs/api/loaders/ImageLoader.html
  54. 3 3
      docs/api/loaders/JSONLoader.html
  55. 2 2
      docs/api/loaders/Loader.html
  56. 2 2
      docs/api/loaders/LoaderUtils.html
  57. 3 3
      docs/api/loaders/MaterialLoader.html
  58. 10 10
      docs/api/loaders/ObjectLoader.html
  59. 4 4
      docs/api/loaders/TextureLoader.html
  60. 5 5
      docs/api/loaders/managers/LoadingManager.html
  61. 8 8
      docs/api/materials/Material.html
  62. 1 1
      docs/api/materials/ShaderMaterial.html
  63. 19 19
      docs/api/math/Box2.html
  64. 29 29
      docs/api/math/Box3.html
  65. 21 21
      docs/api/math/Color.html
  66. 3 3
      docs/api/math/Cylindrical.html
  67. 10 10
      docs/api/math/Euler.html
  68. 8 8
      docs/api/math/Frustum.html
  69. 1 1
      docs/api/math/Interpolant.html
  70. 9 9
      docs/api/math/Line3.html
  71. 13 13
      docs/api/math/Math.html
  72. 13 13
      docs/api/math/Matrix3.html
  73. 30 30
      docs/api/math/Matrix4.html
  74. 16 16
      docs/api/math/Plane.html
  75. 16 16
      docs/api/math/Quaternion.html
  76. 19 19
      docs/api/math/Ray.html
  77. 13 13
      docs/api/math/Sphere.html
  78. 3 3
      docs/api/math/Spherical.html
  79. 11 11
      docs/api/math/Triangle.html
  80. 36 36
      docs/api/math/Vector2.html
  81. 55 55
      docs/api/math/Vector3.html
  82. 34 34
      docs/api/math/Vector4.html
  83. 1 1
      docs/api/math/interpolants/CubicInterpolant.html
  84. 1 1
      docs/api/math/interpolants/DiscreteInterpolant.html
  85. 1 1
      docs/api/math/interpolants/LinearInterpolant.html
  86. 1 1
      docs/api/math/interpolants/QuaternionLinearInterpolant.html
  87. 4 4
      docs/api/objects/LOD.html
  88. 1 1
      docs/api/objects/Line.html
  89. 1 1
      docs/api/objects/Mesh.html
  90. 1 1
      docs/api/objects/Points.html
  91. 2 2
      docs/api/objects/SkinnedMesh.html
  92. 2 2
      docs/api/objects/Sprite.html
  93. 2 2
      docs/api/renderers/WebGLRenderTarget.html
  94. 19 19
      docs/api/renderers/WebGLRenderer.html
  95. 5 5
      docs/api/renderers/webgl/WebGLState.html
  96. 1 1
      docs/api/renderers/webgl/plugins/SpritePlugin.html
  97. 8 8
      docs/api/textures/Texture.html
  98. 6 6
      docs/examples/Lut.html
  99. 1 1
      docs/examples/SpriteCanvasMaterial.html
  100. 1 1
      docs/examples/exporters/GLTFExporter.html

+ 14 - 14
docs/api/animation/AnimationAction.html

@@ -150,7 +150,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:AnimationAction crossFadeFrom]( [page:AnimationAction fadeOutAction], [page:Number durationInSeconds], [page:Boolean warpBoolean] )</h3>
+		<h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<div>
 			Causes this action to [page:.fadeIn fade in], fading out another action simultaneously, within
 			the passed time interval. This method can be chained.<br /><br />
@@ -162,7 +162,7 @@
 
 		</div>
 
-		<h3>[method:AnimationAction crossFadeTo]( [page:AnimationAction fadeInAction], [page:Number durationInSeconds], [page:Boolean warpBoolean] )</h3>
+		<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
 		<div>
 			Causes this action to [page:.fadeOut fade out], fading in another action simultaneously, within
 			the passed time interval. This method can be chained.<br /><br />
@@ -172,13 +172,13 @@
 			Note: Like with *fadeIn*/*fadeOut*, the fading starts/ends with a weight of 1.
 		</div>
 
-		<h3>[method:AnimationAction fadeIn]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Increases the [page:.weight weight] of this action gradually from 0 to 1, within the passed time
 			interval. This method can be chained.
 		</div>
 
-		<h3>[method:AnimationAction fadeOut]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Decreases the [page:.weight weight] of this action gradually from 1 to 0, within the passed time
 			interval. This method can be chained.
@@ -211,7 +211,7 @@
 			Returns the root object on which this action is performed.
 		</div>
 
-		<h3>[method:AnimationAction halt]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction halt]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Decelerates this animation's speed to 0 by decreasing [page:.timeScale timeScale] gradually
 			(starting from its current value), within the passed time interval. This method can be chained.
@@ -261,13 +261,13 @@
 			This means: If you want both, resetting and stopping, don’t call .*reset*; call .*stop* instead.
 		</div>
 
-		<h3>[method:AnimationAction setDuration]( [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
 		<div>
 			Sets the duration for a single loop of this action (by adjusting [page:.timeScale timeScale]
 			and stopping any scheduled warping). This method can be chained.
 		</div>
 
-		<h3>[method:AnimationAction setEffectiveTimeScale]( [page:Number timeScale] )</h3>
+		<h3>[method:AnimationAction setEffectiveTimeScale]( [param:Number timeScale] )</h3>
 		<div>
 			Sets the [page:.timeScale timeScale] and stops any scheduled warping. This method can be chained.<br /><br />
 
@@ -279,7 +279,7 @@
 			this method.
 		</div>
 
-		<h3>[method:AnimationAction setEffectiveWeight]( [page:Number weight] )</h3>
+		<h3>[method:AnimationAction setEffectiveWeight]( [param:Number weight] )</h3>
 		<div>
 			Sets the [page:.weight weight] and stops any scheduled fading. This method can be chained.<br /><br />
 
@@ -291,13 +291,13 @@
 			this method.
 		</div>
 
-		<h3>[method:AnimationAction setLoop]( [page:Number loopMode], [page:Number repetitions] )</h3>
+		<h3>[method:AnimationAction setLoop]( [param:Number loopMode], [param:Number repetitions] )</h3>
 		<div>
 			Sets the [page:.loop loop mode] and the number of [page:.repetitions repetitions]. This method
 			can be chained.
 		</div>
 
-		<h3>[method:AnimationAction startAt]( [page:Number startTimeInSeconds] )</h3>
+		<h3>[method:AnimationAction startAt]( [param:Number startTimeInSeconds] )</h3>
 		<div>
 			Defines the time for a delayed start (usually passed as [page:AnimationMixer.time] +
 			deltaTimeInSeconds). This method can be chained.<br /><br />
@@ -313,7 +313,7 @@
 
 			The action will be immediately stopped and completely [page:.reset reset].<br /><br />
 
-			Note: You can stop all active actions on the same mixer in one go via 
+			Note: You can stop all active actions on the same mixer in one go via
 			[page:AnimationMixer.stopAllAction mixer.stopAllAction].
 		</div>
 
@@ -329,7 +329,7 @@
 			chained.
 		</div>
 
-		<h3>[method:AnimationAction syncWith]( [page:AnimationAction otherAction] )</h3>
+		<h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3>
 		<div>
 			Synchronizes this action with the passed other action. This method can be chained.<br /><br />
 
@@ -339,9 +339,9 @@
 			Note: Future changes of the other action's *time* and *timeScale* will not be detected.
 		</div>
 
-		<h3>[method:AnimationAction warp]( [page:Number startTimeScale], [page:Number endTimeScale], [page:Number durationInSeconds] )</h3>
+		<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
 		<div>
-			Changes the playback speed, within the passed time interval, by modifying 
+			Changes the playback speed, within the passed time interval, by modifying
 			[page:.timeScale timeScale] gradually from *startTimeScale* to *endTimeScale*. This method can
 			be chained.
 		</div>

+ 7 - 7
docs/api/animation/AnimationClip.html

@@ -87,7 +87,7 @@
 		<h2>Static Methods</h2>
 
 
-		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
+		<h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<div>
 			Returns an array of new AnimationClips created from the [page:Geometry.morphTargets morph
 			target sequences] of a geometry, trying to sort morph target names into animation-group-based
@@ -97,32 +97,32 @@
 			[page:.CreateFromMorphTargetSequence CreateFromMorphTargetSequence].
 		</div>
 
-		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [page:String name], [page:Array morphTargetSequence], [page:Number fps], [page:Boolean noLoop] )</h3>
+		<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
 		<div>
 			Returns a new AnimationClip from the passed [page:Geometry.morphTargets morph targets array]
 			of a geometry, taking a name and the number of frames per second.<br /><br />
 
-			Note: The fps parameter is required, but the animation speed can be overridden in an 
+			Note: The fps parameter is required, but the animation speed can be overridden in an
 			*AnimationAction* via [page:AnimationAction.setDuration animationAction.setDuration].
 		</div>
 
-		<h3>[method:AnimationClip findByName]( [page:Object objectOrClipArray], [page:String name] )</h3>
+		<h3>[method:AnimationClip findByName]( [param:Object objectOrClipArray], [param:String name] )</h3>
 		<div>
 			Searches for an AnimationClip by name, taking as its first parameter either an array of
 			AnimationClips, or a mesh or geometry that contains an array named "animations".
 		</div>
 
-		<h3>[method:AnimationClip parse]( [page:Object json] )</h3>
+		<h3>[method:AnimationClip parse]( [param:Object json] )</h3>
 		<div>
 			Parses a JSON representation of a clip and returns an AnimationClip.
 		</div>
 
-		<h3>[method:AnimationClip parseAnimation]( [page:Object animation], [page:Array bones] )</h3>
+		<h3>[method:AnimationClip parseAnimation]( [param:Object animation], [param:Array bones] )</h3>
 		<div>
 			Parses the animation.hierarchy format and returns an AnimationClip.
 		</div>
 
-		<h3>[method:Object toJSON]( [page:AnimationClip clip] )</h3>
+		<h3>[method:Object toJSON]( [param:AnimationClip clip] )</h3>
 		<div>
 			Takes an AnimationClip and returns a JSON object.
 		</div>

+ 7 - 7
docs/api/animation/AnimationMixer.html

@@ -49,7 +49,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:AnimationAction clipAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+		<h3>[method:AnimationAction clipAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
 		<div>
 			Returns an [page:AnimationAction] for the passed clip, optionally using a root object different
 			from the mixer's default root. The first parameter can be either an [page:AnimationClip] object
@@ -57,11 +57,11 @@
 
 			If an action fitting these parameters doesn't yet exist, it will be created by this method.<br /><br />
 
-			Note: Calling this method several times with the same parameters returns always the same clip 
+			Note: Calling this method several times with the same parameters returns always the same clip
 			instance.
 		</div>
 
-		<h3>[method:AnimationAction existingAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+		<h3>[method:AnimationAction existingAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
 		<div>
 			Returns an existing [page:AnimationAction] for the passed clip, optionally using a root object
 			different from the mixer's default root.<br /><br />
@@ -79,25 +79,25 @@
 			Deactivates all previously scheduled actions on this mixer.
 		</div>
 
-		<h3>[method:AnimationMixer update]([page:Number deltaTimeInSeconds]) </h3>
+		<h3>[method:AnimationMixer update]([param:Number deltaTimeInSeconds]) </h3>
 		<div>
 			Advances the global mixer time and updates the animation.<br /><br />
 
 			This is usually done in the render loop, passing [page:Clock.getDelta clock.getDelta] scaled by the mixer's [page:.timeScale timeScale]).
 		</div>
 
-		<h3>[method:null uncacheClip]([page:AnimationClip clip])</h3>
+		<h3>[method:null uncacheClip]([param:AnimationClip clip])</h3>
 
 		<div>
 			Deallocates all memory resources for a clip.
 		</div>
 
-		<h3>[method:null uncacheRoot]([page:Object3D root]) </h3>
+		<h3>[method:null uncacheRoot]([param:Object3D root]) </h3>
 		<div>
 			Deallocates all memory resources for a root object.
 		</div>
 
-		<h3>[method:null uncacheAction]([page:AnimationClip clip], [page:Object3D optionalRoot])</h3>
+		<h3>[method:null uncacheAction]([param:AnimationClip clip], [param:Object3D optionalRoot])</h3>
 		<div>
 			Deallocates all memory resources for an action.
 		</div>

+ 3 - 3
docs/api/animation/AnimationObjectGroup.html

@@ -61,17 +61,17 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:null add]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+		<h3>[method:null add]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<div>
 			Adds an arbitrary number of objects to this *AnimationObjectGroup*.
 		</div>
 
-		<h3>[method:null remove]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+		<h3>[method:null remove]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<div>
 			Removes an arbitrary number of objects from this *AnimationObjectGroup*.
 		</div>
 
-		<h3>[method:null uncache]( [page:object obj1], [page:object obj2], [page:object obj3], ... )</h3>
+		<h3>[method:null uncache]( [param:object obj1], [param:object obj2], [param:object obj3], ... )</h3>
 		<div>
 			Deallocates all memory resources for the passed objects of this *AnimationObjectGroup*.
 		</div>

+ 5 - 5
docs/api/animation/KeyframeTrack.html

@@ -192,18 +192,18 @@
 			[page:AnimationClip.CreateFromMorphTargetSequence animationClip.CreateFromMorphTargetSequence]).
 		</div>
 
-		<h3>[method:null setInterpolation]( [page:Constant interpolationType] )</h3>
+		<h3>[method:null setInterpolation]( [param:Constant interpolationType] )</h3>
 		<div>
 			Sets the interpolation type. See [page:Animation Animation Constants] for choices.
 		</div>
 
-		<h3>[method:null shift]( [page:Number timeOffsetInSeconds] )</h3>
+		<h3>[method:null shift]( [param:Number timeOffsetInSeconds] )</h3>
 		<div>
 			Moves all keyframes either forward or backward in time.
 		</div>
 
 
-		<h3>[method:null trim]( [page:Number startTimeInSeconds], [page:Number endTimeInSeconds] )</h3>
+		<h3>[method:null trim]( [param:Number startTimeInSeconds], [param:Number endTimeInSeconds] )</h3>
 		<div>
 			Removes keyframes before *startTime* and after *endTime*,
 			without changing any values within the range [*startTime*, *endTime*].
@@ -218,12 +218,12 @@
 
 		<h2>Static Methods</h2>
 
-		<h3>[method:KeyframeTrack parse]( [page:JSON json] )</h3>
+		<h3>[method:KeyframeTrack parse]( [param:JSON json] )</h3>
 		<div>
 		Parses a JSON object and returns a new keyframe track of the correct type.
 		</div>
 
-		<h3>[method:JSON toJSON]( [page:KeyframeTrack track] )</h3>
+		<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
 		<div>
 		Converts the track to JSON.
 		</div>

+ 2 - 2
docs/api/animation/PropertyBinding.html

@@ -72,11 +72,11 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null getValue]( [page:Array targetArray], [page:Number offset] )</h3>
+		<h3>[method:null getValue]( [param:Array targetArray], [param:Number offset] )</h3>
 		<div>
 		</div>
 
-		<h3>[method:null setValue]( [page:Array sourceArray], [page:Number offset] )</h3>
+		<h3>[method:null setValue]( [param:Array sourceArray], [param:Number offset] )</h3>
 		<div>
 		</div>
 

+ 4 - 4
docs/api/audio/Audio.html

@@ -167,13 +167,13 @@
 		Add the filter to the [page:Audio.filters filters] array.
 		</div>
 
-		<h3>[method:Audio setFilters]( [page:Array value] )</h3>
+		<h3>[method:Audio setFilters]( [param:Array value] )</h3>
 		<div>
 		value - arrays of filters.<br />
 		Set the [page:Audio.filters filters] array to *value*.
 		</div>
 
-		<h3>[method:null setLoop]( [page:Boolean value] )</h3>
+		<h3>[method:null setLoop]( [param:Boolean value] )</h3>
 		<div>
 		Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] to *value*
 		(whether playback should loop).
@@ -186,12 +186,12 @@
 
 		</div>
 
-		<h3>[method:null setPlaybackRate]( [page:Number value] )</h3>
+		<h3>[method:null setPlaybackRate]( [param:Number value] )</h3>
 		<div>
 		If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, set the [page:Audio.playbackRate playbackRate] to *value*.
 		</div>
 
-		<h3>[method:null setVolume]( [page:Number value] )</h3>
+		<h3>[method:null setVolume]( [param:Number value] )</h3>
 		<div>
 		Set the volume.
 		</div>

+ 1 - 1
docs/api/audio/AudioContext.html

@@ -29,7 +29,7 @@
 		otherwise set it to a new [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioContext AudioContext].
 		</div>
 
-		<h3>[method:AudioContext setContext]( [page:AudioConetxt value] )</h3>
+		<h3>[method:AudioContext setContext]( [param:AudioConetxt value] )</h3>
 		<div>
 		 Set the variable *context* in the outer scope to *value*.
 		</div>

+ 2 - 2
docs/api/audio/AudioListener.html

@@ -86,7 +86,7 @@
 		Returns the value of the [page:AudioListener.filter filter] property.
 		</div>
 
-		<h3>[method:null setFilter]( [page:AudioNode value] )</h3>
+		<h3>[method:null setFilter]( [param:AudioNode value] )</h3>
 		<div>
 		Set the [page:AudioListener.filter filter] property to *value*.
 		</div>
@@ -96,7 +96,7 @@
 		Return the volume.
 		</div>
 
-		<h3>[method:null setMasterVolume]( [page:Number value] )</h3>
+		<h3>[method:null setMasterVolume]( [param:Number value] )</h3>
 		<div>
 		Set the volume.
 		</div>

+ 4 - 4
docs/api/audio/PositionalAudio.html

@@ -87,7 +87,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</div>
 
-		<h3>[method:PannerNode setRefDistance]( [page:Number value] )</h3>
+		<h3>[method:PannerNode setRefDistance]( [param:Number value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/refDistance panner.refDistance].
 		</div>
@@ -97,7 +97,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</div>
 
-		<h3>[method:PannerNode setRolloffFactor]( [page:Number value] )</h3>
+		<h3>[method:PannerNode setRolloffFactor]( [param:Number value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/rolloffFactor panner.rolloffFactor].
 		</div>
@@ -107,7 +107,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</div>
 
-		<h3>[method:String setDistanceModel]( [page:String value] )</h3>
+		<h3>[method:String setDistanceModel]( [param:String value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel panner.distanceModel].
 		</div>
@@ -117,7 +117,7 @@
 		Returns the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</div>
 
-		<h3>[method:PannerNode setMaxDistance]( [page:Number value] )</h3>
+		<h3>[method:PannerNode setMaxDistance]( [param:Number value] )</h3>
 		<div>
 		Sets the value of [link:https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/maxDistance panner.maxDistance].
 		</div>

+ 4 - 4
docs/api/cameras/Camera.html

@@ -64,18 +64,18 @@
 			Return a new camera with the same properties as this one.
 		</div>
 
-		<h3>[method:Camera copy]( [page:Camera source] )</h3>
+		<h3>[method:Camera copy]( [param:Camera source] )</h3>
 		<div>
 		Copy the properties from the source camera into this one.
 		</div>
 
-		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 		Returns a [page:Vector3] representing the world space direction in which the camera is looking.<br /><br />
-		
+
 		Note: This is not the camera’s positive, but its negative z-axis, in contrast to
 		[page:Object3D.getWorldDirection getWorldDirection] of the base class (Object3D).<br /><br />
-		
+
 		If an [page:Vector3 optionalTarget] vector is specified, the result will be copied into this vector
 		(which can be reused in this way), otherwise a new vector will be created.
 		</div>

+ 2 - 2
docs/api/cameras/CubeCamera.html

@@ -67,7 +67,7 @@
 		<div>See the base [page:Object3D] class for common methods.</div>
 
 
-		<h3>[method:null update]( [page:WebGLRenderer renderer], [page:Scene scene] )</h3>
+		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<div>
 		renderer -- The current WebGL renderer <br />
 		scene -- The current scene
@@ -76,7 +76,7 @@
 		Call this to update the [page:CubeCamera.renderTarget renderTarget].
 		</div>
 
-		<h3>[method:null clear]( [page:WebGLRenderer renderer], [page:Boolean color], [page:Boolean depth], [page:Boolean stencil] )</h3>
+		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<div>
 		Call this to clear the [page:CubeCamera.renderTarget renderTarget] color, depth, and/or stencil buffers.
 		The color buffer is set to the renderer's current clear color. Arguments default to *true*.

+ 2 - 2
docs/api/cameras/OrthographicCamera.html

@@ -59,7 +59,7 @@ scene.add( camera );</code>
 		<h2>Properties</h2>
 		<div>
 			See the base [page:Camera] class for common properties.<br>
- 			Note that after making changes to most of these properties you will have to call 
+ 			Note that after making changes to most of these properties you will have to call
  			[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
 		</div>
 
@@ -107,7 +107,7 @@ scene.add( camera );</code>
 		<h2>Methods</h2>
 		<div>See the base [page:Camera] class for common methods.</div>
 
-		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<div>
 		fullWidth — full width of multiview setup<br />
 		fullHeight — full height of multiview setup<br />

+ 4 - 4
docs/api/cameras/PerspectiveCamera.html

@@ -50,8 +50,8 @@ scene.add( camera );</code>
 		<h2>Properties</h2>
 		<div>
 			See the base [page:Camera] class for common properties.<br>
-			Note that after making changes to most of these poperties you will have to call 
-			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect. 
+			Note that after making changes to most of these poperties you will have to call
+			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
 		</div>
 
 		<h3>[property:Float aspect]</h3>
@@ -131,14 +131,14 @@ scene.add( camera );</code>
 		<h3>[method:Float getFocalLength]()</h3>
 		<div>Returns the focal length of the current .fov in respect to .filmGauge.</div>
 
-		<h3>[method:null setFocalLength]( [page:Float focalLength] )</h3>
+		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
 		<div>
 		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
 
 		By default, the focal length is specified for a 35mm (full frame) camera.
 		</div>
 
-		<h3>[method:null setViewOffset]( [page:Float fullWidth], [page:Float fullHeight], [page:Float x], [page:Float y], [page:Float width], [page:Float height] )</h3>
+		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<div>
 		fullWidth — full width of multiview setup<br />
 		fullHeight — full height of multiview setup<br />

+ 5 - 5
docs/api/core/BufferAttribute.html

@@ -134,7 +134,7 @@
 			for notes on requirements if copying a TypedArray.
 		</div>
 
-		<h3>[method:null copyAt] ( [page:Integer index1], [page:BufferAttribute bufferAttribute], [page:Integer index2] ) </h3>
+		<h3>[method:null copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
 		<div>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</div>
 
 		<h3>[method:BufferAttribute copyColorsArray]( colors ) </h3>
@@ -164,7 +164,7 @@
 		<h3>[method:Number getW]( index ) </h3>
 		<div>Returns the w component of the vector at the given index.</div>
 
-		<h3>[method:null onUpload]( [page:Function callback] ) </h3>
+		<h3>[method:null onUpload]( [param:Function callback] ) </h3>
 		<div>
 		Sets the value of the onUploadCallback property.<br /><br />
 
@@ -172,7 +172,7 @@
 		after the buffer has been	transfered to the GPU.
 		</div>
 
-		<h3>[method:null set] ( [page:Array value], [page:Integer offset] ) </h3>
+		<h3>[method:null set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<div>
 		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
 		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
@@ -184,14 +184,14 @@
 		being a [page:TypedArray].
 		</div>
 
-		<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
+		<h3>[method:null setArray] ( [param:TypedArray array] ) </h3>
 		<div>
 		[page:BufferAttribute.array array] to the TypedArray passed in here.<br /><br />
 
 		After setting the array, [page:BufferAttribute.needsUpdate needsUpdate] should be set to true.
 		</div>
 
-		<h3>[method:BufferAttribute setDynamic] ( [page:Boolean value] ) </h3>
+		<h3>[method:BufferAttribute setDynamic] ( [param:Boolean value] ) </h3>
 		<div>Set [page:BufferAttribute.dynamic dynamic] to value.</div>
 
 		<h3>[method:null setX]( index, x ) </h3>

+ 4 - 4
docs/api/core/EventDispatcher.html

@@ -57,7 +57,7 @@ car.start();
 
 		<h2>Methods</h2>
 
-		<h3>[method:null addEventListener]( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null addEventListener]( [param:String type], [param:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -66,7 +66,7 @@ car.start();
 		Adds a listener to an event type.
 		</div>
 
-		<h3>[method:Boolean hasEventListener]( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:Boolean hasEventListener]( [param:String type], [param:Function listener] )</h3>
 		<div>
 		type - The type of event to listen to.<br />
 		listener - The function that gets called when the event is fired.
@@ -75,7 +75,7 @@ car.start();
 		Checks if listener is added to an event type.
 		</div>
 
-		<h3>[method:null removeEventListener]( [page:String type], [page:Function listener] )</h3>
+		<h3>[method:null removeEventListener]( [param:String type], [param:Function listener] )</h3>
 		<div>
 		type - The type of the listener that gets removed.<br />
 		listener - The listener function that gets removed.
@@ -84,7 +84,7 @@ car.start();
 		Removes a listener from an event type.
 		</div>
 
-		<h3>[method:null dispatchEvent]( [page:object event] )</h3>
+		<h3>[method:null dispatchEvent]( [param:object event] )</h3>
 		<div>
 		event - The event that gets fired.
 		</div>

+ 1 - 1
docs/api/core/Face3.html

@@ -123,7 +123,7 @@ scene.add( new THREE.Mesh( geometry, material ) );
 		<h3>[method:Face3 clone]()</h3>
 		<div>Creates a new clone of the Face3 object.</div>
 
-		<h3>[method:Face3 copy]( [page:Face3 face3] )</h3>
+		<h3>[method:Face3 copy]( [param:Face3 face3] )</h3>
 		<div>Copy the paramaters of another Face3 into this.</div>
 
 

+ 13 - 13
docs/api/core/Geometry.html

@@ -211,7 +211,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<div>Bakes matrix transform directly into vertex coordinates.</div>
 
 		<h3>[method:null center] ()</h3>
@@ -244,7 +244,7 @@
 		<h3>[method:null computeMorphNormals]()</h3>
 		<div>Computes [page:.morphNormals].</div>
 
-		<h3>[method:null computeVertexNormals]( [page:Boolean areaWeighted] )</h3>
+		<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
 		<div>
 		areaWeighted - If true the contribution of each face normal to the vertex normal is
 		weighted by the area of the face. Default is true.<br /><br />
@@ -252,7 +252,7 @@
 		Computes vertex normals by averaging face normals.
 		</div>
 
-		<h3>[method:Geometry copy]( [page:Geometry geometry] )</h3>
+		<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
 		<div>
 			Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
 		</div>
@@ -263,10 +263,10 @@
 		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
 		</div>
 
-		<h3>[method:Geometry fromBufferGeometry]( [page:BufferGeometry geometry] )</h3>
+		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
 		<div>Convert a [page:BufferGeometry] to a Geometry.</div>
 
-		<h3>[method:Geometry lookAt] ( [page:Vector3 vector] )</h3>
+		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector to look at.<br /><br />
 
@@ -274,10 +274,10 @@
 		Use [page:Object3D.lookAt] for typical real-time mesh usage.
 		</div>
 
-		<h3>[method:null merge]( [page:Geometry geometry], [page:Matrix4 matrix], [page:Integer materialIndexOffset] )</h3>
+		<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
 		<div>Merge two geometries or geometry and geometry from object (using object's transform)</div>
 
-		<h3>[method:null mergeMesh]( [page:Mesh mesh] )</h3>
+		<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
 		<div>Merge the mesh's geometry with this, also applying the mesh's transform.</div>
 
 
@@ -293,25 +293,25 @@
 		Make the geometry centered and have a bounding sphere of radius *1.0*.
 		</div>
 
-		<h3>[method:Geometry rotateX] ( [page:Float radians] )</h3>
+		<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
 		<div>
 		Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
 		Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:Geometry rotateY] ( [page:Float radians] )</h3>
+		<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
 		<div>
 		Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
     	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:Geometry rotateZ] ( [page:Float radians] )</h3>
+		<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
 		<div>
 		Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
 	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
 		</div>
 
-		<h3>[method:Geometry setFromPoints] ( [page:Array points] )</h3>
+		<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
 		<div>Sets the vertices for this Geometry from an array of points.</div>
 
 		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
@@ -320,7 +320,7 @@
 		this can result in reduced draw calls and improved performance.
 		</div>
 
-		<h3>[method:Geometry scale] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 		Scale the geometry data. This is typically done as a one time operation but not during the render loop.<br>
 		Use [page:Object3D.scale] for typical real-time mesh scaling.
@@ -329,7 +329,7 @@
 		<h3>[method:JSON toJSON] ( )</h3>
 		<div>Convert the geometry to JSON format.</div>
 
-		<h3>[method:Geometry translate] ( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 		Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
     	        Use [page:Object3D.position] for typical real-time mesh translation.

+ 2 - 2
docs/api/core/InterleavedBuffer.html

@@ -81,12 +81,12 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null setArray] ( [page:TypedArray array] ) </h3>
+		<h3>[method:null setArray] ( [param:TypedArray array] ) </h3>
 		<div>
 		 array - must be  a Typed Array.
 		</div>
 
-		<h3>[method:InterleavedBuffer setDynamic] ( [page:Boolean value] ) </h3>
+		<h3>[method:InterleavedBuffer setDynamic] ( [param:Boolean value] ) </h3>
 		<div>
 			Set [page:InterleavedBuffer.dynamic dynamic] to value.
 		</div>

+ 5 - 5
docs/api/core/Layers.html

@@ -40,35 +40,35 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null disable]( [page:Integer layer] )</h3>
+		<h3>[method:null disable]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 
 			Remove membership of this *layer*.
 		</div>
 
-		<h3>[method:null enable]( [page:Integer layer] )</h3>
+		<h3>[method:null enable]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 
 			Add membership of this *layer*.
 		</div>
 
-		<h3>[method:null set]( [page:Integer layer] )</h3>
+		<h3>[method:null set]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 
 			Set membership to *layer*, and remove membership all other layers.
 		</div>
 
-		<h3>[method:Boolean test]( [page:Integer layers] )</h3>
+		<h3>[method:Boolean test]( [param:Integer layers] )</h3>
 		<div>
 			layers - a Layers object<br /><br />
 
 			Returns true if this and the passed *layers* object are members of the same set of layers.
 		</div>
 
-		<h3>[method:null toggle]( [page:Integer layer] )</h3>
+		<h3>[method:null toggle]( [param:Integer layer] )</h3>
 		<div>
 			layer - an integer from 0 to 31.<br /><br />
 

+ 37 - 37
docs/api/core/Object3D.html

@@ -188,34 +188,34 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:null add]( [page:Object3D object], ... )</h3>
+		<h3>[method:null add]( [param:Object3D object], ... )</h3>
 		<div>
 		Adds *object* as child of this object. An arbitrary number of objects may be added.<br /><br />
 
 		See [page:Group] for info on manually grouping objects.
 		</div>
 
-		<h3>[method:null applyMatrix]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<div>Applies the matrix transform to the object and updates the object's position, rotation and scale.</div>
 
-		<h3>[method:Object3D applyQuaternion]( [page:Quaternion quaternion] )</h3>
+		<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<div>Applies the rotation represented by the quaternion to the object.</div>
 
-		<h3>[method:Object3D clone]( [page:Boolean recursive] )</h3>
+		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
 		<div>
 		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
 
 		Returns a clone of this object and optionally all descendants.
 		</div>
 
-		<h3>[method:Object3D copy]( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<h3>[method:Object3D copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
 		<div>
 		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
 
 		Copy the given object into this object.
 		</div>
 
-		<h3>[method:Object3D getObjectById]( [page:Integer id] )</h3>
+		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
 		<div>
 		id -- Unique number of the object instance<br /><br />
 
@@ -223,7 +223,7 @@
 		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
 		</div>
 
-		<h3>[method:Object3D getObjectByName]( [page:String name] )</h3>
+		<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
 		<div>
 		name -- String to match to the children's Object3D.name property. <br /><br />
 
@@ -232,7 +232,7 @@
 		have to set it manually to make use of this method.
 		</div>
 
-		<h3>[method:Object3D getObjectByProperty]( [page:String name], [page:Float value] )</h3>
+		<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
 		<div>
 		name -- the property name to search for. <br />
 		value -- value of the given property. <br /><br />
@@ -240,14 +240,14 @@
 		Searches through the object's children and returns the first with a property that matches the value given.
 		</div>
 
-		<h3>[method:Vector3 getWorldPosition]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 getWorldPosition]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 		optionalTarget — (optional) target to set the result. Otherwise, a new [page:Vector3] is instantiated. <br /><br />
 
 		Returns a vector representing the position of the object in world space.
 		</div>
 
-		<h3>[method:Quaternion getWorldQuaternion]( [page:Quaternion optionalTarget] )</h3>
+		<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion optionalTarget] )</h3>
 		<div>
 		optionalTarget — (optional) if specified, the result will be copied into this Quaternion,
 		otherwise a new Quaternion will be created. <br /><br />
@@ -255,7 +255,7 @@
 		Returns a quaternion representing the rotation of the object in world space.
 		</div>
 
-		<h3>[method:Euler getWorldRotation]( [page:Euler optionalTarget] )</h3>
+		<h3>[method:Euler getWorldRotation]( [param:Euler optionalTarget] )</h3>
 		<div>
 		optionalTarget — (optional) if specified, the result will be copied into this Euler,
 		otherwise a new Euler will be created. <br /><br />
@@ -263,7 +263,7 @@
 		Returns the euler angles representing the rotation of the object in world space.
 		</div>
 
-		<h3>[method:Vector3 getWorldScale]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 getWorldScale]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
 		otherwise a new Vector3 will be created. <br /><br />
@@ -271,7 +271,7 @@
 		Returns a vector of the scaling factors applied to the object for each axis in world space.
 		</div>
 
-		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
 		otherwise a new Vector3 will be created. <br /><br />
@@ -280,15 +280,15 @@
 		</div>
 
 
-		<h3>[method:Vector3 localToWorld]( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
 		<div>
 		vector - A vector representing a position in local (object) space.<br /><br />
 
 		Converts the vector from local space to world space.
 		</div>
 
-		<h3>[method:null lookAt]( [page:Vector3 vector] )</br>
-		[method:null lookAt]( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 		vector - A vector representing a position in world space.<br /><br />
 		Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
@@ -300,19 +300,19 @@
 
 		</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<div>
 		Abstract (empty) method to get intersections between a casted ray and this object.
 		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
 		to use raycasting.
 		</div>
 
-		<h3>[method:null remove]( [page:Object3D object], ... )</h3>
+		<h3>[method:null remove]( [param:Object3D object], ... )</h3>
 		<div>
 		Removes *object* as child of this object. An arbitrary number of objects may be removed.
 		</div>
 
-		<h3>[method:Object3D rotateOnAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:Object3D rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 		axis -- A normalized vector in object space. <br />
 		angle -- The angle in radians.<br /><br />
@@ -320,7 +320,7 @@
 		Rotate an object along an axis in object space. The axis is assumed to be normalized.
 		</div>
 
-		<h3>[method:Object3D rotateOnWorldAxis]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:Object3D rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 		axis -- A normalized vector in world space. <br />
 		angle -- The angle in radians.<br /><br />
@@ -329,28 +329,28 @@
 		Method Assumes no rotated parent.
 		</div>
 
-		<h3>[method:null rotateX]( [page:Float rad] )</h3>
+		<h3>[method:null rotateX]( [param:Float rad] )</h3>
 		<div>
 		rad - the angle to rotate in radians.<br /><br />
 
 		Rotates the object around x axis in local space.
 		</div>
 
-		<h3>[method:null rotateY]( [page:Float rad] )</h3>
+		<h3>[method:null rotateY]( [param:Float rad] )</h3>
 		<div>
 		rad - the angle to rotate in radians.<br /><br />
 
 		Rotates the object around y axis in local space.
 		</div>
 
-		<h3>[method:null rotateZ]( [page:Float rad] )</h3>
+		<h3>[method:null rotateZ]( [param:Float rad] )</h3>
 		<div>
 		rad - the angle to rotate in radians.<br /><br />
 
 		Rotates the object around z axis in local space.
 		</div>
 
-		<h3>[method:null setRotationFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 			axis -- A normalized vector in object space. <br />
 			angle -- angle in radians<br /><br />
@@ -359,7 +359,7 @@
 			on the [page:.quaternion].
 		</div>
 
-		<h3>[method:null setRotationFromEuler]( [page:Euler euler] )</h3>
+		<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
 		<div>
 			euler -- Euler angle specifying rotation amount.<br />
 
@@ -367,7 +367,7 @@
 			on the [page:.quaternion].
 		</div>
 
-		<h3>[method:null setRotationFromMatrix]( [page:Matrix4 m] )</h3>
+		<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
 		<div>
 			m -- rotate the quaternion by the rotation component of the matrix.<br />
 
@@ -377,19 +377,19 @@
 			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
 		</div>
 
-		<h3>[method:null setRotationFromQuaternion]( [page:Quaternion q] )</h3>
+		<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
 		<div>
 			q -- normalized Quaternion.<br /><br />
 
 			Copy the given quaternion into [page:.quaternion].
 		</div>
 
-		<h3>[method:null toJSON]( [page:Quaternion q] )</h3>
+		<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
 		<div>
 			Convert the object to JSON format.
 		</div>
 
-		<h3>[method:Object3D translateOnAxis]( [page:Vector3 axis], [page:Float distance] )</h3>
+		<h3>[method:Object3D translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
 		<div>
 		axis -- A normalized vector in object space.<br />
 		distance -- The distance to translate.<br /><br />
@@ -397,23 +397,23 @@
 		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
 		</div>
 
-		<h3>[method:null translateX]( [page:Float distance] )</h3>
+		<h3>[method:null translateX]( [param:Float distance] )</h3>
 		<div>Translates object along x axis by *distance* units.</div>
 
-		<h3>[method:null translateY]( [page:Float distance] )</h3>
+		<h3>[method:null translateY]( [param:Float distance] )</h3>
 		<div>Translates object along y axis by *distance* units.</div>
 
-		<h3>[method:null translateZ]( [page:Float distance] )</h3>
+		<h3>[method:null translateZ]( [param:Float distance] )</h3>
 		<div>Translates object along z axis by *distance* units.</div>
 
-		<h3>[method:null traverse]( [page:Function callback] )</h3>
+		<h3>[method:null traverse]( [param:Function callback] )</h3>
 		<div>
 		callback - A function with as first argument an object3D object.<br /><br />
 
 		Executes the callback on this object and all descendants.
 		</div>
 
-		<h3>[method:null traverseVisible]( [page:Function callback] )</h3>
+		<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
 		<div>
 		callback - A function with as first argument an object3D object.<br /><br />
 
@@ -421,7 +421,7 @@
 		Descendants of invisible objects are not traversed.
 		</div>
 
-		<h3>[method:null traverseAncestors]( [page:Function callback] )</h3>
+		<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
 		<div>
 		callback - A function with as first argument an object3D object.<br /><br />
 
@@ -431,11 +431,11 @@
 		<h3>[method:null updateMatrix]()</h3>
 		<div>Update the local transform.</div>
 
-		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
+		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
 		<div>Update the global transform of the object and its children.</div>
 
 
-		<h3>[method:Vector3 worldToLocal]( [page:Vector3 vector] )</h3>
+		<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
 		<div>
 		vector - A world vector.<br /><br />
 

+ 4 - 4
docs/api/core/Raycaster.html

@@ -126,7 +126,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
+		<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<div>
 		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
 		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
@@ -135,7 +135,7 @@
 		Updates the ray with a new origin and direction.
 		</div>
 
-		<h3>[method:null setFromCamera]( [page:Vector2 coords], [page:Camera camera] )</h3>
+		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<div>
 		[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
 		[page:Camera camera] — camera from which the ray should originate
@@ -145,7 +145,7 @@
 		</div>
 
 
-		<h3>[method:Array intersectObject]( [page:Object3D object], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive] )</h3>
 		<div>
 		<p>
 		[page:Object3D object] — The object to check for intersection with the ray.<br />
@@ -177,7 +177,7 @@
 		</p>
 		</div>
 
-		<h3>[method:Array intersectObjects]( [page:Array objects], [page:Boolean recursive] )</h3>
+		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive] )</h3>
 		<div>
 		[page:Array objects] — The objects to check for intersection with the ray.<br />
 		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.

+ 11 - 11
docs/api/extras/core/Curve.html

@@ -31,7 +31,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector getPoint]( [page:Float t], [page:Vector optionalTarget] )</h3>
+		<h3>[method:Vector getPoint]( [param:Float t], [param:Vector optionalTarget] )</h3>
 		<div>
 			[page:Float t] - A position on the curve. Must be in the range [ 0, 1 ]. <br>
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
@@ -40,7 +40,7 @@
 			Returns a vector for a given position on the curve.
 		</div>
 
-		<h3>[method:Vector getPointAt]( [page:Float u], [page:Vector optionalTarget] )</h3>
+		<h3>[method:Vector getPointAt]( [param:Float u], [param:Vector optionalTarget] )</h3>
 		<div>
 			[page:Float u] - A position on the curve according to the arc length. Must be in the range [ 0, 1 ]. <br>
 			[page:Vector optionalTarget] — (optional) If specified, the result will be copied into this Vector,
@@ -49,14 +49,14 @@
 			Returns a vector for a given position on the curve according to the arc length.
 		</div>
 
-		<h3>[method:Array getPoints]( [page:Integer divisions] )</h3>
+		<h3>[method:Array getPoints]( [param:Integer divisions] )</h3>
 		<div>
 			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
 
 			Returns a set of divisions + 1 points using getPoint( t ).
 		</div>
 
-		<h3>[method:Array getSpacedPoints]( [page:Integer divisions] )</h3>
+		<h3>[method:Array getSpacedPoints]( [param:Integer divisions] )</h3>
 		<div>
 			divisions -- number of pieces to divide the curve into. Default is *5*.<br /><br />
 
@@ -66,33 +66,33 @@
 		<h3>[method:Float getLength]()</h3>
 		<div>Get total curve arc length.</div>
 
-		<h3>[method:Array getLengths]( [page:Integer divisions] )</h3>
+		<h3>[method:Array getLengths]( [param:Integer divisions] )</h3>
 		<div>Get list of cumulative segment lengths.</div>
 
 		<h3>[method:null updateArcLengths]()</h3>
 		<div>Update the cumlative segment distance cache.</div>
 
-		<h3>[method:Float getUtoTmapping]( [page:Float u], [page:Float distance] )</h3>
+		<h3>[method:Float getUtoTmapping]( [param:Float u], [param:Float distance] )</h3>
 		<div>
 			Given u in the range ( 0 .. 1 ), returns [page:Float t] also in the range ( 0 .. 1 ).
 			u and t can then be used to give you points which are equidistant from the ends of the curve,
 			using [page:.getPoint].
 		 </div>
 
-		<h3>[method:Vector getTangent]( [page:Float t] )</h3>
+		<h3>[method:Vector getTangent]( [param:Float t] )</h3>
 		<div>
 			Returns a unit vector tangent at t. If the derived curve does not implement its
 			tangent derivation, two points a small delta apart will be used to find its gradient
 			which seems to give a reasonable approximation.
 		</div>
 
-		<h3>[method:Vector getTangentAt]( [page:Float u] )</h3>
+		<h3>[method:Vector getTangentAt]( [param:Float u] )</h3>
 		<div>
 			Returns tangent at a point which is equidistant to the ends of the curve from the
 			point given in [page:.getTangent].
 		</div>
 
-		<h3>[method:Object computeFrenetFrames]( [page:Integer segments], [page:Boolean closed] )</h3>
+		<h3>[method:Object computeFrenetFrames]( [param:Integer segments], [param:Boolean closed] )</h3>
 		<div>
 		Generates the Frenet Frames. Used in geometries like [page:TubeGeometry] or [page:ExtrudeGeometry].
 		</div>
@@ -100,13 +100,13 @@
 		<h3>[method:Curve clone]()</h3>
 		<div>Creates a clone of this instance.</div>
 
-		<h3>[method:Curve copy]( [page:Curve source] )</h3>
+		<h3>[method:Curve copy]( [param:Curve source] )</h3>
 		<div>Copies another [name] object to this instance.</div>
 
 		<h3>[method:Object toJSON]()</h3>
 		<div>Returns a JSON object representation of this instance.</div>
 
-		<h3>[method:Curve fromJSON]( [page:Object json] )</h3>
+		<h3>[method:Curve fromJSON]( [param:Object json] )</h3>
 		<div>Copies the data from the given JSON object to this instance.</div>
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/extras/core/CurvePath.html

@@ -43,7 +43,7 @@
 		<h2>Methods</h2>
 		<div>See the base [page:Curve] class for common methods.</div>
 
-		<h3>[method:null add]( [page:Curve curve] )</h3>
+		<h3>[method:null add]( [param:Curve curve] )</h3>
 		<div>Add a curve to the [page:.curves] array.</div>
 
 		<h3>[method:null closePath]()</h3>

+ 1 - 1
docs/api/extras/core/Font.html

@@ -46,7 +46,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null generateShapes]( [page:String text], [page:Float size], [page:Integer divisions] )</h3>
+		<h3>[method:null generateShapes]( [param:String text], [param:Float size], [param:Integer divisions] )</h3>
 		<div>
 			[page:String text] -- string of text.<br />
 			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />

+ 3 - 3
docs/api/extras/core/Interpolations.html

@@ -16,7 +16,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Float CatmullRom]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2], [page:Float p3] )</h3>
+		<h3>[method:Float CatmullRom]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<div>
 		t -- interpolation weight.<br />
 		p0, p1, p2, p3 -- the points defining the spline curve.<br /><br />
@@ -24,7 +24,7 @@
 		Used internally by [page:SplineCurve SplineCurve].
 		</div>
 
-		<h3>[method:Float QuadraticBezier]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2] )</h3>
+		<h3>[method:Float QuadraticBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2] )</h3>
 		<div>
 		t -- interpolation weight.<br />
 		p0, p1, p2 -- the starting, control and end points defining the curve.<br /><br />
@@ -32,7 +32,7 @@
 		Used internally by [page:QuadraticBezierCurve3 QuadraticBezierCurve3], [page:QuadraticBezierCurve QuadraticBezierCurve] and [page:Font Font].
 		</div>
 
-		<h3>[method:Float CubicBezier]( [page:Float t], [page:Float p0], [page:Float p1], [page:Float p2], [page:Float p3] )</h3>
+		<h3>[method:Float CubicBezier]( [param:Float t], [param:Float p0], [param:Float p1], [param:Float p2], [param:Float p3] )</h3>
 		<div>
 		t -- interpolation weight.<br />
 		p0, p1, p2, p3 -- the starting, control(twice) and end points defining the curve.<br /><br />

+ 10 - 10
docs/api/extras/core/Path.html

@@ -60,7 +60,7 @@
 		<h2>Methods</h2>
 		<div>See the base [page:CurvePath] class for common methods.</div>
 
-		<h3>[method:null absarc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
+		<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<div>
 			x, y -- The absolute center of the arc.<br />
 			radius -- The radius of the arc.<br />
@@ -71,7 +71,7 @@
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</div>
 
-		<h3>[method:null absellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
+		<h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<div>
 			x, y -- The absolute center of the ellipse.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />
@@ -84,7 +84,7 @@
 			Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
 		</div>
 
-		<h3>[method:null arc]( [page:Float x], [page:Float y], [page:Float radius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise] )</h3>
+		<h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<div>
 		x, y -- The center of the arc offset from the last call.<br />
 		radius -- The radius of the arc.<br />
@@ -96,10 +96,10 @@
 		</div>
 
 
-		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<div>This creates a bezier curve from [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</div>
 
-		<h3>[method:null ellipse]( [page:Float x], [page:Float y], [page:Float xRadius], [page:Float yRadius], [page:Float startAngle], [page:Float endAngle], [page:Float clockwise], [page:Float rotation] )</h3>
+		<h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
 		<div>
 			x, y -- The center of the ellipse offset from the last call.<br />
 			xRadius -- The radius of the ellipse in the x axis.<br />
@@ -112,18 +112,18 @@
 			Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
 		</div>
 
-		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
 		<div>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</div>
 
 
-		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<div>Move the [page:.currentPoint] to x, y.</div>
 
 
-		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
 		<div>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</div>
 
-		<h3>[method:null setFromPoints]( [page:Array vector2s] )</h3>
+		<h3>[method:null setFromPoints]( [param:Array vector2s] )</h3>
 		<div>
 			points --  array of [page:Vector2 Vector2s].<br /><br />
 
@@ -131,7 +131,7 @@
 			array as [page:LineCurve LineCurves].
 		</div>
 
-		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
+		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
 		<div>
 			points - An array of [page:Vector2 Vector2s]<br /><br />
 

+ 2 - 2
docs/api/extras/core/Shape.html

@@ -73,7 +73,7 @@
 		<h2>Methods</h2>
 		<div>See the base [page:Path] class for common methods.</div>
 
-		<h3>[method:Array extractPoints]( [page:Integer divisions] )</h3>
+		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
 		<div>
 		divisions -- The fineness of the result.<br /><br />
 
@@ -87,7 +87,7 @@
 		where shape and holes are arrays of [page:Vector2 Vector2s].
 		</div>
 
-		<h3>[method:Array getPointsHoles]( [page:Integer divisions] )</h3>
+		<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
 		<div>
 		divisions -- The fineness of the result.<br /><br />
 

+ 6 - 6
docs/api/extras/core/ShapePath.html

@@ -46,32 +46,32 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null moveTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<div>
 		Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
 		Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
 		</div>
 
-		<h3>[method:null lineTo]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
 		<div>This creates a line from the [page:ShapePath.currentPath currentPath]'s
 			offset to X and Y and updates the offset to X and Y.</div>
 
-		<h3>[method:null quadraticCurveTo]( [page:Float cpX], [page:Float cpY], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
 		<div>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
 			offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
 			offset to x and y.</div>
 
-		<h3>[method:null bezierCurveTo]( [page:Float cp1X], [page:Float cp1Y], [page:Float cp2X], [page:Float cp2Y], [page:Float x], [page:Float y] )</h3>
+		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
 		<div>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
 			 offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
 			 [page:ShapePath.currentPath currentPath]'s offset to x and y.</div>
 
-		<h3>[method:null splineThru] ( [page:Array points] ) </h3>
+		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
 		<div>points - An array of [page:Vector2]s</div>
 		<div>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</div>
 
 
-		<h3>[method:Array toShapes]( [page:Boolean isCCW], [page:Boolean noHoles] )</h3>
+		<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
 		<div>
 		isCCW -- Changes how solids and holes are generated<br/>
 		noHoles -- Whether or not to generate holes

+ 1 - 1
docs/api/extras/objects/ImmediateRenderObject.html

@@ -27,7 +27,7 @@
 		<h2>Methods</h2>
 
 
-		<h3>[method:null render]([page:Function renderCallback])</h3>
+		<h3>[method:null render]([param:Function renderCallback])</h3>
 		<div>
 		renderCallback -- A function to render the generated object.
 		</div>

+ 2 - 2
docs/api/geometries/ExtrudeBufferGeometry.html

@@ -99,7 +99,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
+		<h3>[method:null addShapeList]([param:Array shapes], [param:Object options])</h3>
 		<div>
 			shapes — An Array of shapes to add. <br />
 			options — Object that can contain the following parameters.
@@ -118,7 +118,7 @@
 		</div>
 		<div>Adds the shapes to the list to extrude.</div>
 
-		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([param:Shape shape], [param:Object options])</h3>
 		<div>
 			shape — A shape to add. <br />
 			options — Object that can contain the following parameters.

+ 2 - 2
docs/api/geometries/ExtrudeGeometry.html

@@ -99,7 +99,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null addShapeList]([page:Array shapes], [page:Object options])</h3>
+		<h3>[method:null addShapeList]([param:Array shapes], [param:Object options])</h3>
 		<div>
 			shapes — An Array of shapes to add. <br />
 			options — Object that can contain the following parameters.
@@ -118,7 +118,7 @@
 		</div>
 		<div>Adds the shapes to the list to extrude.</div>
 
-		<h3>[method:null addShape]([page:Shape shape], [page:Object options])</h3>
+		<h3>[method:null addShape]([param:Shape shape], [param:Object options])</h3>
 		<div>
 			shape — A shape to add. <br />
 			options — Object that can contain the following parameters.

+ 3 - 3
docs/api/helpers/ArrowHelper.html

@@ -68,14 +68,14 @@
 
 
 
-		<h3>[method:null setColor]([page:Number hex])</h3>
+		<h3>[method:null setColor]([param:Number hex])</h3>
 		<div>
 		hex -- The hexadecimal value of the color.<br /><br />
 
 		Sets the color of the arrowHelper.
 		</div>
 
-		<h3>[method:null setLength]([page:Number length], [page:Number headLength], [page:Number headWidth])</h3>
+		<h3>[method:null setLength]([param:Number length], [param:Number headLength], [param:Number headWidth])</h3>
 		<div>
 		length -- The desired length.<br />
 		headLength -- The length of the head of the arrow.<br />
@@ -84,7 +84,7 @@
 		Sets the length of the arrowhelper.
 		</div>
 
-		<h3>[method:null setDirection]([page:Vector3 dir])</h3>
+		<h3>[method:null setDirection]([param:Vector3 dir])</h3>
 		<div>
 		dir -- The desired direction. Must be a unit vector.<br /><br />
 

+ 1 - 1
docs/api/helpers/BoxHelper.html

@@ -60,7 +60,7 @@
 			of the object, including any children. See [page:Box3.setFromObject].
 		</div>
 
-		<h3>[method:BoxHelper setFromObject]( [page:Object3D object] )</h3>
+		<h3>[method:BoxHelper setFromObject]( [param:Object3D object] )</h3>
 		<div>
 			[page:Object3D object] - [page:Object3D] to create the helper of.<br /><br />
 

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

@@ -128,7 +128,7 @@ scene.add( directionalLight );
 
 		See the base [page:Light Light] class for common methods.
 
-		<h3>[method:DirectionalLight copy]( [page:DirectionalLight source] )</h3>
+		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
 		<div>
 		Copies value of all the properties from the [page:DirectionalLight source] to this
 		DirectionalLight.

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

@@ -86,7 +86,7 @@ scene.add( light );
 
 		See the base [page:Light Light] class for common methods.
 
-		<h3>[method:HemisphereLight copy]( [page:HemisphereLight source] )</h3>
+		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
 		<div>
 			Copies the value of [page:.color color], [page:.intensity intensity] and
 			[page:.groundColor groundColor] from the [page:Light source] light into this one.

+ 2 - 2
docs/api/lights/Light.html

@@ -61,13 +61,13 @@
 		</div>
 
 
-		<h3>[method:Light copy]( [page:Light source] )</h3>
+		<h3>[method:Light copy]( [param:Light source] )</h3>
 		<div>
 		Copies the value of [page:.color color] and [page:.intensity intensity] from the
 		[page:Light source] light into this one.
 		</div>
 
-		<h3>[method:JSON toJSON]( [page:String meta] )</h3>
+		<h3>[method:JSON toJSON]( [param:String meta] )</h3>
 		<div>
 		Return Light data in JSON format.
 		</div>

+ 1 - 1
docs/api/lights/PointLight.html

@@ -106,7 +106,7 @@ scene.add( light );
 			See the base [page:Light Light] class for common methods.
 		</div>
 
-		<h3>[method:PointLight copy]( [page:PointLight source] )</h3>
+		<h3>[method:PointLight copy]( [param:PointLight source] )</h3>
 		<div>
 		Copies value of all the properties from the [page:PointLight source] to this
 		PointLight.

+ 1 - 1
docs/api/lights/RectAreaLight.html

@@ -72,7 +72,7 @@ scene.add( rectLightHelper );
 		</div>
 
 
-		<h3>[method:RectAreaLight copy]( [page:RectAreaLight source] )</h3>
+		<h3>[method:RectAreaLight copy]( [param:RectAreaLight source] )</h3>
 		<div>
 		Copies value of all the properties from the [page:RectAreaLight source] to this
 		RectAreaLight.

+ 1 - 1
docs/api/lights/SpotLight.html

@@ -180,7 +180,7 @@ light.target = targetObject;
 
 		See the base [page:Light Light] class for common methods.
 
-		<h3>[method:SpotLight copy]( [page:SpotLight source] )</h3>
+		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
 		<div>
 		Copies value of all the properties from the [page:SpotLight source] to this
 		SpotLight.

+ 1 - 1
docs/api/lights/shadows/LightShadow.html

@@ -118,7 +118,7 @@ scene.add( helper );
 
 
 		<h2>Methods</h2>
-		<h3>[method:LightShadow copy]( [page:LightShadow source] )</h3>
+		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
 		<div>
 		Copies value of all the properties from the [page:LightShadow source] to this
 		SpotLight.

+ 4 - 4
docs/api/lights/shadows/SpotLightShadow.html

@@ -72,11 +72,11 @@ scene.add( helper );
 
 		 The default is a  [page:PerspectiveCamera] with [page:PerspectiveCamera.near near] clipping plane at 0.5.
 		 The [page:PerspectiveCamera.fov fov] will track the [page:SpotLight.angle angle] property of the owning
-		 [page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the 
+		 [page:SpotLight SpotLight] via the [page:SpotLightShadow.update update] method. Similarly, the
 		 [page:PerspectiveCamera.aspect aspect] property will track the aspect of the
-		 [page:LightShadow.mapSize mapSize]. If the [page:SpotLight.distance distance] property of the light is 
+		 [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>
 
 	 <h3>[property:Boolean isSpotLightShadow]</h3>
@@ -89,7 +89,7 @@ scene.add( helper );
 		<h2>Methods</h2>
 		See the base [page:LightShadow LightShadow] class for common methods.
 
-		<h3>[method:SpotLightShadow update]( [page:SpotLight light] )</h3>
+		<h3>[method:SpotLightShadow update]( [param:SpotLight light] )</h3>
 		<div>
 		Updates the internal perspective [page:.camera camera] based on the passed in [page:SpotLight light].
 		</div>

+ 2 - 2
docs/api/loaders/AnimationLoader.html

@@ -61,7 +61,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -72,7 +72,7 @@
 		Begin loading from url and pass the loaded animation to onLoad.
 		</div>
 
-		<h3>[method:null parse]( [page:JSON json], [page:Function onLoad] )</h3>
+		<h3>[method:null parse]( [param:JSON json], [param:Function onLoad] )</h3>
 		<div>
 		[page:JSON json] — required<br />
 		[page:Function onLoad] — Will be called when parsing completes. <br /><br />

+ 1 - 1
docs/api/loaders/AudioLoader.html

@@ -80,7 +80,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />

+ 2 - 2
docs/api/loaders/BufferGeometryLoader.html

@@ -67,7 +67,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -79,7 +79,7 @@
 		Begin loading from url and call onLoad with the parsed response content.
 		</div>
 
-		<h3>[method:BufferGeometry parse]( [page:Object json] )</h3>
+		<h3>[method:BufferGeometry parse]( [param:Object json] )</h3>
 		<div>
 		[page:Object json] — The <em>JSON</em> structure to parse.<br /><br />
 		Parse a <em>JSON</em> structure and return a [page:BufferGeometry].

+ 3 - 3
docs/api/loaders/Cache.html

@@ -41,7 +41,7 @@ THREE.Cache.enabled = true.
 
 		<h2>Methods</h2>
 
-		<h3>[method:null add]( [page:String key], file )</h3>
+		<h3>[method:null add]( [param:String key], file )</h3>
 		<div>
 		[page:String key] — the [page:String key] to reference the cached file by.<br />
 		[page:Object file] — The file to be cached.<br /><br />
@@ -50,14 +50,14 @@ THREE.Cache.enabled = true.
 		it is overwritten.
 		</div>
 
-		<h3>[method:null get]( [page:String key] )</h3>
+		<h3>[method:null get]( [param:String key] )</h3>
 		<div>
 		[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>
 
-		<h3>[method:null remove]( [page:String key] )</h3>
+		<h3>[method:null remove]( [param:String key] )</h3>
 		<div>
 		[page:String key] — A string key that references a cached file.<br /><br />
 

+ 2 - 2
docs/api/loaders/CompressedTextureLoader.html

@@ -48,7 +48,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -60,7 +60,7 @@
 		Begin loading from url and pass the loaded texture to onLoad.
 		</div>
 
-		<h3>[method:FileLoader setPath]( [page:String path] )</h3>
+		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
 		<div>
 			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.

+ 3 - 3
docs/api/loaders/CubeTextureLoader.html

@@ -71,7 +71,7 @@ scene.background = new THREE.CubeTextureLoader()
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String urls], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String urls], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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.
@@ -87,10 +87,10 @@ scene.background = new THREE.CubeTextureLoader()
 		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
 		</div>
 
-		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
+		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
 		<div>		Set the [page:.crossOrigin] attribute.</div>
 
-		<h3>[method:FileLoader setPath]( [page:String path] )</h3>
+		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
 		<div>
 			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.

+ 1 - 1
docs/api/loaders/DataTextureLoader.html

@@ -44,7 +44,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />

+ 5 - 5
docs/api/loaders/FileLoader.html

@@ -95,7 +95,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -107,19 +107,19 @@
 		Load the URL and pass the response to the onLoad function.
 		</div>
 
-		<h3>[method:FileLoader setMimeType]( [page:String mimeType] )</h3>
+		<h3>[method:FileLoader setMimeType]( [param:String mimeType] )</h3>
 		<div>
 			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>
 
-		<h3>[method:FileLoader setPath]( [page:String path] )</h3>
+		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
 		<div>
 			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>
 
-		<h3>[method:FileLoader setResponseType]( [page:String responseType] )</h3>
+		<h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>
 		<div>
 		[page:String responseType] — Default is '' (empty string).<br /><br />
 
@@ -132,7 +132,7 @@
 
 		</div>
 
-		<h3>[method:FileLoader setWithCredentials]( [page:Boolean value] )</h3>
+		<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
 		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 />

+ 3 - 3
docs/api/loaders/FontLoader.html

@@ -69,7 +69,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -80,13 +80,13 @@
 		Begin loading from url and pass the loaded [page:Texture texture] to onLoad.
 		</div>
 
-		<h3>[method:Font parse]( [page:Object json] )</h3>
+		<h3>[method:Font parse]( [param:Object json] )</h3>
 		<div>
 		[page:Object json] — The <em>JSON</em> structure to parse.<br /><br />
 		Parse a <em>JSON</em> structure and return a [page:Font].
 		</div>
 
-		<h3>[method:FontLoader setPath]( [page:String path] )</h3>
+		<h3>[method:FontLoader setPath]( [param:String path] )</h3>
 		<div>
 			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.

+ 3 - 3
docs/api/loaders/ImageBitmapLoader.html

@@ -71,7 +71,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -86,12 +86,12 @@
 		<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>
 
-		<h3>[method:ImageBitmapLoader setOptions]( [page:Object options] )</h3>
+		<h3>[method:ImageBitmapLoader setOptions]( [param:Object options] )</h3>
 		<div>
 			Sets the options object for [link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap].
 		</div>
 
-		<h3>[method:ImageBitmapLoader setPath]( [page:String path] )</h3>
+		<h3>[method:ImageBitmapLoader setPath]( [param:String path] )</h3>
 		<div>
 			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.

+ 3 - 3
docs/api/loaders/ImageLoader.html

@@ -80,7 +80,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -92,10 +92,10 @@
 		Begin loading from url and return the [page:Image image] object that will contain the data.
 		</div>
 
-		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
+		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
 		<div>Set the [page:.crossOrigin] attribute.</div>
 
-		<h3>[method:FileLoader setPath]( [page:String path] )</h3>
+		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
 		<div>
 			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.

+ 3 - 3
docs/api/loaders/JSONLoader.html

@@ -75,7 +75,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -87,13 +87,13 @@
 		Begin loading from url and pass the <em>JSON</em> to onLoad.
 		</div>
 
-		<h3>[method:null setTexturePath]( [page:String texturePath] )</h3>
+		<h3>[method:null setTexturePath]( [param:String texturePath] )</h3>
 		<div>
 			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>
 
-		<h3>[method:Object3D parse]( [page:Object json], [page:String texturePath] )</h3>
+		<h3>[method:Object3D parse]( [param:Object json], [param:String texturePath] )</h3>
 		<div>
 		[page:String json] — JSON object to parse.<br />
 		[page:String texturePath] — Base path for textures.<br /><br />

+ 2 - 2
docs/api/loaders/Loader.html

@@ -43,7 +43,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Material createMaterial]( [page:object m], [page:string texturePath] )</h3>
+		<h3>[method:Material createMaterial]( [param:object m], [param:string texturePath] )</h3>
 		<div>
 		[page:Object m] — The parameters to create the material. <br />
 		[page:String texturePath] — The base path of the textures.
@@ -52,7 +52,7 @@
 		Creates the Material based on the parameters m.
 		</div>
 
-		<h3>[method:Array initMaterials]( [page:Array materials], [page:string texturePath] )</h3>
+		<h3>[method:Array initMaterials]( [param:Array materials], [param:string texturePath] )</h3>
 		<div>
 		[page:Array materials] — an array of parameters to create materials. <br />
 		[page:String texturePath] —  The base path of the textures.

+ 2 - 2
docs/api/loaders/LoaderUtils.html

@@ -14,7 +14,7 @@
 
 		<h2>Functions</h2>
 
-		<h3>[method:String decodeText]( [page:TypedArray array] )</h3>
+		<h3>[method:String decodeText]( [param:TypedArray array] )</h3>
 		<div>
 		[page:TypedArray array] —  A stream of bytes as a typed array.
 		</div>
@@ -22,7 +22,7 @@
 		The function takes a stream of bytes as input and returns a string representation.
 		</div>
 
-		<h3>[method:String extractUrlBase]( [page:string url] )</h3>
+		<h3>[method:String extractUrlBase]( [param:string url] )</h3>
 		<div>
 		[page:String url] —  The url to extract the base url from.
 		</div>

+ 3 - 3
docs/api/loaders/MaterialLoader.html

@@ -66,7 +66,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -77,14 +77,14 @@
 		Begin loading from url and return the [page:Material] object that will contain the data.
 		</div>
 
-		<h3>[method:Material parse]( [page:Object json] )</h3>
+		<h3>[method:Material parse]( [param:Object json] )</h3>
 		<div>
 		[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>
 
-		<h3>[method:null setTextures]( [page:Object textures] )</h3>
+		<h3>[method:null setTextures]( [param:Object textures] )</h3>
 		<div>
 		[page:Object textures] — object containing any textures used by the material.
 		</div>

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

@@ -94,7 +94,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -107,7 +107,7 @@
 		</div>
 
 
-		<h3>[method:Object3D parse]( [page:Object json], [page:Function onLoad]  )</h3>
+		<h3>[method:Object3D parse]( [param:Object json], [param:Function onLoad]  )</h3>
 		<div>
 		[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 />
@@ -117,7 +117,7 @@
 		a previously loaded JSON structure.
 		</div>
 
-		<h3>[method:Object3D parseGeometries]( [page:Object json] )</h3>
+		<h3>[method:Object3D parseGeometries]( [param:Object json] )</h3>
 		<div>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
@@ -125,35 +125,35 @@
 		Internally it uses [page:JSONLoader] for geometries and [page:BufferGeometryLoader] for buffer geometries.
 		</div>
 
-		<h3>[method:Object3D parseMaterials]( [page:Object json] )</h3>
+		<h3>[method:Object3D parseMaterials]( [param:Object json] )</h3>
 		<div>
 		[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>
 
-		<h3>[method:Object3D parseAnimations]( [page:Object json] )</h3>
+		<h3>[method:Object3D parseAnimations]( [param:Object json] )</h3>
 		<div>
 		[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>
 
-		<h3>[method:Object3D parseImages]( [page:Object json] )</h3>
+		<h3>[method:Object3D parseImages]( [param:Object json] )</h3>
 		<div>
 		[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>
 
-		<h3>[method:Object3D parseTextures]( [page:Object json] )</h3>
+		<h3>[method:Object3D parseTextures]( [param:Object json] )</h3>
 		<div>
 		[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>
 
-		<h3>[method:Object3D parseObject]( [page:Object json] )</h3>
+		<h3>[method:Object3D parseObject]( [param:Object json] )</h3>
 		<div>
 		[page:Object json] — required. The JSON source to parse.<br /><br />
 
@@ -213,12 +213,12 @@
 		</ul>
 		</div>
 
-		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
+		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
 		<div>
 		[page:String value] — The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		</div>
 
-		<h3>[method:null setTexturePath]( [page:String value] )</h3>
+		<h3>[method:null setTexturePath]( [param:String value] )</h3>
 		<div>
 		[page:String value] — The base path or URL from which textures will be loaded.<br /><br />
 

+ 4 - 4
docs/api/loaders/TextureLoader.html

@@ -93,7 +93,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Texture load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
+		<h3>[method:Texture load]( [param:String url], [param:Function onLoad], [param:Function onProgress], [param:Function onError] )</h3>
 		<div>
 		[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 />
@@ -105,16 +105,16 @@
 		If you do it this way, the texture may pop up in your scene once the respective loading process is finished.
 		</div>
 
-		<h3>[method:null setCrossOrigin]( [page:String value] )</h3>
+		<h3>[method:null setCrossOrigin]( [param:String value] )</h3>
 		<div>Set the [page:.crossOrigin] attribute.</div>
 
-		<h3>[method:FileLoader setPath]( [page:String path] )</h3>
+		<h3>[method:FileLoader setPath]( [param:String path] )</h3>
 		<div>
 			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>
 
-		<h3>[method:FileLoader setWithCredentials]( [page:Boolean value] )</h3>
+		<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
 		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 />

+ 5 - 5
docs/api/loaders/managers/LoadingManager.html

@@ -160,7 +160,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null setURLModifier]( [page:Function callback] )</h3>
+		<h3>[method:null setURLModifier]( [param:Function callback] )</h3>
 		<div>
 		[page:Function callback] — URL modifier callback. Called with [page:String url] argument, and
 		must return [page:String resolvedURL].<br /><br />
@@ -170,7 +170,7 @@
 		behavior can be used to load assets from .ZIP files, drag-and-drop APIs, and Data URIs.
 		</div>
 
-		<h3>[method:String resolveURL]( [page:String url] )</h3>
+		<h3>[method:String resolveURL]( [param:String url] )</h3>
 		<div>
 		[page:String url] — the url to load<br /><br />
 
@@ -184,14 +184,14 @@
 			them directly.</em>
 		</div>
 
-		<h3>[method:null itemStart]( [page:String url] )</h3>
+		<h3>[method:null itemStart]( [param:String url] )</h3>
 		<div>
 		[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>
 
-		<h3>[method:null itemEnd]( [page:String url] )</h3>
+		<h3>[method:null itemEnd]( [param:String url] )</h3>
 		<div>
 		[page:String url] — the loaded url<br /><br />
 
@@ -199,7 +199,7 @@
 		</div>
 
 
-		<h3>[method:null itemError]( [page:String url] )</h3>
+		<h3>[method:null itemError]( [param:String url] )</h3>
 		<div>
 		[page:String url] — the loaded url<br /><br />
 

+ 8 - 8
docs/api/materials/Material.html

@@ -107,17 +107,17 @@
 		(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>
-		
+
 		<h3>[property:Material customDistanceMaterial]</h3>
 		<div>
 		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
 		</div>
-		
+
 		<h3>[property:Object defines]</h3>
 		<div>
 		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>
-		
+
 		<h3>[property:Integer depthFunc]</h3>
 		<div>
 		Which depth function to use. Default is [page:Materials LessEqualDepth]. See the depth mode [page:Materials constants] for all possible values.
@@ -285,7 +285,7 @@
 		<div>
 		Defines whether this material is visible. Default is *true*.
 		</div>
-		
+
 		<h3>[property:object userData]</h3>
 		<div>
 		An object that can be used to store custom data about the Material. It should not hold
@@ -299,7 +299,7 @@
 		<h3>[method:Material clone]( )</h3>
 		<div>Return a new material with the same parameters as this material.</div>
 
-		<h3>[method:Material copy]( [page:material material] )</h3>
+		<h3>[method:Material copy]( [param:material material] )</h3>
 		<div>Copy the parameters from the passed material into this material.</div>
 
 		<h3>[method:null dispose]()</h3>
@@ -308,13 +308,13 @@
 		These needs to be disposed by [page:Texture Texture].
 		</div>
 
-		<h3>[method:null setValues]( [page:object values] )</h3>
+		<h3>[method:null setValues]( [param:object values] )</h3>
 		<div>
 		values -- a container with parameters.<br />
 		Sets the properties based on the *values*.
 		</div>
 
-		<h3>[method:null toJSON]( [page:object meta] )</h3>
+		<h3>[method:null toJSON]( [param:object meta] )</h3>
 		<div>
 		meta -- object containing metadata such as textures or images for the material.<br />
 		Convert the material to three.js JSON format.
@@ -322,7 +322,7 @@
 
 		<h3>[method:null update]()</h3>
 		<div>
-		Call [method:null dispatchEvent]( { type: '[page:object update]' }) on the material.
+		Call [method:null dispatchEvent]( { type: '[param:object update]' }) on the material.
 		</div>
 
 		<h2>Source</h2>

+ 1 - 1
docs/api/materials/ShaderMaterial.html

@@ -452,7 +452,7 @@ this.extensions = {
 		<h2>Methods</h2>
 		<div>See the base [page:Material] class for common methods.</div>
 
-		<h3>[method:ShaderMaterial clone]() [page:ShaderMaterial this]</h3>
+		<h3>[method:ShaderMaterial clone]() [param:ShaderMaterial this]</h3>
 		<div>
 		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

+ 19 - 19
docs/api/math/Box2.html

@@ -50,7 +50,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector2 clampPoint]( [page:Vector2 point], [page:Vector2 optionalTarget] )</h3>
+		<h3>[method:Vector2 clampPoint]( [param:Vector2 point], [param:Vector2 optionalTarget] )</h3>
 		<div>
 		[page:Vector2 point] - [page:Vector2] to clamp. <br>
 		[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
@@ -62,7 +62,7 @@
 		<h3>[method:Box2 clone]()</h3>
 		<div>Returns a new [page:Box2] with the same [page:.min min] and [page:.max max] as this one.</div>
 
-		<h3>[method:Boolean containsBox]( [page:Box2 box] )</h3>
+		<h3>[method:Boolean containsBox]( [param:Box2 box] )</h3>
 		<div>
 		[page:Box2 box] - [page:Box2 Box2] to test for inclusion.<br /><br />
 
@@ -70,19 +70,19 @@
 		this function also returns true.
 		</div>
 
-		<h3>[method:Boolean containsPoint]( [page:Vector2 point] )</h3>
+		<h3>[method:Boolean containsPoint]( [param:Vector2 point] )</h3>
 		<div>
 		[page:Vector2 point] - [page:Vector2] to check for inclusion.<br /><br />
 
 		Returns true if the specified [page:Vector2 point] lies within or on the boundaries of this box.
 		</div>
 
-		<h3>[method:Box2 copy]( [page:Box2 box] )</h3>
+		<h3>[method:Box2 copy]( [param:Box2 box] )</h3>
 		<div>
 		Copies the [page:.min min] and [page:.max max] from [page:Box2 box] to this box.
 		</div>
 
-		<h3>[method:Float distanceToPoint]( [page:Vector2 point] )</h3>
+		<h3>[method:Float distanceToPoint]( [param:Vector2 point] )</h3>
 		<div>
 		[page:Vector2 point] - [page:Vector2] to measure distance to.<br /><br />
 
@@ -90,21 +90,21 @@
 		If the [page:Vector2 point] lies inside of this box, the distance will be 0.
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Box2 box] )</h3>
+		<h3>[method:Boolean equals]( [param:Box2 box] )</h3>
 		<div>
 		[page:Box2 box] - Box to compare with this one.<br /><br />
 
 		Returns true if this box and [page:Box2 box] share the same lower and upper bounds.
 		</div>
 
-		<h3>[method:Box2 expandByPoint]( [page:Vector2 point] )</h3>
+		<h3>[method:Box2 expandByPoint]( [param:Vector2 point] )</h3>
 		<div>
 		[page:Vector2 point] - [page:Vector2] that should be included in the box.<br /><br />
 
 		Expands the boundaries of this box to include [page:Vector2 point].
 		</div>
 
-		<h3>[method:Box2 expandByScalar]( [page:float scalar] )</h3>
+		<h3>[method:Box2 expandByScalar]( [param:float scalar] )</h3>
 		<div>
 		[page:float scalar] - Distance to expand the box by.<br /><br />
 
@@ -112,7 +112,7 @@
 		will be contracted.
 		</div>
 
-		<h3>[method:Box2 expandByVector]( [page:Vector2 vector] )</h3>
+		<h3>[method:Box2 expandByVector]( [param:Vector2 vector] )</h3>
 		<div>
 		[page:Vector2 vector] - [page:Vector2] to expand the box by.<br /><br />
 
@@ -121,7 +121,7 @@
 		this box will be expanded by the y component of [page:Vector2 vector] in both directions.
 		</div>
 
-		<h3>[method:Vector2 getCenter]( [page:Vector2 optionalTarget] )</h3>
+		<h3>[method:Vector2 getCenter]( [param:Vector2 optionalTarget] )</h3>
 		<div>
 			[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
 			otherwise a new Vector2 will be created. <br /><br />
@@ -129,7 +129,7 @@
 		Returns the center point of the box as a [page:Vector2].
 		</div>
 
-		<h3>[method:Vector2 getParameter]( [page:Vector2 point], [page:Vector2 optionalTarget] ) </h3>
+		<h3>[method:Vector2 getParameter]( [param:Vector2 point], [param:Vector2 optionalTarget] ) </h3>
 		<div>
 		[page:Vector2 point] - [page:Vector2].<br/>
 		[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
@@ -138,7 +138,7 @@
 		Returns a point as a proportion of this box's width and height.
 		</div>
 
-		<h3>[method:Vector2 getSize]( [page:Vector2 optionalTarget] )</h3>
+		<h3>[method:Vector2 getSize]( [param:Vector2 optionalTarget] )</h3>
 		<div>
 			[page:Vector2 optionalTarget] — (optional) if specified, the result will be copied into this Vector2,
 			otherwise a new Vector2 will be created. <br /><br />
@@ -146,7 +146,7 @@
 		Returns the width and height of this box.
 		</div>
 
-		<h3>[method:Box2 intersect]( [page:Box2 box] )</h3>
+		<h3>[method:Box2 intersect]( [param:Box2 box] )</h3>
 		<div>
 		[page:Box2 box] - Box to intersect with.<br /><br />
 
@@ -155,7 +155,7 @@
 		lower bounds.
 		</div>
 
-		<h3>[method:Boolean intersectsBox]( [page:Box2 box] )</h3>
+		<h3>[method:Boolean intersectsBox]( [param:Box2 box] )</h3>
 		<div>
 		[page:Box2 box] - Box to check for intersection against.<br /><br />
 
@@ -173,7 +173,7 @@
 		<div>Makes this box empty.</div>
 
 
-		<h3>[method:Box2 set]( [page:Vector2 min], [page:Vector2 max] )</h3>
+		<h3>[method:Box2 set]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<div>
 			[page:Vector2 min] - (required ) [page:Vector2] representing the lower (x, y) boundary of the box. <br>
 			[page:Vector2 max]  - (required) [page:Vector2] representing the lower upper (x, y) boundary of the box. <br /><br />
@@ -181,7 +181,7 @@
 			Sets the lower and upper (x, y) boundaries of this box.
 		</div>
 
-		<h3>[method:Box2 setFromCenterAndSize]( [page:Vector2 center], [page:Vector2 size] )</h3>
+		<h3>[method:Box2 setFromCenterAndSize]( [param:Vector2 center], [param:Vector2 size] )</h3>
 		<div>
 		[page:Vector2 center] - Desired center position of the box ([page:Vector2]). <br>
 		[page:Vector2 size] - Desired x and y dimensions of the box ([page:Vector2]).<br /><br />
@@ -190,14 +190,14 @@
 		in [page:Vector2 size].
 		</div>
 
-		<h3>[method:Box2 setFromPoints]( [page:Array points] )</h3>
+		<h3>[method:Box2 setFromPoints]( [param:Array points] )</h3>
 		<div>
 		[page:Array points] - Array of [page:Vector2 Vector2s] that the resulting box will contain.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
 		</div>
 
-		<h3>[method:Box2 translate]( [page:Vector2 offset] )</h3>
+		<h3>[method:Box2 translate]( [param:Vector2 offset] )</h3>
 		<div>
 		[page:Vector2 offset] - Direction and distance of offset.<br /><br />
 
@@ -205,7 +205,7 @@
 		[page:Vector2 offset] units in 2D space.
 		</div>
 
-		<h3>[method:Box2 union]( [page:Box2 box] )</h3>
+		<h3>[method:Box2 union]( [param:Box2 box] )</h3>
 		<div>
 		[page:Box2 box] - Box that will be unioned with this box.<br /><br />
 

+ 29 - 29
docs/api/math/Box3.html

@@ -55,14 +55,14 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Box3 applyMatrix4]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:Box3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<div>
 		[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
 
 		Transforms this Box3 with the supplied matrix.
 		</div>
 
-		<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] to clamp. <br>
 		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
@@ -74,7 +74,7 @@
 		<h3>[method:Box3 clone]()</h3>
 		<div>Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.</div>
 
-		<h3>[method:Boolean containsBox]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean containsBox]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - [page:Box3 Box3] to test for inclusion.<br /><br />
 
@@ -82,21 +82,21 @@
 		this function also returns true.
 		</div>
 
-		<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] to check for inclusion.<br /><br />
 
 		Returns true if the specified [page:Vector3 point] lies within or on the boundaries of this box.
 		</div>
 
-		<h3>[method:Box3 copy]( [page:Box3 box] )</h3>
+		<h3>[method:Box3 copy]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box]  - [page:Box3] to copy.<br /><br />
 
 		Copies the [page:.min min] and [page:.max max] from [page:Box3 box] to this box.
 		</div>
 
-		<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] to measure distance to.<br /><br />
 
@@ -105,14 +105,14 @@
 		</div>
 
 
-		<h3>[method:Boolean equals]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean equals]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - Box to compare with this one.<br /><br />
 
 		Returns true if this box and [page:Box3 box] share the same lower and upper bounds.
 		</div>
 
-		<h3>[method:Box3 expandByObject]( [page:Object3D object] )</h3>
+		<h3>[method:Box3 expandByObject]( [param:Object3D object] )</h3>
 		<div>
 		[page:Object3D object] - [page:Object3D] to expand the box by.<br /><br />
 
@@ -121,14 +121,14 @@
 
 		</div>
 
-		<h3>[method:Box3 expandByPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Box3 expandByPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] that should be included in the box.<br /><br />
 
 		Expands the boundaries of this box to include [page:Vector3 point].
 		</div>
 
-		<h3>[method:Box3 expandByScalar]( [page:float scalar] )</h3>
+		<h3>[method:Box3 expandByScalar]( [param:float scalar] )</h3>
 		<div>
 		[page:float scalar] - Distance to expand the box by.<br /><br />
 
@@ -136,7 +136,7 @@
 		will be contracted.
 		</div>
 
-		<h3>[method:Box3 expandByVector]( [page:Vector3 vector] )</h3>
+		<h3>[method:Box3 expandByVector]( [param:Vector3 vector] )</h3>
 		<div>
 		[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
 
@@ -146,7 +146,7 @@
 		The depth of this box will be expanded by the z component of *vector* in both directions.
 		</div>
 
-		<h3>[method:Sphere getBoundingSphere]( [page:Sphere optionalTarget] )</h3>
+		<h3>[method:Sphere getBoundingSphere]( [param:Sphere optionalTarget] )</h3>
 		<div>
 			[page:Sphere optionalTarget] — (optional) if specified, the result will be copied into this Sphere,
 			otherwise a new Sphere will be created. <br /><br />
@@ -154,7 +154,7 @@
 		Gets a [page:Sphere] that bounds the box.
 		</div>
 
-		<h3>[method:Vector3 getCenter]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 getCenter]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 			[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
 			otherwise a new Vector3 will be created. <br /><br />
@@ -162,7 +162,7 @@
 		Returns the center point of the box as a [page:Vector3].
 		</div>
 
-		<h3>[method:Vector3 getParameter]( [page:Vector3 point], [page:Vector3 optionalTarget] ) </h3>
+		<h3>[method:Vector3 getParameter]( [param:Vector3 point], [param:Vector3 optionalTarget] ) </h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3].<br/>
 		[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
@@ -171,7 +171,7 @@
 		Returns a point as a proportion of this box's width and height.
 		</div>
 
-		<h3>[method:Vector3 getSize]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 getSize]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 			[page:Vector3 optionalTarget] — (optional) if specified, the result will be copied into this Vector3,
 			otherwise a new Vector3 will be created. <br /><br />
@@ -179,7 +179,7 @@
 		Returns the width, height and depth of this box.
 		</div>
 
-		<h3>[method:Box3 intersect]( [page:Box3 box] )</h3>
+		<h3>[method:Box3 intersect]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - Box to intersect with.<br /><br />
 
@@ -188,28 +188,28 @@
 		lower bounds.
 		</div>
 
-		<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - Box to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Box3 box].
 		</div>
 
-		<h3>[method:Boolean intersectsPlane]( [page:Plane plane] )</h3>
+		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<div>
 		[page:Plane plane] - [page:Plane] to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Plane plane].
 		</div>
 
-		<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
+		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<div>
 		[page:Sphere sphere] - [page:Sphere] to check for intersection against.<br /><br />
 
 		Determines whether or not this box intersects [page:Sphere sphere].
 		</div>
 
-		<h3>[method:Boolean intersectsTriangle]( [page:Triangle triangle] )</h3>
+		<h3>[method:Boolean intersectsTriangle]( [param:Triangle triangle] )</h3>
 		<div>
 		[page:Triangle triangle] - [page:Triangle] to check for intersection against.<br /><br />
 
@@ -226,7 +226,7 @@
 		<h3>[method:Box3 makeEmpty]()</h3>
 		<div>Makes this box empty.</div>
 
-		<h3>[method:Box3 set]( [page:Vector3 min], [page:Vector3 max] )</h3>
+		<h3>[method:Box3 set]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<div>
 		[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
 		[page:Vector3 max] - [page:Vector3] representing the lower upper (x, y, z) boundary of the box.<br /><br />
@@ -234,21 +234,21 @@
 		Sets the lower and upper (x, y, z) boundaries of this box.
 		</div>
 
-		<h3>[method:Box3 setFromArray]( [page:Array array] ) [page:Box3 this]</h3>
+		<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
 		<div>
 		array -- An array of position data that the resulting box will envelop.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the data in *array*.
 		</div>
 
-		<h3>[method:Box3 setFromBufferAttribute]( [page:BufferAttribute attribute] ) [page:Box3 this]</h3>
+		<h3>[method:Box3 setFromBufferAttribute]( [param:BufferAttribute attribute] ) [param:Box3 this]</h3>
 		<div>
 		[page:BufferAttribute attribute] - A buffer attribute of position data that the resulting box will envelop.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
 		</div>
 
-		<h3>[method:Box3 setFromCenterAndSize]( [page:Vector3 center], [page:Vector3 size] )</h3>
+		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
 		<div>
 		[page:Vector3 center] - Desired center position of the box ([page:Vector3]). <br>
 		[page:Vector3 size] - Desired x, y and z dimensions of the box ([page:Vector3]).<br /><br />
@@ -257,7 +257,7 @@
 		in [page:Vector3 size].
 		</div>
 
-		<h3>[method:Box3 setFromCenterAndSize]( [page:Vector3 center], [page:Vector3 size] ) [page:Box3 this]</h3>
+		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
 		<div>
 		[page:Vector3 center], - Desired center position of the box. <br>
 		[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
@@ -266,7 +266,7 @@
 		in [page:Vector3 size]
 		</div>
 
-		<h3>[method:Box3 setFromObject]( [page:Object3D object] )</h3>
+		<h3>[method:Box3 setFromObject]( [param:Object3D object] )</h3>
 		<div>
 		[page:Object3D object] - [page:Object3D] to compute the bounding box of.<br /><br />
 
@@ -275,14 +275,14 @@
 
 		</div>
 
-		<h3>[method:Box3 setFromPoints]( [page:Array points] )</h3>
+		<h3>[method:Box3 setFromPoints]( [param:Array points] )</h3>
 		<div>
 		[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting box will contain.<br /><br />
 
 		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
 		</div>
 
-		<h3>[method:Box3 translate]( [page:Vector3 offset] )</h3>
+		<h3>[method:Box3 translate]( [param:Vector3 offset] )</h3>
 		<div>
 		[page:Vector3 offset] - Direction and distance of offset.<br /><br />
 
@@ -290,7 +290,7 @@
 		[page:Vector3 offset] units in 3D space.
 		</div>
 
-		<h3>[method:Box3 union]( [page:Box3 box] )</h3>
+		<h3>[method:Box3 union]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - Box that will be unioned with this box.<br /><br />
 

+ 21 - 21
docs/api/math/Color.html

@@ -104,19 +104,19 @@ var color = new THREE.Color( 1, 0, 0 );
 
 		<h2>Methods</h2>
 
-		<h3>[method:Color add]( [page:Color color] ) </h3>
+		<h3>[method:Color add]( [param:Color color] ) </h3>
 		<div>Adds the RGB values of [page:Color color] to the RGB values of this color.</div>
 
-		<h3>[method:Color addColors]( [page:Color color1], [page:Color color2] ) </h3>
+		<h3>[method:Color addColors]( [param:Color color1], [param:Color color2] ) </h3>
 		<div>Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].</div>
 
-		<h3>[method:Color addScalar]( [page:Number s] ) </h3>
+		<h3>[method:Color addScalar]( [param:Number s] ) </h3>
 		<div>Adds [page:Number s] to the RGB values of this color.</div>
 
 		<h3>[method:Color clone]() </h3>
 		<div>Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b] values as this one.</div>
 
-		<h3>[method:Color copy]( [page:Color color] ) </h3>
+		<h3>[method:Color copy]( [param:Color color] ) </h3>
 		<div>
 			Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from [page:Color color] in to this color.
 		</div>
@@ -127,7 +127,7 @@ var color = new THREE.Color( 1, 0, 0 );
 		<h3>[method:Color convertLinearToGamma]() </h3>
 		<div>Converts this color from linear to gamma space by taking the square root of [page:.r r], [page:.g g] and [page:.b b]).</div>
 
-		<h3>[method:Color copyGammaToLinear]( [page:Color color], [page:Float gammaFactor] ) </h3>
+		<h3>[method:Color copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<div>
 		[page:Color color] — Color to copy.<br />
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
@@ -136,7 +136,7 @@ var color = new THREE.Color( 1, 0, 0 );
 		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
 		</div>
 
-		<h3>[method:Color copyLinearToGamma]( [page:Color color], [page:Float gammaFactor] ) </h3>
+		<h3>[method:Color copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<div>
 		[page:Color color] — Color to copy.<br />
 		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
@@ -145,10 +145,10 @@ var color = new THREE.Color( 1, 0, 0 );
 		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Color color] ) </h3>
+		<h3>[method:Boolean equals]( [param:Color color] ) </h3>
 		<div>Compares the RGB values of [page:Color color] with those of this object. Returns true if they are the same, false otherwise.</div>
 
-		<h3>[method:Color fromArray]( [page:Array array], [page:Integer offset] ) </h3>
+		<h3>[method:Color fromArray]( [param:Array array], [param:Integer offset] ) </h3>
 		<div>
 		[page:Array array] - [page:Array] of floats in the form [ [page:Float r], [page:Float g], [page:Float b] ].<br />
 		[page:Integer offset] - An optional offset into the array.<br /><br />
@@ -162,7 +162,7 @@ var color = new THREE.Color( 1, 0, 0 );
 		<h3>[method:String getHexString]()</h3>
 		<div>Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').</div>
 
-		<h3>[method:Object getHSL]( [page:Object optionalTarget] )</h3>
+		<h3>[method:Object getHSL]( [param:Object optionalTarget] )</h3>
 		<div>
 			[page:Object optionalTarget] — (optional) if specified, adds h, s and l keys to the object (if not already present)
 			and sets the results there. Otherwise, a new Object will be created. <br /><br />
@@ -179,7 +179,7 @@ var color = new THREE.Color( 1, 0, 0 );
 		<h3>[method:String getStyle]()</h3>
 		<div>Returns the value of this color as a CSS style string. Example: 'rgb(255,0,0)'.</div>
 
-		<h3>[method:Color lerp]( [page:Color color], [page:Float alpha] ) </h3>
+		<h3>[method:Color lerp]( [param:Color color], [param:Float alpha] ) </h3>
 		<div>
 		[page:Color color] - color to converge on.<br />
 		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -189,20 +189,20 @@ var color = new THREE.Color( 1, 0, 0 );
 		this color and 1.0 is the first argument.
 		</div>
 
-		<h3>[method:Color multiply]( [page:Color color] ) </h3>
+		<h3>[method:Color multiply]( [param:Color color] ) </h3>
 		<div>Multiplies this color's RGB values by the given [page:Color color]'s RGB values.</div>
 
-		<h3>[method:Color multiplyScalar]( [page:Number s] ) </h3>
+		<h3>[method:Color multiplyScalar]( [param:Number s] ) </h3>
 		<div>Multiplies this color's RGB values by [page:Number s].</div>
 
-		<h3>[method:Color offsetHSL]( [page:Float h], [page:Float s], [page:Float l] ) </h3>
+		<h3>[method:Color offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<div>
 			Adds the given [page:Float h], [page:Float s], and [page:Float l] to this color's values.
 			Internally, this converts the color's [page:.r r], [page:.g g] and [page:.b b] values to HSL, adds
 			[page:Float h], [page:Float s], and [page:Float l], and then converts the color back to RGB.
 		</div>
 
-		<h3>[method:Color set]( [page:Color_Hex_or_String value] ) </h3>
+		<h3>[method:Color set]( [param:Color_Hex_or_String value] ) </h3>
 		<div>
 		[page:Color_Hex_or_String value] - Value to set this color to.<br /><br />
 
@@ -210,14 +210,14 @@ var color = new THREE.Color( 1, 0, 0 );
 		Delegates to [page:.copy], [page:.setStyle], or [page:.setHex] depending on input type.
 		</div>
 
-		<h3>[method:Color setHex]( [page:Integer hex] ) </h3>
+		<h3>[method:Color setHex]( [param:Integer hex] ) </h3>
 		<div>
 		[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] format.<br /><br />
 
 		Sets this color from a hexadecimal value.
 		</div>
 
-		<h3>[method:Color setHSL]( [page:Float h], [page:Float s], [page:Float l] ) </h3>
+		<h3>[method:Color setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<div>
 		[page:Float h] — hue value between 0.0 and 1.0 <br />
 		[page:Float s] — saturation value between 0.0 and 1.0 <br />
@@ -226,7 +226,7 @@ var color = new THREE.Color( 1, 0, 0 );
 		Sets color from HSL values.
 		</div>
 
-		<h3>[method:Color setRGB]( [page:Float r], [page:Float g], [page:Float b] ) </h3>
+		<h3>[method:Color setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
 		<div>
 		[page:Float r] — Red channel value between 0.0 and 1.0.<br />
 		[page:Float g] — Green channel value between 0.0 and 1.0.<br />
@@ -235,14 +235,14 @@ var color = new THREE.Color( 1, 0, 0 );
 		Sets this color from RGB values.
 		</div>
 
-		<h3>[method:Color setScalar]( [page:Float scalar] ) </h3>
+		<h3>[method:Color setScalar]( [param:Float scalar] ) </h3>
 		<div>
 		[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
 
 		Sets all three color components to the value [page:Float scalar].
 		</div>
 
-		<h3>[method:Color setStyle]( [page:String style] ) </h3>
+		<h3>[method:Color setStyle]( [param:String style] ) </h3>
 		<div>
 		[page:String style] — color as a CSS-style string.<br /><br />
 
@@ -261,13 +261,13 @@ var color = new THREE.Color( 1, 0, 0 );
 		Note that for X11 color names, multiple words such as Dark Orange become the string 'darkorange' (all lowercase).
 		</div>
 
-		<h3>[method:Color sub]( [page:Color color] ) </h3>
+		<h3>[method:Color sub]( [param:Color color] ) </h3>
 		<div>
 		Subtracts the RGB components of the given color from the RGB components of this color.
 		If this results in a negative component, that component is set to zero.
 		</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] ) </h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] ) </h3>
 		<div>
 		[page:Array array] - An optional array to store the color to. <br />
 		[page:Integer offset] - An optional offset into the array.<br /><br />

+ 3 - 3
docs/api/math/Cylindrical.html

@@ -44,17 +44,17 @@
 		and [page:.y y] properties as this one.
 		</div>
 
-		<h3>[method:Cylindrical copy]( [page:Cylindrical other] )</h3>
+		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
 		<div>
 			Copies the values of the passed Cylindrical's [page:.radius radius], [page:.theta theta]
 			and [page:.y y] properties to this cylindrical.
 		</div>
 
-		<h3>[method:Cylindrical set]( [page:Float radius], [page:Float phi], [page:Float theta] )</h3>
+		<h3>[method:Cylindrical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<div>Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
 		and [page:.y y] properties.</div>
 
-		<h3>[method:Cylindrical setFromVector3]( [page:Vector3 vec3] )</h3>
+		<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
 		<div>
 			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
 			and [page:.y y] properties from the [page:Vector3 Vector3].<br /><br />

+ 10 - 10
docs/api/math/Euler.html

@@ -85,16 +85,16 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Euler copy]( [page:Euler euler] )</h3>
+		<h3>[method:Euler copy]( [param:Euler euler] )</h3>
 		<div>Copies value of [page:Euler euler] to this euler.</div>
 
 		<h3>[method:Euler clone]()</h3>
 		<div>Returns a new Euler with the same parameters as this one.</div>
 
-		<h3>[method:Boolean equals]( [page:Euler euler] )</h3>
+		<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
 		<div>Checks for strict equality of this euler and [page:Euler euler].</div>
 
-		<h3>[method:Euler fromArray]( [page:Array array] )</h3>
+		<h3>[method:Euler fromArray]( [param:Array array] )</h3>
 		<div>
 		[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
 
@@ -104,7 +104,7 @@
 		Optionally assigns this euler's [page:.order order] to array[3].
 		</div>
 
-		<h3>[method:Euler onChange]( [page:Function onChangeCallback] )</h3>
+		<h3>[method:Euler onChange]( [param:Function onChangeCallback] )</h3>
 		<div>
 			[page:Function onChangeCallback] - set the value of the onChangeCallback() function.
 		</div>
@@ -116,7 +116,7 @@
 			and also after calling most setter functions (see those for details).
 		</div>
 
-		<h3>[method:Euler reorder]( [page:String newOrder] )</h3>
+		<h3>[method:Euler reorder]( [param:String newOrder] )</h3>
 		<div>
 		Resets the euler angle with a new order by creating a quaternion from this euler angle
 		and then setting this euler angle with the quaternion and the new order. <br /><br />
@@ -124,7 +124,7 @@
 		<em>WARNING</em>: this discards revolution information.
 		</div>
 
-		<h3>[method:Euler set]( [page:Float x], [page:Float y], [page:Float z], [page:String order] )</h3>
+		<h3>[method:Euler set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
 		<div>
 			[page:.x x] - the angle of the x axis in radians.<br />
 			[page:.y y] - the angle of the y axis in radians.<br />
@@ -134,7 +134,7 @@
 			Sets the angles of this euler transform and optionally the [page:.order order] and then call [page:.onChangeCallback onChangeCallback]().
 		</div>
 
-		<h3>[method:Euler setFromRotationMatrix]( [page:Matrix4 m], [page:String order], [page:Boolean update] )</h3>
+		<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order], [param:Boolean update] )</h3>
 		<div>
 		[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
 		[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
@@ -146,7 +146,7 @@
 		specified by order.
 		</div>
 
-		<h3>[method:Euler setFromQuaternion]( [page:Quaternion q], [page:String order], [page:Boolean update] )</h3>
+		<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order], [param:Boolean update] )</h3>
 		<div>
 		[page:Quaternion q] - a normalized quaternion.<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
@@ -158,7 +158,7 @@
 		</div>
 
 
-		<h3>[method:Euler setFromVector3]( [page:Vector3 vector], [page:String order] )</h3>
+		<h3>[method:Euler setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
 		<div>
 		[page:Vector3 vector] - [page:Vector3].<br />
 		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
@@ -168,7 +168,7 @@
 		</div>
 
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - (optional) array to store the euler in.<br />
 		[page:Integer offset] (optional) offset in the array.<br />

+ 8 - 8
docs/api/math/Frustum.html

@@ -48,28 +48,28 @@
 		<div>Return a new Frustum with the same parameters as this one.</div>
 
 
-		<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] to test.<br /><br />
 
 		Checks to see if the frustum contains the [page:Vector3 point].
 		</div>
 
-		<h3>[method:Frustum copy]( [page:Frustum frustum] )</h3>
+		<h3>[method:Frustum copy]( [param:Frustum frustum] )</h3>
 		<div>
 		[page:Frustum frustum] - The frustum to copy<br /><br />
 
 		Copies the properties of the passed [page:Frustum frustum] into this one.
 		</div>
 
-		<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - [page:Box3] to check for intersection.<br /><br />
 
 	 	Return true if [page:Box3 box] intersects with this frustum.
 		</div>
 
-		<h3>[method:Boolean intersectsObject]( [page:Object3D object] )</h3>
+		<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
 		<div>
 			Checks whether the [page:Object3D object]'s [page:Geometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
 
@@ -77,24 +77,24 @@
 			can be calculated.
 		</div>
 
-		<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
+		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<div>
 		[page:Sphere sphere] - [page:Sphere] to check for intersection.<br /><br />
 
 	 	Return true if [page:Sphere sphere] intersects with this frustum.
 		</div>
 
-		<h3>[method:Boolean intersectsSprite]( [page:Sprite sprite] )</h3>
+		<h3>[method:Boolean intersectsSprite]( [param:Sprite sprite] )</h3>
 		<div>
 			Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
 		</div>
 
-		<h3>[method:Frustum set]( [page:Plane p0], [page:Plane p1], [page:Plane p2], [page:Plane p3], [page:Plane p4], [page:Plane p5] )</h3>
+		<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
 		<div>
 		Sets the current frustum from the passed planes. No plane order is implicitely implied.
 		</div>
 
-		<h3>[method:Frustum setFromMatrix]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
 		<div>
 			[page:Matrix4 matrix] - [page:Matrix4] used to set the [page:.planes planes]<br /><br />
 

+ 1 - 1
docs/api/math/Interpolant.html

@@ -72,7 +72,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null evaluate]( [page:Number t] )</h3>
+		<h3>[method:null evaluate]( [param:Number t] )</h3>
 		<div>
 		Evaluate the interpolant at position *t*.
 		</div>

+ 9 - 9
docs/api/math/Line3.html

@@ -39,10 +39,10 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Line3 applyMatrix4]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:Line3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<div>Applies a matrix transform to the line segment.</div>
 
-		<h3>[method:Vector3 at]( [page:Float t], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Float t] - Use values 0-1 to return a position along the line segment. <br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -55,7 +55,7 @@
 		<h3>[method:Line3 clone]()</h3>
 		<div>Returns a new [page:Line3] with the same [page:.start start] and [page:.end end] vectors as this one.</div>
 
-		<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Boolean clampToLine], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Boolean clampToLine], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - return the closest point on the line to this point.<br />
 		[page:Boolean clampToLine] - whether to clamp the returned value to the line segment.<br />
@@ -66,7 +66,7 @@
 		clamped to the line segment.
 		</div>
 
-		<h3>[method:Float closestPointToPointParameter]( [page:Vector3 point], [page:Boolean clampToLine] )</h3>
+		<h3>[method:Float closestPointToPointParameter]( [param:Vector3 point], [param:Boolean clampToLine] )</h3>
 		<div>
 		[page:Vector3 point] - the point for which to return a point parameter. <br />
 		[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
@@ -75,10 +75,10 @@
 		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
 		</div>
 
-		<h3>[method:Line3 copy]( [page:Line3 line] )</h3>
+		<h3>[method:Line3 copy]( [param:Line3 line] )</h3>
 		<div>Copies the passed line's [page:.start start] and [page:.end end] vectors to this line.</div>
 
-		<h3>[method:Vector3 delta]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 delta]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
 			otherwise a new [page:Vector3] will be created.<br /><br />
@@ -97,14 +97,14 @@
 			and [page:.end end] vectors.
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Line3 line] )</h3>
+		<h3>[method:Boolean equals]( [param:Line3 line] )</h3>
 		<div>
 		[page:Line3 line]  - [page:Line3] to compare with this one.<br /><br />
 
 		Returns true if both line's [page:.start start] and [page:.end en] points are equal.
 		</div>
 
-		<h3>[method:Vector3 getCenter]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 getCenter]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
 			otherwise a new [page:Vector3] will be created.<br /><br />
@@ -112,7 +112,7 @@
 		Returns the center of the line segment.
 		</div>
 
-		<h3>[method:Line3 set]( [page:Vector3 start], [page:Vector3 end] )</h3>
+		<h3>[method:Line3 set]( [param:Vector3 start], [param:Vector3 end] )</h3>
 		<div>
 		[page:Vector3 start] - set the [page:.start start point] of the line.<br />
 		[page:Vector3 end] - set the [page:.end end point] of the line.<br /><br />

+ 13 - 13
docs/api/math/Math.html

@@ -14,7 +14,7 @@
 
 		<h2>Functions</h2>
 
-		<h3>[method:Float clamp]( [page:Float value], [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Float clamp]( [param:Float value], [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float value] — Value to be clamped.<br />
 		[page:Float min] — Minimum value.<br />
@@ -23,10 +23,10 @@
 		Clamps the [page:Float value] to be between [page:Float min] and [page:Float max].
 		</div>
 
-		<h3>[method:Float degToRad]( [page:Float degrees] )</h3>
+		<h3>[method:Float degToRad]( [param:Float degrees] )</h3>
 		<div>Converts degrees to radians.</div>
 
-		<h3>[method:Integer euclideanModulo]( [page:Integer n], [page:Integer m] )</h3>
+		<h3>[method:Integer euclideanModulo]( [param:Integer n], [param:Integer m] )</h3>
 		<div>
 		[page:Integer n], [page:Integer m] - Integers<br /><br />
 
@@ -40,10 +40,10 @@
 		(universally unique identifier).
 		</div>
 
-		<h3>[method:Boolean isPowerOfTwo]( [page:Number n] )</h3>
+		<h3>[method:Boolean isPowerOfTwo]( [param:Number n] )</h3>
 		<div>Return *true* if [page:Number n] is a power of 2.</div>
 
-		<h3>[method:Float lerp]( [page:Float x], [page:Float y], [page:Float t] )</h3>
+		<h3>[method:Float lerp]( [param:Float x], [param:Float y], [param:Float t] )</h3>
 		<div>
 		[page:Float x] - Start point. <br />
 		[page:Float y] - End point. <br />
@@ -70,25 +70,25 @@
 		Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].
 		</div>
 
-		<h3>[method:Integer ceilPowerOfTwo]( [page:Number n] )</h3>
+		<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
 		<div>Returns the smallest power of 2 that is greater than or equal to [page:Number n].</div>
 
-		<h3>[method:Integer floorPowerOfTwo]( [page:Number n] )</h3>
+		<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
 		<div>Returns the largest power of 2 that is less than or equal to [page:Number n].</div>
 
-		<h3>[method:Float radToDeg]( [page:Float radians] )</h3>
+		<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
 		<div>Converts radians to degrees.</div>
 
-		<h3>[method:Float randFloat]( [page:Float low], [page:Float high] )</h3>
+		<h3>[method:Float randFloat]( [param:Float low], [param:Float high] )</h3>
 		<div>Random float in the interval [page:Float low] to [page:Float high].</div>
 
-		<h3>[method:Float randFloatSpread]( [page:Float range] )</h3>
+		<h3>[method:Float randFloatSpread]( [param:Float range] )</h3>
 		<div>Random float in the interval *- [page:Float range] / 2* to *[page:Float range] / 2*.</div>
 
-		<h3>[method:Integer randInt]( [page:Integer low], [page:Integer high] )</h3>
+		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
 		<div>Random integer in the interval [page:Float low] to [page:Float high].</div>
 
-		<h3>[method:Float smoothstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float x] - The value to evaluate based on its position between min and max. <br />
 		[page:Float min] - Any x value below min will be 0.<br />
@@ -100,7 +100,7 @@
 		See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.
 		</div>
 
-		<h3>[method:Float smootherstep]( [page:Float x], [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Float smootherstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float x] - The value to evaluate based on its position between min and max. <br />
 		[page:Float min] - Any x value below min will be 0.<br />

+ 13 - 13
docs/api/math/Matrix3.html

@@ -72,7 +72,7 @@ m.elements = [ 11, 21, 31,
 
 		<h2>Methods</h2>
 
-		<h3>[method:Array applyToBufferAttribute]( [page:BufferAttribute attribute] )</h3>
+		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
 		<div>
 		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
 
@@ -83,7 +83,7 @@ m.elements = [ 11, 21, 31,
 		<h3>[method:Matrix3 clone]()</h3>
 		<div>Creates a new Matrix3 and with identical elements to this one.</div>
 
-		<h3>[method:Matrix3 copy]( [page:Matrix3 m] )</h3>
+		<h3>[method:Matrix3 copy]( [param:Matrix3 m] )</h3>
 		<div>Copies the elements of matrix [page:Matrix3 m] into this matrix.</div>
 
 		<h3>[method:Float determinant]()</h3>
@@ -92,10 +92,10 @@ m.elements = [ 11, 21, 31,
 		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Matrix3 m] )</h3>
+		<h3>[method:Boolean equals]( [param:Matrix3 m] )</h3>
 		<div>Return true if this matrix and [page:Matrix3 m] are equal.</div>
 
-		<h3>[method:Matrix3 fromArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Matrix3 fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - the array to read the elements from.<br />
 		[page:Integer offset] - (optional) index of first element in the array. Default is 0.<br /><br />
@@ -104,7 +104,7 @@ m.elements = [ 11, 21, 31,
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</div>
 
-		<h3>[method:Matrix3 getInverse]( [page:Matrix3 m], [page:Boolean throwOnDegenerate] )</h3>
+		<h3>[method:Matrix3 getInverse]( [param:Matrix3 m], [param:Boolean throwOnDegenerate] )</h3>
 		<div>
 		[page:Matrix3 m] - the matrix to take the inverse of.<br />
 		[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
@@ -115,7 +115,7 @@ m.elements = [ 11, 21, 31,
 		If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 3x3 identity matrix.
 		</div>
 
-		<h3>[method:Matrix3 getNormalMatrix]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix3 getNormalMatrix]( [param:Matrix4 m] )</h3>
 		<div>
 		[page:Matrix4 m] - [page:Matrix4]<br /><br />
 
@@ -135,13 +135,13 @@ m.elements = [ 11, 21, 31,
 
 		</div>
 
-		<h3>[method:Matrix3 multiply]( [page:Matrix3 m] )</h3>
+		<h3>[method:Matrix3 multiply]( [param:Matrix3 m] )</h3>
 		<div>Post-multiplies this matrix by [page:Matrix3 m].</div>
 
-		<h3>[method:Matrix3 multiplyMatrices]( [page:Matrix3 a], [page:Matrix3 b] )</h3>
+		<h3>[method:Matrix3 multiplyMatrices]( [param:Matrix3 a], [param:Matrix3 b] )</h3>
 		<div>Sets this matrix to [page:Matrix3 a] x [page:Matrix3 b].</div>
 
-		<h3>[method:Matrix3 multiplyScalar]( [page:Float s] )</h3>
+		<h3>[method:Matrix3 multiplyScalar]( [param:Float s] )</h3>
 		<div>Multiplies every component of the matrix by the scalar value *s*.</div>
 
 		<h3>
@@ -163,10 +163,10 @@ m.elements = [ 11, 21, 31,
 		sequence of values.
 		</div>
 
-		<h3>[method:Matrix3 premultiply]( [page:Matrix3 m] )</h3>
+		<h3>[method:Matrix3 premultiply]( [param:Matrix3 m] )</h3>
 		<div>Pre-multiplies this matrix by [page:Matrix3 m].</div>
 
-		<h3>[method:Matrix3 setFromMatrix4]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix3 setFromMatrix4]( [param:Matrix4 m] )</h3>
 		<div>Set this matrx to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</div>
 
 		<h3>
@@ -186,7 +186,7 @@ m.elements = [ 11, 21, 31,
 		Sets the UV transform matrix from offset, repeat, rotation, and center.
 		</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - (optional) array to store the resulting vector in. If not given a new array will be created.<br />
 		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
@@ -198,7 +198,7 @@ m.elements = [ 11, 21, 31,
 		<h3>[method:Matrix3 transpose]()</h3>
 		<div>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</div>
 
-		<h3>[method:Matrix3 transposeIntoArray]( [page:Array array] )</h3>
+		<h3>[method:Matrix3 transposeIntoArray]( [param:Array array] )</h3>
 		<div>
 		[page:Array array] -  array to store the resulting vector in.<br /><br />
 

+ 30 - 30
docs/api/math/Matrix4.html

@@ -108,7 +108,7 @@ m.elements = [ 11, 21, 31, 41,
 
 		<h2>Methods</h2>
 
-		<h3>[method:Array applyToBufferAttribute]( [page:BufferAttribute attribute] )</h3>
+		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
 		<div>
 		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
 
@@ -119,7 +119,7 @@ m.elements = [ 11, 21, 31, 41,
 		<h3>[method:Matrix4 clone]()</h3>
 		<div>Creates a new Matrix4 with identical [page:.elements elements] to this one.</div>
 
-		<h3>[method:Matrix4 compose]( [page:Vector3 position], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
+		<h3>[method:Matrix4 compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<div>
 		Sets this matrix to the transformation composed of [page:Vector3 position],
 		[page:Quaternion quaternion] and [page:Vector3 scale]. Internally this calls
@@ -128,16 +128,16 @@ m.elements = [ 11, 21, 31, 41,
 		[page:.setPosition setPosition]( [page:Vector3 position] ).
 		</div>
 
-		<h3>[method:Matrix4 copy]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix4 copy]( [param:Matrix4 m] )</h3>
 		<div>Copies the [page:.elements elements] of matrix [page:Matrix4 m] into this matrix.</div>
 
-		<h3>[method:Matrix4 copyPosition]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix4 copyPosition]( [param:Matrix4 m] )</h3>
 		<div>
 		Copies the translation component of the supplied matrix [page:Matrix4 m] into this
 		matrix's translation component.
 		</div>
 
-		<h3>[method:null decompose]( [page:Vector3 position], [page:Quaternion quaternion], [page:Vector3 scale] )</h3>
+		<h3>[method:null decompose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<div>
 		Decomposes this matrix into it's [page:Vector3 position], [page:Quaternion quaternion] and
 		[page:Vector3 scale] components.
@@ -151,10 +151,10 @@ m.elements = [ 11, 21, 31, 41,
 		Based on the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Matrix4 m] )</h3>
+		<h3>[method:Boolean equals]( [param:Matrix4 m] )</h3>
 		<div>Return true if this matrix and [page:Matrix4 m] are equal.</div>
 
-		<h3>[method:Matrix4 extractBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
+		<h3>[method:Matrix4 extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
 		<div>
 		Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
 		matrix into the three axis vectors provided. If this matrix is:
@@ -172,13 +172,13 @@ zAxis = (c, g, k)
 		</code>
 		</div>
 
-		<h3>[method:Matrix4 extractRotation]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix4 extractRotation]( [param:Matrix4 m] )</h3>
 		<div>
 		Extracts the rotation component of the supplied matrix [page:Matrix4 m] into this matrix's
 		rotation component.
 		</div>
 
-		<h3>[method:Matrix4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Matrix4 fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - the array to read the elements from.<br />
 		[page:Integer offset] - ( optional ) offset into the array. Default is 0.<br /><br />
@@ -187,7 +187,7 @@ zAxis = (c, g, k)
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
 		</div>
 
-		<h3>[method:Matrix4 getInverse]( [page:Matrix4 m], [page:Boolean throwOnDegenerate] )</h3>
+		<h3>[method:Matrix4 getInverse]( [param:Matrix4 m], [param:Boolean throwOnDegenerate] )</h3>
 		<div>
 		[page:Matrix4 m] - the matrix to take the inverse of.<br />
 		[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
@@ -205,13 +205,13 @@ zAxis = (c, g, k)
 		<h3>[method:Matrix4 identity]()</h3>
 		<div>Resets this matrix to the [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</div>
 
-		<h3>[method:Matrix4 lookAt]( [page:Vector3 eye], [page:Vector3 center], [page:Vector3 up], )</h3>
+		<h3>[method:Matrix4 lookAt]( [param:Vector3 eye], [param:Vector3 center], [param:Vector3 up], )</h3>
 		<div>
 			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 center]
 			oriented by the [page:Vector3 up] vector.
 		</div>
 
-		<h3>[method:Matrix4 makeRotationAxis]( [page:Vector3 axis], [page:Float theta] )</h3>
+		<h3>[method:Matrix4 makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )</h3>
 		<div>
 		[page:Vector3 axis] — Rotation axis, should be normalized.<br />
 		[page:Float theta] — Rotation angle in radians.<br /><br />
@@ -222,7 +222,7 @@ zAxis = (c, g, k)
 		See the discussion [link:http://www.gamedev.net/reference/articles/article1199.asp here].
 		</div>
 
-		<h3>[method:Matrix4 makeBasis]( [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] )</h3>
+		<h3>[method:Matrix4 makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
 		<div>
 		Set this to the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] matrix consisting
 		of the three provided basis vectors:
@@ -234,26 +234,26 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 		</code>
 		</div>
 
-		<h3>[method:Matrix4 makePerspective]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
+		<h3>[method:Matrix4 makePerspective]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
 		<div>
 			Creates a [link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection] matrix.
 			This is used internally by [page:PerspectiveCamera.updateProjectionMatrix]()
 		</div>
 
-		<h3>[method:Matrix4 makeOrthographic]( [page:Float left], [page:Float right], [page:Float top], [page:Float bottom], [page:Float near], [page:Float far] )</h3>
+		<h3>[method:Matrix4 makeOrthographic]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
 		<div>
 		Creates an [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection] matrix.
 		This is used internally by [page:OrthographicCamera.updateProjectionMatrix]().
 		</div>
 
-		<h3>[method:Matrix4 makeRotationFromEuler]( [page:Euler euler] )</h3>
+		<h3>[method:Matrix4 makeRotationFromEuler]( [param:Euler euler] )</h3>
 		<div>
 		Sets the rotation component (the upper left 3x3 matrix) of this matrix to the rotation specified by the given [page:Euler Euler Angle].
 		The rest of the matrix is set to the identity. Depending on the [page:Euler.order order] of the [page:Euler euler], there are six possible outcomes.
 		See [link:https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix this page] for a complete list.
 		</div>
 
-		<h3>[method:Matrix4 makeRotationFromQuaternion]( [page:Quaternion q] )</h3>
+		<h3>[method:Matrix4 makeRotationFromQuaternion]( [param:Quaternion q] )</h3>
 		<div>
 		Sets the rotation component of this matrix to the rotation specified by [page:Quaternion q], as outlined
 		[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here].
@@ -266,7 +266,7 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 		</code>
 		</div>
 
-		<h3>[method:Matrix4 makeRotationX]( [page:Float theta] )</h3>
+		<h3>[method:Matrix4 makeRotationX]( [param:Float theta] )</h3>
 		<div>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
@@ -280,7 +280,7 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 		</code>
 		</div>
 
-		<h3>[method:Matrix4 makeRotationY]( [page:Float theta] )</h3>
+		<h3>[method:Matrix4 makeRotationY]( [param:Float theta] )</h3>
 		<div>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
@@ -294,7 +294,7 @@ cos(&theta;)  0 sin(&theta;) 0
 		</code>
 		</div>
 
-		<h3>[method:Matrix4 makeRotationZ]( [page:Float theta] )</h3>
+		<h3>[method:Matrix4 makeRotationZ]( [param:Float theta] )</h3>
 		<div>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
@@ -308,7 +308,7 @@ sin(&theta;) cos(&theta;)  0 0
 		</code>
 		</div>
 
-		<h3>[method:Matrix4 makeScale]( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Matrix4 makeScale]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 			[page:Float x] - the amount to scale in the X axis.<br />
 			[page:Float y] - the amount to scale in the Y axis.<br />
@@ -323,7 +323,7 @@ x, 0, 0, 0,
 			</code>
 		</div>
 
-		<h3>[method:Matrix4 makeShear]( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Matrix4 makeShear]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 		[page:Float x] - the amount to shear in the X axis.<br />
 		[page:Float y] - the amount to shear in the Y axis.<br />
@@ -338,7 +338,7 @@ x, y, 1, 0,
 </code>
 		</div>
 
-		<h3>[method:Matrix4 makeTranslation]( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Matrix4 makeTranslation]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>
 			[page:Float x] - the amount to translate in the X axis.<br />
 			[page:Float y] - the amount to translate in the Y axis.<br />
@@ -353,19 +353,19 @@ x, y, 1, 0,
 		</code>
 		</div>
 
-		<h3>[method:Matrix4 multiply]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix4 multiply]( [param:Matrix4 m] )</h3>
 		<div>Post-multiplies this matrix by [page:Matrix4 m].</div>
 
-		<h3>[method:Matrix4 multiplyMatrices]( [page:Matrix4 a], [page:Matrix4 b] )</h3>
+		<h3>[method:Matrix4 multiplyMatrices]( [param:Matrix4 a], [param:Matrix4 b] )</h3>
 		<div>Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b].</div>
 
-		<h3>[method:Matrix4 multiplyScalar]( [page:Float s] )</h3>
+		<h3>[method:Matrix4 multiplyScalar]( [param:Float s] )</h3>
 		<div>Multiplies every component of the matrix by a scalar value [page:Float s].</div>
 
-		<h3>[method:Matrix4 premultiply]( [page:Matrix4 m] )</h3>
+		<h3>[method:Matrix4 premultiply]( [param:Matrix4 m] )</h3>
 		<div>Pre-multiplies this matrix by [page:Matrix4 m].</div>
 
-		<h3>[method:Matrix4 scale]( [page:Vector3 v] )</h3>
+		<h3>[method:Matrix4 scale]( [param:Vector3 v] )</h3>
 		<div>Multiplies the columns of this matrix by vector [page:Vector3 v].</div>
 
 		<h3>[method:Matrix4 set](
@@ -378,7 +378,7 @@ x, y, 1, 0,
 			[page:Float n12], ... [page:Float n44].
 		</div>
 
-		<h3>[method:Matrix4 setPosition]( [page:Vector3 v] )</h3>
+		<h3>[method:Matrix4 setPosition]( [param:Vector3 v] )</h3>
 		<div>
 			Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
 			rest of the matrix - i.e. if the matrix is currently:
@@ -397,7 +397,7 @@ m, n, o, p
 </code>
 		</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - (optional) array to store the resulting vector in.<br />
 		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />

+ 16 - 16
docs/api/math/Plane.html

@@ -34,7 +34,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Plane applyMatrix4]( [page:Matrix4 matrix], [page:Matrix3 optionalNormalMatrix] )</h3>
+		<h3>[method:Plane applyMatrix4]( [param:Matrix4 matrix], [param:Matrix3 optionalNormalMatrix] )</h3>
 		<div>
 		[page:Matrix4 matrix] - the [Page:Matrix4] to apply.<br />
 		[page:Matrix3 optionalNormalMatrix] - (optional) pre-computed normal [Page:Matrix3] of the Matrix4 being applied.<br /><br />
@@ -49,7 +49,7 @@
 		<h3>[method:Plane clone]()</h3>
 		<div>Returns a new plane with the same [page:.normal normal] and [page:.constant constant] as this one.</div>
 
-		<h3>[method:Vector3 coplanarPoint]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 coplanarPoint]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
 			otherwise a new [page:Vector3] will be created.<br /><br />
@@ -58,25 +58,25 @@
 		normal vector at the origin onto the plane.
 		</div>
 
-		<h3>[method:Plane copy]( [page:Plane plane] )</h3>
+		<h3>[method:Plane copy]( [param:Plane plane] )</h3>
 		<div>
 		Copies the values of the passed plane's [page:.normal normal] and [page:.constant constant]
 		properties to this plane.
 		</div>
 
-		<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<div>Returns the signed distance from the [page:Vector3 point] to the plane.</div>
 
-		<h3>[method:Float distanceToSphere]( [page:Sphere sphere] )</h3>
+		<h3>[method:Float distanceToSphere]( [param:Sphere sphere] )</h3>
 		<div>Returns the signed distance from the [page:Sphere sphere] to the plane.</div>
 
-		<h3>[method:Boolean equals]( [page:Plane plane] )</h3>
+		<h3>[method:Boolean equals]( [param:Plane plane] )</h3>
 		<div>
 			Checks to see if two planes are equal (their [page:.normal normal] and
 			[page:.constant constant] properties match).
 		</div>
 
-		<h3>[method:Vector3 intersectLine]( [page:Line3 line], [page:Vector3 optionalTarget] ) or [page:undefined]</h3>
+		<h3>[method:Vector3 intersectLine]( [param:Line3 line], [param:Vector3 optionalTarget] ) or [param:undefined]</h3>
 		<div>
 		[page:Line3 line] - the [page:Line3] to check for intersection.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -87,21 +87,21 @@
 		 coplanar with the plane.
 		</div>
 
-		<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - the [page:Box3] to check for intersection.<br /><br />
 
 		Determines whether or not this plane intersects [page:Box3 box].
 		</div>
 
-		<h3>[method:Boolean intersectsLine]( [page:Line3 line] )</h3>
+		<h3>[method:Boolean intersectsLine]( [param:Line3 line] )</h3>
 		<div>
 		[page:Line3 line] - the [page:Line3] to check for intersection.<br /><br />
 
 		Tests whether a line segment intersects with (passes through) the plane.
 		</div>
 
-		<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
+		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<div>
 		[page:Sphere sphere]  - the [page:Sphere] to check for intersection.<br /><br />
 
@@ -119,7 +119,7 @@
 			value accordingly.
 		</div>
 
-		<h3>[method:Vector3 projectPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 projectPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - the [page:Vector3] to project onto the plane.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -128,7 +128,7 @@
 		Projects a [page:Vector3 point] onto the plane.
 		</div>
 
-		<h3>[method:Plane set]( [page:Vector3 normal], [page:Float constant] )</h3>
+		<h3>[method:Plane set]( [param:Vector3 normal], [param:Float constant] )</h3>
 		<div>
 			[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
 			[page:Float constant] - the signed distance from the origin to the plane. Default is *0*.<br /><br />
@@ -136,7 +136,7 @@
 			 Sets the plane's [page:.normal normal] and [page:.constant constant] properties.
 		</div>
 
-		<h3>[method:Plane setComponents]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
+		<h3>[method:Plane setComponents]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<div>
 		[page:Float x] - x value of the unit length normal vector.<br />
 		[page:Float y] - y value of the unit length normal vector.<br />
@@ -146,7 +146,7 @@
 		Set the individual components that define the plane.
 		</div>
 
-		<h3>[method:Plane setFromCoplanarPoints]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] )</h3>
+		<h3>[method:Plane setFromCoplanarPoints]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] )</h3>
 		<div>
 		 [page:Vector3 a] - first point on the plane.<br />
 		 [page:Vector3 b] - second point on the plane.<br />
@@ -156,7 +156,7 @@
 		and determines the direction of the [page:.normal normal].
 		</div>
 
-		<h3>[method:Plane setFromNormalAndCoplanarPoint]( [page:Vector3 normal], [page:Vector3 point] ) [page:Vector3 this]</h3>
+		<h3>[method:Plane setFromNormalAndCoplanarPoint]( [param:Vector3 normal], [param:Vector3 point] ) [param:Vector3 this]</h3>
 		<div>
 		[page:Vector3 normal] - a unit length [page:Vector3] defining the normal of the plane.<br />
 		[page:Vector3 point] - [page:Vector3]<br /><br />
@@ -164,7 +164,7 @@
 		Sets the plane's properties as defined by a [page:Vector3 normal] and an arbitrary coplanar [page:Vector3 point].
 		</div>
 
-		<h3>[method:Plane translate]( [page:Vector3 offset] )</h3>
+		<h3>[method:Plane translate]( [param:Vector3 offset] )</h3>
 		<div>
 		[page:Vector3 offset] - the amount to move the plane by.<br /><br />
 

+ 16 - 16
docs/api/math/Quaternion.html

@@ -72,13 +72,13 @@
 		represents the same rotation in the opposite direction about the rotational axis.
 		</div>
 
-		<h3>[method:Quaternion copy]( [page:Quaternion q] )</h3>
+		<h3>[method:Quaternion copy]( [param:Quaternion q] )</h3>
 		<div>
 			Copies the [page:.x x], [page:.y y],	[page:.z z] and [page:.w w] properties
 			of [page:Quaternion q] into this quaternion.
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Quaternion v] )</h3>
+		<h3>[method:Boolean equals]( [param:Quaternion v] )</h3>
 		<div>
 		[page:Quaternion v] - Quaternion that this quaternion will be compared to.<br /><br />
 
@@ -87,13 +87,13 @@
 		represent the same rotation.
 		</div>
 
-		<h3>[method:Float dot]( [page:Quaternion v] )</h3>
+		<h3>[method:Float dot]( [param:Quaternion v] )</h3>
 		<div>
 			Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of
 			quaternions [page:Quaternion v] and this one.
 		</div>
 
-		<h3>[method:Quaternion fromArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Quaternion fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - array of format (x, y, z, w) used to construct the quaternion.<br />
 		[page:Integer offset] - (optional) an offset into the array.<br /><br />
@@ -127,16 +127,16 @@
 		equal to *1*.
 		</div>
 
-		<h3>[method:Quaternion multiply]( [page:Quaternion q] )</h3>
+		<h3>[method:Quaternion multiply]( [param:Quaternion q] )</h3>
 		<div>Multiplies this quaternion by [page:Quaternion q].</div>
 
-		<h3>[method:Quaternion multiplyQuaternions]( [page:Quaternion a], [page:Quaternion b] )</h3>
+		<h3>[method:Quaternion multiplyQuaternions]( [param:Quaternion a], [param:Quaternion b] )</h3>
 		<div>
 		Sets this quaternion to [page:Quaternion a] x [page:Quaternion b].<br />
 		Adapted from the method outlined [link:http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm here].
 		</div>
 
-		<h3>[method:Quaternion onChange]( [page:Function onChangeCallback] )</h3>
+		<h3>[method:Quaternion onChange]( [param:Function onChangeCallback] )</h3>
 		<div>Sets the [page:.onChangeCallback onChangeCallback]() method.</div>
 
 		<h3>[method:Quaternion onChangeCallback]( )</h3>
@@ -162,10 +162,10 @@
 		</div>
 
 
-		<h3>[method:Quaternion premultiply]( [page:Quaternion q] )</h3>
+		<h3>[method:Quaternion premultiply]( [param:Quaternion q] )</h3>
 		<div>Pre-multiplies this quaternion by [page:Quaternion q].</div>
 
-		<h3>[method:Quaternion slerp]( [page:Quaternion qb], [page:float t] )</h3>
+		<h3>[method:Quaternion slerp]( [param:Quaternion qb], [param:float t] )</h3>
 		<div>
 			[page:Quaternion qb] - The other quaternion rotation<br />
 			[page:float t] - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -181,26 +181,26 @@
 			</code>
 		</div>
 
-		<h3>[method:Quaternion set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
+		<h3>[method:Quaternion set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<div>Sets [page:.x x], [page:.y y], [page:.z z], [page:.w w] properties of this quaternion.</div>
 
-		<h3>[method:Quaternion setFromAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:Quaternion setFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 		Sets this quaternion from rotation specified by [page:Vector3 axis] and [page:Float angle].<br />
 		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm here].<br />
 		*Axis* is assumed to be normalized, *angle* is in radians.
 		</div>
 
-		<h3>[method:Quaternion setFromEuler]( [page:Euler euler] )</h3>
+		<h3>[method:Quaternion setFromEuler]( [param:Euler euler] )</h3>
 		<div>Sets this quaternion from the rotation specified by [page:Euler] angle.</div>
 
-		<h3>[method:Quaternion setFromRotationMatrix]( [page:Matrix4 m] )</h3>
+		<h3>[method:Quaternion setFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<div>
 		Sets this quaternion from rotation component of [page:Matrix4 m].<br />
 		Adapted from the method [link:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm here].
 		</div>
 
-		<h3>[method:Quaternion setFromUnitVectors]( [page:Vector3 vFrom], [page:Vector3 vTo] )</h3>
+		<h3>[method:Quaternion setFromUnitVectors]( [param:Vector3 vFrom], [param:Vector3 vTo] )</h3>
 		<div>
 		Sets this quaternion to the rotation required to rotate direction vector [page:Vector3 vFrom] to
 		direction vector [page:Vector3 vTo].<br />
@@ -208,7 +208,7 @@
 		[page:Vector3 vFrom] and [page:Vector3 vTo] are assumed to be normalized.
 		</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - An optional array to store the quaternion. If not specified, a new array will be created.<br/>
 		[page:Integer offset] - (optional) if specified, the result will be copied
@@ -236,7 +236,7 @@ q.slerp( qb, t )
 
 		</div>
 
-		<h3>[method:Quaternion slerp]( [page:Quaternion qStart], [page:Quaternion qEnd], [page:Quaternion qTarget], [page:Float t] )</h3>
+		<h3>[method:Quaternion slerp]( [param:Quaternion qStart], [param:Quaternion qEnd], [param:Quaternion qTarget], [param:Float t] )</h3>
 		<div>
 			[page:Quaternion qStart] - The starting quaternion (where [page:Float t] is 0)<br />
 			[page:Quaternion qEnd] - The ending quaternion (where [page:Float t] is 1)<br />

+ 19 - 19
docs/api/math/Ray.html

@@ -46,14 +46,14 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Ray applyMatrix4]( [page:Matrix4 matrix4] )</h3>
+		<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
 		<div>
 		[page:Matrix4 matrix4] - the [page:Matrix4] to apply to this [page:Ray].<br /><br />
 
 		Transform this [page:Ray] by the [page:Matrix4].
 		</div>
 
-		<h3>[method:Vector3 at]( [page:Float t], [page:Vector3 optionalTarget] ) </h3>
+		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 optionalTarget] ) </h3>
 		<div>
 		[page:Float t] - the distance along the [page:Ray] to retrieve a position for.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -67,7 +67,7 @@
 			Creates a new Ray with identical [page:.origin origin] and [page:.direction direction]  to this one.
 		</div>
 
-		<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - the point to get the closest approach to. <br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -76,20 +76,20 @@
 		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
 		</div>
 
-		<h3>[method:Ray copy]( [page:Ray ray] )</h3>
+		<h3>[method:Ray copy]( [param:Ray ray] )</h3>
 		<div>
 			Copies the [page:.origin origin] and [page:.direction direction] properties
 			of [page:Ray ray] into this ray.
 		</div>
 
-		<h3>[method:Float distanceSqToPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
 
 		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
 		</div>
 
-		<h3>[method:Float distanceSqToSegment]( [page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay], [page:Vector3 optionalPointOnSegment] )</h3>
+		<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
 		<div>
 		[page:Vector3 v0] - the start of the line segment.<br />
 		[page:Vector3 v1] - the end of the line segment.<br />
@@ -101,14 +101,14 @@
 		Get the squared distance between this [page:Ray] and a line segment.
 		</div>
 
-		<h3>[method:Float distanceToPlane]( [page:Plane plane] )</h3>
+		<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
 		<div>
 		[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
 
 		Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
 		</div>
 
-		<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
 
@@ -116,7 +116,7 @@
 		</div>
 
 
-		<h3>[method:Boolean equals]( [page:Ray ray] )</h3>
+		<h3>[method:Boolean equals]( [param:Ray ray] )</h3>
 		<div>
 		[page:Ray ray] - the [page:Ray] to compare to.<br /><br />
 
@@ -124,7 +124,7 @@
 		 and [page:.direction direction].
 		</div>
 
-		<h3>[method:Vector3 intersectBox]( [page:Box3 box], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Box3 box] - the [page:Box3] to intersect with.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -134,7 +134,7 @@
 		*null* if there is no intersection.
 		</div>
 
-		<h3>[method:Vector3 intersectPlane]( [page:Plane plane], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Plane plane] - the [page:Plane] to intersect with.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -144,7 +144,7 @@
 		*null* if there is no intersection.
 		</div>
 
-		<h3>[method:Vector3 intersectSphere]( [page:Sphere sphere], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -154,7 +154,7 @@
 		*null* if there is no intersection.
 		</div>
 
-		<h3>[method:Vector3 intersectTriangle]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
 		[page:Boolean backfaceCulling] - whether to use backface culling.<br />
@@ -165,42 +165,42 @@
 		if there is no intersection.
 		</div>
 
-		<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
 
 		Return true if this [page:Ray] intersects with the [page:Box3].
 		</div>
 
-		<h3>[method:Boolean intersectsPlane]( [page:Plane plane] )</h3>
+		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<div>
 		[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
 
 		Return true if this [page:Ray] intersects with the [page:Plane].
 		</div>
 
-		<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
+		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<div>
 		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
 
 		Return true if this [page:Ray] intersects with the [page:Sphere].
 		</div>
 
-		<h3>[method:Ray lookAt]( [page:Vector3 v] )</h3>
+		<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
 		<div>
 		[page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
 
 		Adjusts the direction of the ray to point at the vector in world coordinates.
 		</div>
 
-		<h3>[method:Ray recast]( [page:Float t] )</h3>
+		<h3>[method:Ray recast]( [param:Float t] )</h3>
 		<div>
 		[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
 
 		Shift the origin of this [page:Ray] along its direction by the distance given.
 		</div>
 
-		<h3>[method:Ray set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
+		<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<div>
 		[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
 		[page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].

+ 13 - 13
docs/api/math/Sphere.html

@@ -34,14 +34,14 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Sphere applyMatrix4]( [page:Matrix4 matrix] )</h3>
+		<h3>[method:Sphere applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<div>
 			[page:Matrix4 matrix] - the [Page:Matrix4] to apply <br /><br />
 
 			Transforms this sphere with the provided [page:Matrix4].
 		</div>
 
-		<h3>[method:Vector3 clampPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] The point to clamp.<br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3],
@@ -54,7 +54,7 @@
 		<h3>[method:Sphere clone]()</h3>
 		<div>Returns a new sphere with the same [page:.center center] and [page:.radius radius] as this one.</div>
 
-		<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - the [page:Vector3] to be checked<br /><br />
 
@@ -62,13 +62,13 @@
 		surface of the sphere.
 		</div>
 
-		<h3>[method:Sphere copy]( [page:Sphere sphere] )</h3>
+		<h3>[method:Sphere copy]( [param:Sphere sphere] )</h3>
 		<div>
 		Copies the values of the passed sphere's [page:.center center] and [page:.radius radius]
 		properties to this sphere.
 		</div>
 
-		<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<div>
 		Returns the closest distance from the boundary of the sphere to the [page:Vector3 point]. If the sphere contains the point,
 		the distance will be negative.
@@ -77,40 +77,40 @@
 		<h3>[method:Boolean empty]()</h3>
 		<div>Checks to see if the sphere is empty (the radius set to 0).</div>
 
-		<h3>[method:Boolean equals]( [page:Sphere sphere] )</h3>
+		<h3>[method:Boolean equals]( [param:Sphere sphere] )</h3>
 		<div>
 		Checks to see if the two spheres' centers and radii are equal.
 		</div>
 
-		<h3>[method:Box3 getBoundingBox]( [page:Box3 optionalTarget] )</h3>
+		<h3>[method:Box3 getBoundingBox]( [param:Box3 optionalTarget] )</h3>
 		<div>
 			[page:Box3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Box3], otherwise a new [page:Box3] will be created.<br /><br />
 
 			Returns a[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Box] for the sphere.
 		</div>
 
-		<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - [page:Box3] to check for intersection against.<br /><br />
 
 		Determines whether or not this sphere intersects a given [page:Box3 box].
 		</div>
 
-		<h3>[method:Boolean intersectsPlane]( [page:Plane plane] )</h3>
+		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<div>
 		[page:Plane plane] - Plane to check for intersection against.<br /><br />
 
 		Determines whether or not this sphere intersects a given [page:Plane plane].
 		</div>
 
-		<h3>[method:Boolean intersectsSphere]( [page:Sphere sphere] )</h3>
+		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<div>
 		[page:Sphere sphere] - Sphere to check for intersection against.<br /><br />
 
 		Checks to see if two spheres intersect.
 		</div>
 
-		<h3>[method:Sphere set]( [page:Vector3 center], [page:Float radius] )</h3>
+		<h3>[method:Sphere set]( [param:Vector3 center], [param:Float radius] )</h3>
 		<div>
 			[page:Vector3 center] - center of the sphere.<br />
 			[page:Float radius] - radius of the sphere.<br /><br />
@@ -118,7 +118,7 @@
 		Sets the [page:.center center] and [page:.radius radius] properties of this sphere.
 		</div>
 
-		<h3>[method:Sphere setFromPoints]( [page:Array points], [page:Vector3 optionalCenter] )</h3>
+		<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
 		<div>
 		[page:Array points] - an [page:Array] of [page:Vector3] positions.<br />
 		[page:Vector3 optionalCenter] - Optional [page:Vector3] position for the sphere's center.<br /><br />
@@ -128,7 +128,7 @@
 		[page:Array points] is calculated.
 		</div>
 
-		<h3>[method:Sphere translate]( [page:Vector3 offset] )</h3>
+		<h3>[method:Sphere translate]( [param:Vector3 offset] )</h3>
 		Translate the sphere's center by the provided offset [page:Vector3].
 		</div>
 

+ 3 - 3
docs/api/math/Spherical.html

@@ -44,7 +44,7 @@
 		and [page:.theta theta] properties as this one.
 		</div>
 
-		<h3>[method:Spherical copy]( [page:Spherical s] )</h3>
+		<h3>[method:Spherical copy]( [param:Spherical s] )</h3>
 		<div>
 			Copies the values of the passed Spherical's [page:.radius radius], [page:.phi phi]
 			and [page:.theta theta] properties to this spherical.
@@ -55,11 +55,11 @@
 		Restricts the polar angle page:.phi phi] to be between 0.000001 and pi - 0.000001.
 		</div>
 
-		<h3>[method:Spherical set]( [page:Float radius], [page:Float phi], [page:Float theta] )</h3>
+		<h3>[method:Spherical set]( [param:Float radius], [param:Float phi], [param:Float theta] )</h3>
 		<div>Sets values of this spherical's [page:.radius radius], [page:.phi phi]
 		and [page:.theta theta] properties.</div>
 
-		<h3>[method:Spherical setFromVector3]( [page:Vector3 vec3] )</h3>
+		<h3>[method:Spherical setFromVector3]( [param:Vector3 vec3] )</h3>
 		<div>
 			Sets values of this spherical's [page:.radius radius], [page:.phi phi]
 			and [page:.theta theta] properties from the [page:Vector3 Vector3].<br /><br />

+ 11 - 11
docs/api/math/Triangle.html

@@ -51,7 +51,7 @@
 		<h3>[method:Float area]()</h3>
 		<div>Return the area of the triangle.</div>
 
-		<h3>[method:Vector3 barycoordFromPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 barycoordFromPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] <br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
@@ -67,7 +67,7 @@
 			Returns a new triangle with the same [page:.a a], [page:.b b] and  [page:.c c] properties as this one.
 		</div>
 
-		<h3>[method:Vector3 closestPointToPoint]( [page:Vector3 point], [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 optionalTarget] )</h3>
 		<div>
 		point - [page:Vector3] <br />
 		[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
@@ -75,58 +75,58 @@
 		Returns the closest point on the triangle to [page:Vector3 point].
 		</div>
 
-		<h3>[method:Boolean containsPoint]( [page:Vector3 point] )</h3>
+		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<div>
 		[page:Vector3 point] - [page:Vector3] to check.<br /><br />
 
 		Returns true if the passed point, when projected onto the plane of the triangle, lies within the triangle.
 		</div>
 
-		<h3>[method:Triangle copy]( [page:Triangle triangle] )</h3>
+		<h3>[method:Triangle copy]( [param:Triangle triangle] )</h3>
 		<div>
 			Copies the values of the passed triangles's [page:.a a], [page:.b b] and [page:.c c]
 			properties to this triangle.
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Triangle triangle] )</h3>
+		<h3>[method:Boolean equals]( [param:Triangle triangle] )</h3>
 		<div>
 		Returns true if the two triangles have identical [page:.a a], [page:.b b] and [page:.c c] properties.
 		</div>
 
-		<h3>[method:Boolean intersectsBox]( [page:Box3 box] )</h3>
+		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<div>
 		[page:Box3 box] - Box to check for intersection against.<br /><br />
 
 		Determines whether or not this triangle intersects [page:Box3 box].
 		</div>
 
-		<h3>[method:Vector3 midpoint]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 midpoint]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
 
 		Calculate the midpoint of the triangle.
 		</div>
 
-		<h3>[method:Vector3 normal]( [page:Vector3 optionalTarget] )</h3>
+		<h3>[method:Vector3 normal]( [param:Vector3 optionalTarget] )</h3>
 		<div>
 			[page:Vector3 optionalTarget] - (optional) if specified, the result will be copied into this [page:Vector3], otherwise a new [page:Vector3] will be created.<br /><br />
 
 		Calculate the [link:https://en.wikipedia.org/wiki/Normal_(geometry) normal vector] of the triangle.
 		</div>
 
-		<h3>[method:Plane plane]( [page:Plane optionalTarget] )</h3>
+		<h3>[method:Plane plane]( [param:Plane optionalTarget] )</h3>
 		<div>
 			[page:Plane optionalTarget] - (optional) if specified, the result will be copied into this [page:Plane], otherwise a new [page:Plane] will be created.<br /><br />
 
 		Create a [page:Plane plane] based on the triangle. .
 		</div>
 
-		<h3>[method:Triangle set]( [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] ) [page:Triangle this]</h3>
+		<h3>[method:Triangle set]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c] ) [param:Triangle this]</h3>
 		<div>
 		Sets the triangle's [page:.a a], [page:.b b] and [page:.c c] properties to the passed [page:vector3 vector3s].
 		</div>
 
-		<h3>[method:Triangle setFromPointsAndIndices]( [page:Array points], [page:Integer i0], [page:Integer i1], [page:Integer i2] ) [page:Triangle this]</h3>
+		<h3>[method:Triangle setFromPointsAndIndices]( [param:Array points], [param:Integer i0], [param:Integer i1], [param:Integer i2] ) [param:Triangle this]</h3>
 		<div>
 		points - [page:Array] of [page:Vector3]s <br />
 		i0 - [page:Integer] index <br />

+ 36 - 36
docs/api/math/Vector2.html

@@ -80,16 +80,16 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector2 add]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 add]( [param:Vector2 v] )</h3>
 		<div>Adds [page:Vector2 v] to this vector.</div>
 
-		<h3>[method:Vector2 addScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector2 addScalar]( [param:Float s] )</h3>
 		<div>Adds the scalar value [page:Float s] to this vector's [page:.x x] and [page:.y y] values.</div>
 
-		<h3>[method:Vector2 addScaledVector]( [page:Vector2 v], [page:Float s] )</h3>
+		<h3>[method:Vector2 addScaledVector]( [param:Vector2 v], [param:Float s] )</h3>
 		<div>Adds the multiple of [page:Vector2 v] and [page:Float s] to this vector.</div>
 
-		<h3>[method:Vector2 addVectors]( [page:Vector2 a], [page:Vector2 b] )</h3>
+		<h3>[method:Vector2 addVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
 		<div>Sets this vector to [page:Vector2 a] + [page:Vector2 b].</div>
 
 		<h3>[method:Float angle]()</h3>
@@ -97,7 +97,7 @@
 		Computes the angle in radians of this vector with respect to the positive x-axis.
 		</div>
 
-		<h3>[method:Vector2 applyMatrix3]( [page:Matrix3 m] )</h3>
+		<h3>[method:Vector2 applyMatrix3]( [param:Matrix3 m] )</h3>
 		<div>
 		Multiplies this vector (with an implicit 1 as the 3rd component) by m.
 		</div>
@@ -107,7 +107,7 @@
 		The [page:.x x] and [page:.y y] components of the vector are rounded up to the nearest integer value.
 		</div>
 
-		<h3>[method:Vector2 clamp]( [page:Vector2 min], [page:Vector2 max] )</h3>
+		<h3>[method:Vector2 clamp]( [param:Vector2 min], [param:Vector2 max] )</h3>
 		<div>
 		[page:Vector2 min] - the minimum x and y values.<br />
 		[page:Vector2 max] - the maximum x and y values in the desired range<br /><br />
@@ -116,7 +116,7 @@
 		If this vector's x or y value is less than the min vector's x or y value, it is replaced by the corresponding value.
 		</div>
 
-		<h3>[method:Vector2 clampLength]( [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Vector2 clampLength]( [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float min] - the minimum value the length will be clamped to <br />
 		[page:Float max] - the maximum value the length will be clamped to<br /><br />
@@ -125,7 +125,7 @@
 		If this vector's length is less than the min value, it is replaced by the min value.
 		</div>
 
-		<h3>[method:Vector2 clampScalar]( [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Vector2 clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float min] - the minimum value the components will be clamped to <br />
 		[page:Float max] - the maximum value the components will be clamped to<br /><br />
@@ -139,49 +139,49 @@
 		Returns a new Vector2 with the same [page:.x x] and [page:.y y] values as this one.
 		</div>
 
-		<h3>[method:Vector2 copy]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 copy]( [param:Vector2 v] )</h3>
 		<div>
 			Copies the values of the passed Vector2's [page:.x x] and [page:.y y]
 			properties to this Vector2.
 		</div>
 
-		<h3>[method:Float distanceTo]( [page:Vector2 v] )</h3>
+		<h3>[method:Float distanceTo]( [param:Vector2 v] )</h3>
 		<div>Computes the distance from this vector to [page:Vector2 v].</div>
 
-		<h3>[method:Float manhattanDistanceTo]( [page:Vector2 v] )</h3>
+		<h3>[method:Float manhattanDistanceTo]( [param:Vector2 v] )</h3>
 		<div>
 		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector2 v].
 		</div>
 
-		<h3>[method:Float distanceToSquared]( [page:Vector2 v] )</h3>
+		<h3>[method:Float distanceToSquared]( [param:Vector2 v] )</h3>
 		<div>
 		Computes the squared distance from this vector to [page:Vector2 v]. If you are just
 		comparing the distance with another distance, you should compare the distance squared instead
 		as it is slightly more efficient to calculate.
 		</div>
 
-		<h3>[method:Vector2 divide]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 divide]( [param:Vector2 v] )</h3>
 		<div>Divides this vector by [page:Vector2 v].</div>
 
-		<h3>[method:Vector2 divideScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector2 divideScalar]( [param:Float s] )</h3>
 		<div>
 		Divides this vector by scalar [page:Float s].<br />
 		Sets vector to *( 0, 0 )* if [page:Float s] = 0.
 		</div>
 
-		<h3>[method:Float dot]( [page:Vector2 v] )</h3>
+		<h3>[method:Float dot]( [param:Vector2 v] )</h3>
 		<div>
 		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
 	  vector and [page:Vector2 v].
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Vector2 v] )</h3>
+		<h3>[method:Boolean equals]( [param:Vector2 v] )</h3>
 		<div>Checks for strict equality of this vector and [page:Vector2 v].</div>
 
 		<h3>[method:Vector2 floor]()</h3>
 		<div>The components of the vector are rounded down to the nearest integer value.</div>
 
-		<h3>[method:Vector2 fromArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Vector2 fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - the source array.<br />
 		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
@@ -189,7 +189,7 @@
 		Sets this vector's [page:.x x] value to be array[ offset ] and [page:.y y] value to be array[ offset + 1 ].
 		</div>
 
-		<h3>[method:Vector2 fromBufferAttribute]( [page:BufferAttribute attribute], [page:Integer index] )</h3>
+		<h3>[method:Vector2 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<div>
 		[page:BufferAttribute attribute] - the source attribute.<br />
 		[page:Integer index] - index in the attribute.<br /><br />
@@ -197,7 +197,7 @@
 		Sets this vector's [page:.x x] and [page:.y y] values from the [page:BufferAttribute attribute].
 		</div>
 
-		<h3>[method:Float getComponent]( [page:Integer index] )</h3>
+		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<div>
 		[page:Integer index] - 0 or 1.<br /><br />
 
@@ -221,7 +221,7 @@
 		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
 		</div>
 
-		<h3>[method:Vector2 lerp]( [page:Vector2 v], [page:Float alpha] )</h3>
+		<h3>[method:Vector2 lerp]( [param:Vector2 v], [param:Float alpha] )</h3>
 		<div>
 		[page:Vector2 v] - [page:Vector2] to interpolate towards.<br />
 		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -230,7 +230,7 @@
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector2 v].
 		</div>
 
-		<h3>[method:Vector2 lerpVectors]( [page:Vector2 v1], [page:Vector2 v2], [page:Float alpha] )</h3>
+		<h3>[method:Vector2 lerpVectors]( [param:Vector2 v1], [param:Vector2 v2], [param:Float alpha] )</h3>
 		<div>
 		[page:Vector2 v1] - the starting [page:Vector2].<br />
 		[page:Vector2 v2] - [page:Vector2] to interpolate towards.<br />
@@ -250,26 +250,26 @@
 		as this one, but [page:.length length] 1.
 		</div>
 
-		<h3>[method:Vector2 max]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 max]( [param:Vector2 v] )</h3>
 		<div>
 		If this vector's x or y value is less than [page:Vector2 v]'s x or y value, replace
 		that value with the corresponding max value.
 		</div>
 
-		<h3>[method:Vector2 min]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 min]( [param:Vector2 v] )</h3>
 		<div>
 		If this vector's x or y value is greater than [page:Vector2 v]'s x or y value, replace
 		that value with the corresponding min value.
 		</div>
 
-		<h3>[method:Vector2 multiply]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 multiply]( [param:Vector2 v] )</h3>
 		<div>Multiplies this vector by [page:Vector2 v].</div>
 
 
-		<h3>[method:Vector2 multiplyScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector2 multiplyScalar]( [param:Float s] )</h3>
 		<div>Multiplies this vector by scalar [page:Float s].</div>
 
-		<h3>[method:Vector2 rotateAround]( [page:Vector2 center], [page:float angle] )</h3>
+		<h3>[method:Vector2 rotateAround]( [param:Vector2 center], [param:float angle] )</h3>
 		<div>
 			[page:Vector2 center] - the point around which to rotate.<br />
 			[page:float angle] - the angle to rotate, in radians.<br /><br />
@@ -285,10 +285,10 @@
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		</div>
 
-		<h3>[method:Vector2 set]( [page:Float x], [page:Float y] )</h3>
+		<h3>[method:Vector2 set]( [param:Float x], [param:Float y] )</h3>
 		<div>Sets the [page:.x x] and [page:.y y] components of this vector.</div>
 
-		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
+		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<div>
 		[page:Integer index] - 0 or 1.<br />
 		[page:Float value] - [page:Float]<br /><br />
@@ -297,33 +297,33 @@
 		If index equals 1 set [page:.y y] to [page:Float value]
 		</div>
 
-		<h3>[method:Vector2 setLength]( [page:Float l] )</h3>
+		<h3>[method:Vector2 setLength]( [param:Float l] )</h3>
 		<div>
 		Sets this vector to the vector with the same direction as this one, but [page:.length length]
 		[page:Float l].
 		</div>
 
-		<h3>[method:Vector2 setScalar]( [page:Float scalar] )</h3>
+		<h3>[method:Vector2 setScalar]( [param:Float scalar] )</h3>
 		<div>
 		Sets the [page:.x x] and [page:.y y] values of this vector both equal to [page:Float scalar].
 		</div>
 
-		<h3>[method:Vector2 setX]( [page:Float x] )</h3>
+		<h3>[method:Vector2 setX]( [param:Float x] )</h3>
 		<div>Replaces this vector's [page:.x x] value with [page:Float x].</div>
 
-		<h3>[method:Vector2 setY]( [page:Float y] )</h3>
+		<h3>[method:Vector2 setY]( [param:Float y] )</h3>
 		<div>Replaces this vector's [page:.y y] value with [page:Float y].</div>
 
-		<h3>[method:Vector2 sub]( [page:Vector2 v] )</h3>
+		<h3>[method:Vector2 sub]( [param:Vector2 v] )</h3>
 		<div>Subtracts [page:Vector2 v] from this vector.</div>
 
-		<h3>[method:Vector2 subScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector2 subScalar]( [param:Float s] )</h3>
 		<div>Subtracts [page:Float s]  from this vector's [page:.x x] and [page:.y y] components.</div>
 
-		<h3>[method:Vector2 subVectors]( [page:Vector2 a], [page:Vector2 b] )</h3>
+		<h3>[method:Vector2 subVectors]( [param:Vector2 a], [param:Vector2 b] )</h3>
 		<div>Sets this vector to [page:Vector2 a] - [page:Vector2 b].</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
 		[page:Integer offset] - (optional) optional offset into the array.<br /><br />

+ 55 - 55
docs/api/math/Vector3.html

@@ -77,19 +77,19 @@ var d = a.distanceTo( b );
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector3 add]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 add]( [param:Vector3 v] )</h3>
 		<div>Adds [page:Vector3 v] to this vector.</div>
 
-		<h3>[method:Vector3 addScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector3 addScalar]( [param:Float s] )</h3>
 		<div>Adds the scalar value s to this vector's [page:.x x], [page:.y y] and [page:.z z] values.</div>
 
-		<h3>[method:Vector3 addScaledVector]( [page:Vector3 v], [page:Float s] )</h3>
+		<h3>[method:Vector3 addScaledVector]( [param:Vector3 v], [param:Float s] )</h3>
 		<div>Adds the multiple of [page:Vector3 v] and [page:Float s] to this vector.</div>
 
-		<h3>[method:Vector3 addVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
+		<h3>[method:Vector3 addVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<div>Sets this vector to [page:Vector3 a] + [page:Vector3 b].</div>
 
-		<h3>[method:Vector3 applyAxisAngle]( [page:Vector3 axis], [page:Float angle] )</h3>
+		<h3>[method:Vector3 applyAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
 		<div>
 		[page:Vector3 axis] - A normalized [page:Vector3].<br />
 		[page:Float angle] - An angle in radians.<br /><br />
@@ -97,27 +97,27 @@ var d = a.distanceTo( b );
 		Applies a rotation specified by an axis and an angle to this vector.
 		</div>
 
-		<h3>[method:Vector3 applyEuler]( [page:Euler euler] )</h3>
+		<h3>[method:Vector3 applyEuler]( [param:Euler euler] )</h3>
 		<div>
 		Applies euler transform to this vector by converting the [page:Euler] object to a
 		[page:Quaternion] and applying.
 		</div>
 
-		<h3>[method:Vector3 applyMatrix3]( [page:Matrix3 m] )</h3>
+		<h3>[method:Vector3 applyMatrix3]( [param:Matrix3 m] )</h3>
 		<div>Multiplies this vector by [page:Matrix3 m]</div>
 
-		<h3>[method:Vector3 applyMatrix4]( [page:Matrix4 m] )</h3>
+		<h3>[method:Vector3 applyMatrix4]( [param:Matrix4 m] )</h3>
 		<div>
 		Multiplies this vector (with an implicit 1 in the 4th dimension) and m, and divides by perspective.
 		</div>
 
-		<h3>[method:Vector3 applyQuaternion]( [page:Quaternion quaternion] )</h3>
+		<h3>[method:Vector3 applyQuaternion]( [param:Quaternion quaternion] )</h3>
 		<div>
 		Applies a [page:Quaternion] transform to this vector.
 		</div>
 
 
-		<h3>[method:Float angleTo]( [page:Vector3 v] )</h3>
+		<h3>[method:Float angleTo]( [param:Vector3 v] )</h3>
 		<div>
 		Returns the angle between this vector and vector [page:Vector3 v] in radians.
 		</div>
@@ -127,7 +127,7 @@ var d = a.distanceTo( b );
 		The [page:.x x], [page:.y y] and [page:.z z] components of the vector are rounded up to the nearest integer value.
 		</div>
 
-		<h3>[method:Vector3 clamp]( [page:Vector3 min], [page:Vector3 max] )</h3>
+		<h3>[method:Vector3 clamp]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<div>
 		[page:Vector3 min] - the minimum [page:.x x], [page:.y y] and [page:.z z] values.<br />
 		[page:Vector3 max] - the maximum [page:.x x], [page:.y y] and [page:.z z] values in the desired range<br /><br />
@@ -136,7 +136,7 @@ var d = a.distanceTo( b );
 		If this vector's x, y or z value is less than the min vector's x, y or z value, it is replaced by the corresponding value.
 		</div>
 
-		<h3>[method:Vector3 clampLength]( [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Vector3 clampLength]( [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float min] - the minimum value the length will be clamped to <br />
 		[page:Float max] - the maximum value the length will be clamped to<br /><br />
@@ -145,7 +145,7 @@ var d = a.distanceTo( b );
 		If this vector's length is less than the min value, it is replaced by the min value.
 		</div>
 
-		<h3>[method:Vector3 clampScalar]( [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Vector3 clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float min] - the minimum value the components will be clamped to <br />
 		[page:Float max] - the maximum value the components will be clamped to<br /><br />
@@ -159,59 +159,59 @@ var d = a.distanceTo( b );
 		Returns a new vector3 with the same [page:.x x], [page:.y y] and [page:.z z] values as this one.
 		</div>
 
-		<h3>[method:Vector3 copy]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 copy]( [param:Vector3 v] )</h3>
 		<div>
 			Copies the values of the passed vector3's [page:.x x], [page:.y y] and [page:.z z]
 			properties to this vector3.
 		</div>
 
-		<h3>[method:Vector3 cross]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 cross]( [param:Vector3 v] )</h3>
 		<div>
 		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of itself and [page:Vector3 v].
 		</div>
 
-		<h3>[method:Vector3 crossVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
+		<h3>[method:Vector3 crossVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<div>
 		Sets this vector to [link:https://en.wikipedia.org/wiki/Cross_product cross product] of [page:Vector3 a] and [page:Vector3 b].
 		</div>
 
-		<h3>[method:Float distanceTo]( [page:Vector3 v] )</h3>
+		<h3>[method:Float distanceTo]( [param:Vector3 v] )</h3>
 		<div>Computes the distance from this vector to [page:Vector3 v].</div>
 
-		<h3>[method:Float manhattanDistanceTo]( [page:Vector3 v] )</h3>
+		<h3>[method:Float manhattanDistanceTo]( [param:Vector3 v] )</h3>
 		<div>
 		Computes the [link:https://en.wikipedia.org/wiki/Taxicab_geometry Manhattan distance] from this vector to [page:Vector3 v].
 		</div>
 
-		<h3>[method:Float distanceToSquared]( [page:Vector3 v] )</h3>
+		<h3>[method:Float distanceToSquared]( [param:Vector3 v] )</h3>
 		<div>
 		Computes the squared distance from this vector to [page:Vector3 v]. If you are just
 		comparing the distance with another distance, you should compare the distance squared instead
 		as it is slightly more efficient to calculate.
 		</div>
 
-		<h3>[method:Vector3 divide]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 divide]( [param:Vector3 v] )</h3>
 		<div>Divides this vector by [page:Vector3 v].</div>
 
-		<h3>[method:Vector3 divideScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector3 divideScalar]( [param:Float s] )</h3>
 		<div>
 		Divides this vector by scalar [page:Float s].<br />
 		Sets vector to *( 0, 0, 0 )* if *[page:Float s] = 0*.
 		</div>
 
-		<h3>[method:Float dot]( [page:Vector3 v] )</h3>
+		<h3>[method:Float dot]( [param:Vector3 v] )</h3>
 		<div>
 		Calculate the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
 		vector and [page:Vector3 v].
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Vector3 v] )</h3>
+		<h3>[method:Boolean equals]( [param:Vector3 v] )</h3>
 		<div>Checks for strict equality of this vector and [page:Vector3 v].</div>
 
 		<h3>[method:Vector3 floor]()</h3>
 		<div>The components of the vector are rounded down to the nearest integer value.</div>
 
-		<h3>[method:Vector3 fromArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Vector3 fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - the source array.<br />
 		[page:Integer offset] - ( optional) offset into the array. Default is 0.<br /><br />
@@ -220,7 +220,7 @@ var d = a.distanceTo( b );
 		and [page:.z z] value to be array[ offset + 2 ].
 		</div>
 
-		<h3>[method:Vector3 fromBufferAttribute]( [page:BufferAttribute attribute], [page:Integer index] )</h3>
+		<h3>[method:Vector3 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<div>
 		[page:BufferAttribute attribute] - the source attribute.<br />
 		[page:Integer index] - index in the attribute.<br /><br />
@@ -228,7 +228,7 @@ var d = a.distanceTo( b );
 		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] values from the [page:BufferAttribute attribute].
 		</div>
 
-		<h3>[method:Float getComponent]( [page:Integer index] )</h3>
+		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<div>
 		[page:Integer index] - 0, 1 or 2.<br /><br />
 
@@ -253,7 +253,7 @@ var d = a.distanceTo( b );
 		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
 		</div>
 
-		<h3>[method:Vector3 lerp]( [page:Vector3 v], [page:Float alpha] )</h3>
+		<h3>[method:Vector3 lerp]( [param:Vector3 v], [param:Float alpha] )</h3>
 		<div>
 		[page:Vector3 v] - [page:Vector3] to interpolate towards.<br />
 		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -262,7 +262,7 @@ var d = a.distanceTo( b );
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector3 v].
 		</div>
 
-		<h3>[method:Vector3 lerpVectors]( [page:Vector3 v1], [page:Vector3 v2], [page:Float alpha] )</h3>
+		<h3>[method:Vector3 lerpVectors]( [param:Vector3 v1], [param:Vector3 v2], [param:Float alpha] )</h3>
 		<div>
 		[page:Vector3 v1] - the starting [page:Vector3].<br />
 		[page:Vector3 v2] - [page:Vector3] to interpolate towards.<br />
@@ -282,35 +282,35 @@ var d = a.distanceTo( b );
 		as this one, but [page:.length length] 1.
 		</div>
 
-		<h3>[method:Vector3 max]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 max]( [param:Vector3 v] )</h3>
 		<div>
 		If this vector's x, y or z value is less than [page:Vector3 v]'s x, y or z value, replace
 		that value with the corresponding max value.
 		</div>
 
-		<h3>[method:Vector3 min]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 min]( [param:Vector3 v] )</h3>
 		<div>
 		If this vector's x, y or z value is greater than [page:Vector3 v]'s x, y or z value, replace
 		that value with the corresponding min value.
 		</div>
 
-		<h3>[method:Vector3 multiply]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 multiply]( [param:Vector3 v] )</h3>
 		<div>Multiplies this vector by [page:Vector3 v].</div>
 
-		<h3>[method:Vector3 multiplyScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector3 multiplyScalar]( [param:Float s] )</h3>
 		<div>Multiplies this vector by scalar [page:Float s].</div>
 
-		<h3>[method:Vector3 multiplyVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
+		<h3>[method:Vector3 multiplyVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<div>Sets this vector equal to [page:Vector3 a] * [page:Vector3 b], component-wise.</div>
 
-		<h3>[method:Vector3 project]( [page:Camera camera] )</h3>
+		<h3>[method:Vector3 project]( [param:Camera camera] )</h3>
 		<div>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 
 		[link:https://en.wikipedia.org/wiki/Vector_projection Projects] the vector with the camera.
 		</div>
 
-		<h3>[method:Vector3 projectOnPlane]( [page:Vector3 planeNormal] )</h3>
+		<h3>[method:Vector3 projectOnPlane]( [param:Vector3 planeNormal] )</h3>
 		<div>
 		[page:Vector3 planeNormal] - A vector representing a plane normal.<br /><br />
 
@@ -318,10 +318,10 @@ var d = a.distanceTo( b );
 		normal from this vector.
 		</div>
 
-		<h3>[method:Vector3 projectOnVector]( [page:Vector3] )</h3>
+		<h3>[method:Vector3 projectOnVector]( [param:Vector3] )</h3>
 		<div>[link:https://en.wikipedia.org/wiki/Vector_projection Projects] this vector onto another vector.</div>
 
-		<h3>[method:Vector3 reflect]( [page:Vector3 normal] )</h3>
+		<h3>[method:Vector3 reflect]( [param:Vector3 normal] )</h3>
 		<div>
 		[page:Vector3 normal] - the normal to the reflecting plane<br /><br />
 
@@ -337,10 +337,10 @@ var d = a.distanceTo( b );
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		</div>
 
-		<h3>[method:Vector3 set]( [page:Float x], [page:Float y], [page:Float z] )</h3>
+		<h3>[method:Vector3 set]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<div>Sets the [page:.x x], [page:.y y] and [page:.z z] components of this vector.</div>
 
-		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
+		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<div>
 		[page:Integer index] - 0, 1 or 2.<br />
 		[page:Float value] - [page:Float]<br /><br />
@@ -350,64 +350,64 @@ var d = a.distanceTo( b );
 		If index equals 2 set [page:.z z] to [page:Float value]
 		</div>
 
-		<h3>[method:Vector3 setFromCylindrical]( [page:Cylindrical c] )</h3>
+		<h3>[method:Vector3 setFromCylindrical]( [param:Cylindrical c] )</h3>
 		<div>
 		Sets this vector from the cylindrical coordinates [page:Cylindrical c].
 		</div>
 
-		<h3>[method:Vector3 setFromMatrixColumn]( [page:Matrix4 matrix], [page:Integer index] )</h3>
+		<h3>[method:Vector3 setFromMatrixColumn]( [param:Matrix4 matrix], [param:Integer index] )</h3>
 		<div>
 		Sets this vector's [page:.x x], [page:.y y] and [page:.z z] equal to the column of
 		the [page:Matrix4 matrix] specified by the [page:Integer index].
 		</div>
 
-		<h3>[method:Vector3 setFromMatrixPosition]( [page:Matrix4 m] )</h3>
+		<h3>[method:Vector3 setFromMatrixPosition]( [param:Matrix4 m] )</h3>
 		<div>
 		Sets this vector to the position elements of the
 		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
 		</div>
 
-		<h3>[method:Vector3 setFromMatrixScale]( [page:Matrix4 m] )</h3>
+		<h3>[method:Vector3 setFromMatrixScale]( [param:Matrix4 m] )</h3>
 		<div>
 		Sets this vector to the scale elements of the
 		[link:https://en.wikipedia.org/wiki/Transformation_matrix transformation matrix] [page:Matrix4 m].
 		</div>
 
-		<h3>[method:Vector3 setFromSpherical]( [page:Spherical s] )</h3>
+		<h3>[method:Vector3 setFromSpherical]( [param:Spherical s] )</h3>
 		<div>
 		Sets this vector from the spherical coordinates [page:Spherical s].
 		</div>
 
-		<h3>[method:Vector3 setLength]( [page:Float l] )</h3>
+		<h3>[method:Vector3 setLength]( [param:Float l] )</h3>
 		<div>
 		Set this vector to the vector with the same direction as this one, but [page:.length length]
 		[page:Float l].
 		</div>
 
-		<h3>[method:Vector3 setScalar]( [page:Float scalar] )</h3>
+		<h3>[method:Vector3 setScalar]( [param:Float scalar] )</h3>
 		<div>
 		Set the [page:.x x], [page:.y y] and [page:.z z] values of this vector both equal to [page:Float scalar].
 		</div>
 
-		<h3>[method:Vector3 setX]( [page:Float x] )</h3>
+		<h3>[method:Vector3 setX]( [param:Float x] )</h3>
 		<div>Replace this vector's [page:.x x] value with [page:Float x].</div>
 
-		<h3>[method:Vector3 setY]( [page:Float y] )</h3>
+		<h3>[method:Vector3 setY]( [param:Float y] )</h3>
 		<div>Replace this vector's [page:.y y] value with [page:Float y].</div>
 
-		<h3>[method:Vector3 setZ]( [page:Float z] )</h3>
+		<h3>[method:Vector3 setZ]( [param:Float z] )</h3>
 		<div>Replace this vector's [page:.z z] value with [page:Float z].</div>
 
-		<h3>[method:Vector3 sub]( [page:Vector3 v] )</h3>
+		<h3>[method:Vector3 sub]( [param:Vector3 v] )</h3>
 		<div>Subtracts [page:Vector3 v] from this vector.</div>
 
-		<h3>[method:Vector3 subScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector3 subScalar]( [param:Float s] )</h3>
 		<div>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y] and [page:.z z] compnents.</div>
 
-		<h3>[method:Vector3 subVectors]( [page:Vector3 a], [page:Vector3 b] )</h3>
+		<h3>[method:Vector3 subVectors]( [param:Vector3 a], [param:Vector3 b] )</h3>
 		<div>Sets this vector to [page:Vector3 a] - [page:Vector3 b].</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - (optional) array to store the vector to. If this is not provided
 		a new array will be created.<br />
@@ -416,13 +416,13 @@ var d = a.distanceTo( b );
 		Returns an array [x, y, z], or copies x, y and z into the provided [page:Array array].
 		</div>
 
-		<h3>[method:Vector3 transformDirection]( [page:Matrix4 m] )</h3>
+		<h3>[method:Vector3 transformDirection]( [param:Matrix4 m] )</h3>
 		<div>
 		Transforms the direction of this vector by a matrix (the upper left 3 x 3 subset of a [page:Matrix4 m])
 		and then [page:.normalize normalizes] the result.
 		</div>
 
-		<h3>[method:Vector3 unproject]( [page:Camera camera] )</h3>
+		<h3>[method:Vector3 unproject]( [param:Camera camera] )</h3>
 		<div>
 		[page:Camera camera] — camera to use in the projection.<br /><br />
 

+ 34 - 34
docs/api/math/Vector4.html

@@ -79,19 +79,19 @@ var d = a.dot( b );
 
 		<h2>Methods</h2>
 
-		<h3>[method:Vector4 add]( [page:Vector4 v] )</h3>
+		<h3>[method:Vector4 add]( [param:Vector4 v] )</h3>
 		<div>Adds [page:Vector4 v] to this vector.</div>
 
-		<h3>[method:Vector4 addScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector4 addScalar]( [param:Float s] )</h3>
 		<div>Adds the scalar value s to this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.</div>
 
-		<h3>[method:Vector4 addScaledVector]( [page:Vector4 v], [page:Float s] )</h3>
+		<h3>[method:Vector4 addScaledVector]( [param:Vector4 v], [param:Float s] )</h3>
 		<div>Adds the multiple of [page:Vector4 v] and [page:Float s] to this vector.</div>
 
-		<h3>[method:Vector4 addVectors]( [page:Vector4 a], [page:Vector4 b] )</h3>
+		<h3>[method:Vector4 addVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<div>Sets this vector to [page:Vector4 a] + [page:Vector4 b].</div>
 
-		<h3>[method:Vector4 applyMatrix4]( [page:Matrix4 m] )</h3>
+		<h3>[method:Vector4 applyMatrix4]( [param:Matrix4 m] )</h3>
 		<div>
 		Multiplies this vector by 4 x 4 [page:Matrix4 m].
 		</div>
@@ -101,7 +101,7 @@ var d = a.dot( b );
 		The [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of the vector are rounded up to the nearest integer value.
 		</div>
 
-		<h3>[method:Vector4 clamp]( [page:Vector4 min], [page:Vector4 max] )</h3>
+		<h3>[method:Vector4 clamp]( [param:Vector4 min], [param:Vector4 max] )</h3>
 		<div>
 		[page:Vector4 min] - the minimum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values.<br />
 		[page:Vector4 max] - the maximum [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values in the desired range<br /><br />
@@ -110,7 +110,7 @@ var d = a.dot( b );
 		If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, it is replaced by the corresponding value.
 		</div>
 
-		<h3>[method:Vector4 clampLength]( [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Vector4 clampLength]( [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float min] - the minimum value the length will be clamped to <br />
 		[page:Float max] - the maximum value the length will be clamped to<br /><br />
@@ -119,7 +119,7 @@ var d = a.dot( b );
 		If this vector's length is less than the min value, it is replaced by the min value.
 		</div>
 
-		<h3>[method:Vector4 clampScalar]( [page:Float min], [page:Float max] )</h3>
+		<h3>[method:Vector4 clampScalar]( [param:Float min], [param:Float max] )</h3>
 		<div>
 		[page:Float min] - the minimum value the components will be clamped to <br />
 		[page:Float max] - the maximum value the components will be clamped to<br /><br />
@@ -133,31 +133,31 @@ var d = a.dot( b );
 		Returns a new Vector4 with the same [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values as this one.
 		</div>
 
-		<h3>[method:Vector4 copy]( [page:Vector4 v] )</h3>
+		<h3>[method:Vector4 copy]( [param:Vector4 v] )</h3>
 		<div>
 			Copies the values of the passed Vector4's [page:.x x], [page:.y y], [page:.z z] and [page:.w w]
 			properties to this Vector4.
 		</div>
 
-		<h3>[method:Vector4 divideScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector4 divideScalar]( [param:Float s] )</h3>
 		<div>
 		Divides this vector by scalar [page:Float s].<br />
 		Sets vector to *( 0, 0, 0, 0 )* if *[page:Float s] = 0*.
 		</div>
 
-		<h3>[method:Float dot]( [page:Vector4 v] )</h3>
+		<h3>[method:Float dot]( [param:Vector4 v] )</h3>
 		<div>
 		Calculates the [link:https://en.wikipedia.org/wiki/Dot_product dot product] of this
 		vector and [page:Vector4 v].
 		</div>
 
-		<h3>[method:Boolean equals]( [page:Vector4 v] )</h3>
+		<h3>[method:Boolean equals]( [param:Vector4 v] )</h3>
 		<div>Checks for strict equality of this vector and [page:Vector4 v].</div>
 
 		<h3>[method:Vector4 floor]()</h3>
 		<div>The components of the vector are rounded down to the nearest integer value.</div>
 
-		<h3>[method:Vector4 fromArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Vector4 fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - the source array.<br />
 		[page:Integer offset] - (optional) offset into the array. Default is 0.<br /><br />
@@ -166,7 +166,7 @@ var d = a.dot( b );
 		[page:.z z] value to be array[ offset + 2 ] and [page:.w w ] value to be array[ offset + 3 ].
 		</div>
 
-		<h3>[method:Vector4 fromBufferAttribute]( [page:BufferAttribute attribute], [page:Integer index] )</h3>
+		<h3>[method:Vector4 fromBufferAttribute]( [param:BufferAttribute attribute], [param:Integer index] )</h3>
 		<div>
 		[page:BufferAttribute attribute] - the source attribute.<br />
 		[page:Integer index] - index in the attribute.<br /><br />
@@ -174,7 +174,7 @@ var d = a.dot( b );
 		Sets this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values from the [page:BufferAttribute attribute].
 		</div>
 
-		<h3>[method:Float getComponent]( [page:Integer index] )</h3>
+		<h3>[method:Float getComponent]( [param:Integer index] )</h3>
 		<div>
 		[page:Integer index] - 0, 1, 2 or 3.<br /><br />
 
@@ -200,7 +200,7 @@ var d = a.dot( b );
 		vectors, you should compare the length squared instead as it is slightly more efficient to calculate.
 		</div>
 
-		<h3>[method:Vector4 lerp]( [page:Vector4 v], [page:Float alpha] )</h3>
+		<h3>[method:Vector4 lerp]( [param:Vector4 v], [param:Float alpha] )</h3>
 		<div>
 		[page:Vector4 v] - [page:Vector4] to interpolate towards.<br />
 		alpha - interpolation factor in the closed interval [0, 1].<br /><br />
@@ -209,7 +209,7 @@ var d = a.dot( b );
 		distance along the line - alpha = 0 will be this vector, and alpha = 1 will be [page:Vector4 v].
 		</div>
 
-		<h3>[method:Vector4 lerpVectors]( [page:Vector4 v1], [page:Vector4 v2], [page:Float alpha] )</h3>
+		<h3>[method:Vector4 lerpVectors]( [param:Vector4 v1], [param:Vector4 v2], [param:Float alpha] )</h3>
 		<div>
 		[page:Vector4 v1] - the starting [page:Vector4].<br />
 		[page:Vector4 v2] - [page:Vector4] to interpolate towards.<br />
@@ -229,19 +229,19 @@ var d = a.dot( b );
 		as this one, but [page:.length length] 1.
 		</div>
 
-		<h3>[method:Vector4 max]( [page:Vector4 v] )</h3>
+		<h3>[method:Vector4 max]( [param:Vector4 v] )</h3>
 		<div>
 		If this vector's x, y, z or w value is less than [page:Vector4 v]'s x, y, z or w value, replace
 		that value with the corresponding max value.
 		</div>
 
-		<h3>[method:Vector4 min]( [page:Vector4 v] )</h3>
+		<h3>[method:Vector4 min]( [param:Vector4 v] )</h3>
 		<div>
 		If this vector's x, y, z or w value is greater than [page:Vector4 v]'s x, y, z or w value, replace
 		that value with the corresponding min value.
 		</div>
 
-		<h3>[method:Vector4 multiplyScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector4 multiplyScalar]( [param:Float s] )</h3>
 		<div>Multiplies this vector by scalar [page:Float s].</div>
 
 		<h3>[method:Vector4 round]()</h3>
@@ -252,10 +252,10 @@ var d = a.dot( b );
 		The components of the vector are rounded towards zero (up if negative, down if positive) to an integer value.
 		</div>
 
-		<h3>[method:Vector4 set]( [page:Float x], [page:Float y], [page:Float z], [page:Float w] )</h3>
+		<h3>[method:Vector4 set]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<div>Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] components of this vector.</div>
 
-		<h3>[method:Vector4 setAxisAngleFromQuaternion]( [page:Quaterion q] )</h3>
+		<h3>[method:Vector4 setAxisAngleFromQuaternion]( [param:Quaterion q] )</h3>
 		<div>
 			[page:Quaterion q] - a normalized [page:Quaterion]<br /><br />
 
@@ -263,14 +263,14 @@ var d = a.dot( b );
 			quaternion's axis and [page:.w w] to the angle.
 		</div>
 
-		<h3>[method:Vector4 setAxisAngleFromRotationMatrix]( [page:Matrix4 m] )</h3>
+		<h3>[method:Vector4 setAxisAngleFromRotationMatrix]( [param:Matrix4 m] )</h3>
 		<div>
 			 [page:Matrix4 m] - a [page:Matrix4] of which the upper left 3x3 matrix is a pure rotation matrix.<br /><br />
 
 			Sets the [page:.x x], [page:.y y] and [page:.z z] to the axis of rotation and [page:.w w] to the angle.
 		</div>
 
-		<h3>[method:null setComponent]( [page:Integer index], [page:Float value] )</h3>
+		<h3>[method:null setComponent]( [param:Integer index], [param:Float value] )</h3>
 		<div>
 		[page:Integer index] - 0, 1 or 2.<br />
 		[page:Float value] - [page:Float]<br /><br />
@@ -282,39 +282,39 @@ var d = a.dot( b );
 		</div>
 
 
-		<h3>[method:Vector4 setLength]( [page:Float l] )</h3>
+		<h3>[method:Vector4 setLength]( [param:Float l] )</h3>
 		<div>
 		Sets this vector to the vector with the same direction as this one, but [page:.length length]
 		[page:Float l].
 		</div>
 
-		<h3>[method:Vector4 setScalar]( [page:Float scalar] )</h3>
+		<h3>[method:Vector4 setScalar]( [param:Float scalar] )</h3>
 		<div>
 		Sets the [page:.x x], [page:.y y], [page:.z z] and [page:.w w] values of this vector both equal to [page:Float scalar].
 		</div>
 
-		<h3>[method:Vector4 setX]( [page:Float x] )</h3>
+		<h3>[method:Vector4 setX]( [param:Float x] )</h3>
 		<div>Replaces this vector's [page:.x x] value with [page:Float x].</div>
 
-		<h3>[method:Vector4 setY]( [page:Float y] )</h3>
+		<h3>[method:Vector4 setY]( [param:Float y] )</h3>
 		<div>Replaces this vector's [page:.y y] value with [page:Float y].</div>
 
-		<h3>[method:Vector4 setZ]( [page:Float z] )</h3>
+		<h3>[method:Vector4 setZ]( [param:Float z] )</h3>
 		<div>Replaces this vector's [page:.z z] value with [page:Float z].</div>
 
-		<h3>[method:Vector4 setW]( [page:Float w] )</h3>
+		<h3>[method:Vector4 setW]( [param:Float w] )</h3>
 		<div>Replaces this vector's [page:.w w] value with [page:Float w].</div>
 
-		<h3>[method:Vector4 sub]( [page:Vector4 v] )</h3>
+		<h3>[method:Vector4 sub]( [param:Vector4 v] )</h3>
 		<div>Subtracts [page:Vector4 v] from this vector.</div>
 
-		<h3>[method:Vector4 subScalar]( [page:Float s] )</h3>
+		<h3>[method:Vector4 subScalar]( [param:Float s] )</h3>
 		<div>Subtracts [page:Float s]  from this vector's [page:.x x], [page:.y y], [page:.z z] and [page:.w w] compnents.</div>
 
-		<h3>[method:Vector4 subVectors]( [page:Vector4 a], [page:Vector4 b] )</h3>
+		<h3>[method:Vector4 subVectors]( [param:Vector4 a], [param:Vector4 b] )</h3>
 		<div>Sets this vector to [page:Vector4 a] - [page:Vector4 b].</div>
 
-		<h3>[method:Array toArray]( [page:Array array], [page:Integer offset] )</h3>
+		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<div>
 		[page:Array array] - (optional) array to store the vector to. If this is not provided, a new array will be created.<br />
 		[page:Integer offset] - (optional) optional offset into the array.<br /><br />

+ 1 - 1
docs/api/math/interpolants/CubicInterpolant.html

@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
 
 		<h2>Methods</h2>
 
-		<h3>[method:null evaluate]( [page:Number t] )</h3>
+		<h3>[method:null evaluate]( [param:Number t] )</h3>
 		<div>
 		Evaluate the interpolant at position *t*.
 		</div>

+ 1 - 1
docs/api/math/interpolants/DiscreteInterpolant.html

@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
 
 		<h2>Methods</h2>
 
-		<h3>[method:null evaluate]( [page:Number t] )</h3>
+		<h3>[method:null evaluate]( [param:Number t] )</h3>
 		<div>
 		Evaluate the interpolant at position *t*.
 		</div>

+ 1 - 1
docs/api/math/interpolants/LinearInterpolant.html

@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
 
 		<h2>Methods</h2>
 
-		<h3>[method:null evaluate]( [page:Number t] )</h3>
+		<h3>[method:null evaluate]( [param:Number t] )</h3>
 		<div>
 		Evaluate the interpolant at position *t*.
 		</div>

+ 1 - 1
docs/api/math/interpolants/QuaternionLinearInterpolant.html

@@ -73,7 +73,7 @@ interpolant.evaluate( 0.5 );
 
 		<h2>Methods</h2>
 
-		<h3>[method:null evaluate]( [page:Number t] )</h3>
+		<h3>[method:null evaluate]( [param:Number t] )</h3>
 		<div>
 		Evaluate the interpolant at position *t*.
 		</div>

+ 4 - 4
docs/api/objects/LOD.html

@@ -68,7 +68,7 @@ scene.add( lod );
 		<h2>Methods</h2>
 		<div>See the base [page:Object3D] class for common methods.</div>
 
-		<h3>[method:null addLevel]( [page:Object3D object], [page:Float distance] )</h3>
+		<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
 		<div>
 		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 		[page:Float distance] - The distance at which to display this level of detail.<br /><br />
@@ -83,12 +83,12 @@ scene.add( lod );
 		</div>
 
 
-		<h3>[method:Object3D getObjectForDistance]( [page:Float distance] )</h3>
+		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<div>
 		Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].
 		</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<div>
 		Get intersections between a casted [page:Ray] and this LOD.
 		[page:Raycaster.intersectObject] will call this method.
@@ -101,7 +101,7 @@ scene.add( lod );
 		Create a JSON structure with details of this LOD object.
 		</div>
 
-		<h3>[method:null update]( [page:Camera camera] )</h3>
+		<h3>[method:null update]( [param:Camera camera] )</h3>
 		<div>
 			Set the visibility of each [page:levels level]'s [page:Object3D object] based on
 			distance from the [page:Camera camera]. This needs to be called in the render loop

+ 1 - 1
docs/api/objects/Line.html

@@ -79,7 +79,7 @@
 		Computes an array of distance values which are necessary for [page:LineDashedMaterial]. For each vertex in the geometry, the method calculates the cumulative length from the current point to the very beginning of the line.
 		</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<div>
 		Get intersections between a casted [page:Ray] and this Line.
 		[page:Raycaster.intersectObject] will call this method.

+ 1 - 1
docs/api/objects/Mesh.html

@@ -93,7 +93,7 @@
 		<h3>[method:Mesh clone]()</h3>
 		<div>Returns a clone of this [name] object and its descendants.</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<div>
 		Get intersections between a casted ray and this mesh.
 		[page:Raycaster.intersectObject] will call this method.

+ 1 - 1
docs/api/objects/Points.html

@@ -58,7 +58,7 @@
 		<h2>Methods</h2>
 		<div>See the base [page:Object3D] class for common methods.</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<div>
 		Get intersections between a casted ray and this Points.
 		[page:Raycaster.intersectObject] will call this method.

+ 2 - 2
docs/api/objects/SkinnedMesh.html

@@ -115,7 +115,7 @@
 		<h2>Methods</h2>
 		<div>See the base [page:Mesh] class for common methods.</div>
 
-		<h3>[method:null bind]( [page:Skeleton skeleton], [page:Matrix4 bindMatrix] )</h3>
+		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<div>
 		[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/>
 		[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />
@@ -141,7 +141,7 @@
 		This method sets the skinned mesh in the rest pose (resets the pose).
 		</div>
 
-		<h3>[method:null updateMatrixWorld]( [page:Boolean force] )</h3>
+		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
 		<div>
 		Updates the [page:Matrix4 MatrixWorld].
 		</div>

+ 2 - 2
docs/api/objects/Sprite.html

@@ -71,12 +71,12 @@ scene.add( sprite );
 		Returns a clone of this Sprite object and any descendants.
 		</div>
 
-		<h3>[method:Sprite copy]( [page:Sprite sprite] )</h3>
+		<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
 		<div>
 		Copies the properties of the passed sprite to this one.
 		</div>
 
-		<h3>[method:Array raycast]( [page:Raycaster raycaster], [page:Array intersects] )</h3>
+		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<div>
 		Get intersections between a casted ray and this sprite.
 		[page:Raycaster.intersectObject] will call this method.

+ 2 - 2
docs/api/renderers/WebGLRenderTarget.html

@@ -101,7 +101,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null setSize]( [page:Number width], [page:Number height] )</h3>
+		<h3>[method:null setSize]( [param:Number width], [param:Number height] )</h3>
 		<div>
 		Sets the size of the render target.
 		</div>
@@ -111,7 +111,7 @@
 		Creates a copy of this render target.
 		</div>
 
-		<h3>[method:WebGLRenderTarget copy]( [page:WebGLRenderTarget source] )</h3>
+		<h3>[method:WebGLRenderTarget copy]( [param:WebGLRenderTarget source] )</h3>
 		<div>
 		Adopts the settings of the given render target.
 		</div>

+ 19 - 19
docs/api/renderers/WebGLRenderer.html

@@ -286,7 +286,7 @@
 		See [page:WebGLRenderer.capabilities capabilities.maxTextures].
 		</div>
 
-		<h3>[method:null clear]( [page:Boolean color], [page:Boolean depth], [page:Boolean stencil] )</h3>
+		<h3>[method:null clear]( [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<div>
 		Tells the renderer to clear its color, depth or stencil drawing buffer(s).
 			This method initializes the color buffer to the current clear color value.<br />
@@ -302,7 +302,7 @@
 		<h3>[method:null clearStencil]( )</h3>
 		<div>Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).</div>
 
-		<h3>[method:null clearTarget]([page:WebGLRenderTarget renderTarget], [page:boolean color], [page:boolean depth], [page:boolean stencil])</h3>
+		<h3>[method:null clearTarget]([param:WebGLRenderTarget renderTarget], [param:boolean color], [param:boolean depth], [param:boolean stencil])</h3>
 		<div>
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be cleared.<br />
 		color -- If set, then the color gets cleared. <br />
@@ -313,16 +313,16 @@
 		This method clears a rendertarget. To do this, it activates the rendertarget.
 		</div>
 
-		<h3>[method:null compile]( [page:Scene scene], [page:Camera camera] )</h3>
+		<h3>[method:null compile]( [param:Scene scene], [param:Camera camera] )</h3>
 		<div>Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.</div>
 
-		<h3>[method:null copyFramebufferToTexture]( [page:Vector2 position], [page:Texture texture], [page:Number level] )</h3>
+		<h3>[method:null copyFramebufferToTexture]( [param:Vector2 position], [param:Texture texture], [param:Number level] )</h3>
 		<div>Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/de/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].</div>
 
 		<h3>[method:null dispose]( )</h3>
 		<div>Dispose of the current rendering context.</div>
 
-		<h3>[method:Object extensions.get]( [page:String extensionName] )</h3>
+		<h3>[method:Object extensions.get]( [param:String extensionName] )</h3>
 		<div>
 		Used to check whether various extensions are supported and returns an object with details of the extension if available.
 		This method can check for the following extensions:<br /><br />
@@ -371,7 +371,7 @@
 		<h3>[method:null resetGLState]( )</h3>
 		<div>Reset the GL state to default. Called internally if the WebGL context is lost.</div>
 
-		<h3>[method:null readRenderTargetPixels]( [page:WebGLRenderTarget renderTarget], [page:Float x], [page:Float y], [page:Float width], [page:Float height], buffer )</h3>
+		<h3>[method:null readRenderTargetPixels]( [param:WebGLRenderTarget renderTarget], [param:Float x], [param:Float y], [param:Float width], [param:Float height], buffer )</h3>
 		<div>Reads the pixel data from the renderTarget into the buffer you pass in.
 			Buffer should be a Javascript Uint8Array instantiated with
 			new Uint8Array( renderTargetWidth * renderTargetWidth * 4 ) to account for size and color
@@ -379,7 +379,7 @@
 		See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
 		</div>
 
-		<h3>[method:null render]( [page:Scene scene], [page:Camera camera], [page:WebGLRenderTarget renderTarget], [page:Boolean forceClear] )</h3>
+		<h3>[method:null render]( [param:Scene scene], [param:Camera camera], [param:WebGLRenderTarget renderTarget], [param:Boolean forceClear] )</h3>
 		<div>
 			Render a [page:Scene scene] using a [page:Camera camera].<br />
 
@@ -392,10 +392,10 @@
 			either the [page:WebGLRenderer.autoClearColor autoClearColor], [page:WebGLRenderer.autoClearStencil autoClearStencil] or [page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false.
 		</div>
 
-		<h3>[method:null renderBufferDirect]( [page:Camera camera], [page:Array lights], [page:Fog fog], [page:Material material], [page:Object geometryGroup], [page:Object3D object] )</h3>
+		<h3>[method:null renderBufferDirect]( [param:Camera camera], [param:Array lights], [param:Fog fog], [param:Material material], [param:Object geometryGroup], [param:Object3D object] )</h3>
 		<div>Render a buffer geometry group using the camera and with the specified material.</div>
 
-		<h3>[method:null renderBufferImmediate]( [page:Object3D object], [page:shaderprogram program], [page:Material shading] )</h3>
+		<h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderprogram program], [param:Material shading] )</h3>
 		<div>object - an instance of [page:Object3D]<br />
 		program - an instance of shaderProgram<br />
 		shading - an instance of Material<br /><br />
@@ -403,27 +403,27 @@
 		Render an immediate buffer. Gets called by renderImmediateObject.
 		</div>
 
-		<h3>[method:null setClearAlpha]( [page:Float alpha] )</h3>
+		<h3>[method:null setClearAlpha]( [param:Float alpha] )</h3>
 		<div>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</div>
 
-		<h3>[method:null setClearColor]( [page:Color color], [page:Float alpha] )</h3>
+		<h3>[method:null setClearColor]( [param:Color color], [param:Float alpha] )</h3>
 		<div>Sets the clear color and opacity.</div>
 
-		<h3>[method:null setPixelRatio]( [page:number value] )</h3>
+		<h3>[method:null setPixelRatio]( [param:number value] )</h3>
 		<div>Sets device pixel ratio. This is usually used for HiDPI device to prevent bluring output canvas.</div>
 
-		<h3>[method:null setRenderTarget]( [page:WebGLRenderTarget renderTarget] )</h3>
+		<h3>[method:null setRenderTarget]( [param:WebGLRenderTarget renderTarget] )</h3>
 		<div>
 		renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be activated (optional).<br /><br />
 		This method sets the active rendertarget. If the parameter is omitted the canvas is set as the active rendertarget.
 		</div>
 
-		<h3>[method:null setScissor]( [page:Integer x], [page:Integer y], [page:Integer width], [page:Integer height] )</h3>
+		<h3>[method:null setScissor]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
 		<div>
 		Sets the scissor area from (x, y) to (x + width, y + height)
 		</div>
 
-		<h3>[method:null setScissorTest]( [page:Boolean boolean] )</h3>
+		<h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3>
 		<div>
 		Enable or disable the scissor test. When this is enabled, only the pixels within the defined
 			scissor area will be affected by further renderer actions.
@@ -435,14 +435,14 @@
 		This has been deprecated in favour of [page:WebGLRenderer.capabilities capabilities.vertexTexures].
 		</div>
 
-		<h3>[method:null setSize]( [page:Integer width], [page:Integer height], [page:Boolean updateStyle] )</h3>
+		<h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
 		<div>
 		Resizes the output canvas to (width, height) with device pixel ratio taken into account,
 			and also sets the viewport to fit that size, starting in (0, 0).
 			Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
 		</div>
 
-		<h3>[method:null setTexture2D]( [page:Texture texture], [page:number slot] )</h3>
+		<h3>[method:null setTexture2D]( [param:Texture texture], [param:number slot] )</h3>
 		<div>
 		texture -- The [page:Texture texture] that needs to be set.<br />
 		slot -- The number indicating which slot should be used by the texture.<br /><br />
@@ -453,7 +453,7 @@
 		Note: This method replaces the older [method:null setTexture] method.
 		</div>
 
-		<h3>[method:null setTextureCube]( [page:CubeTexture cubeTexture], [page:Number slot] )</h3>
+		<h3>[method:null setTextureCube]( [param:CubeTexture cubeTexture], [param:Number slot] )</h3>
 		<div>
 		texture -- The [page:CubeTexture cubeTexture] that needs to be set.<br />
 		slot -- The number indicating which slot should be used by the texture.<br /><br />
@@ -462,7 +462,7 @@
 		The slot number can be found as a value of the uniform of the sampler.
 		</div>
 
-		<h3>[method:null setViewport]( [page:Integer x], [page:Integer y], [page:Integer width], [page:Integer height] )</h3>
+		<h3>[method:null setViewport]( [param:Integer x], [param:Integer y], [param:Integer width], [param:Integer height] )</h3>
 		<div>Sets the viewport to render from (x, y) to (x + width, y + height).</div>
 
 		<h2>Source</h2>

+ 5 - 5
docs/api/renderers/webgl/WebGLState.html

@@ -15,17 +15,17 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null enable]( [page:integer id], [page:boolean boolean] )</h3>
+		<h3>[method:null enable]( [param:integer id], [param:boolean boolean] )</h3>
 		<div>
 		TODO
 		</div>
 
-		<h3>[method:null disable]( [page:integer id], [page:boolean boolean] )</h3>
+		<h3>[method:null disable]( [param:integer id], [param:boolean boolean] )</h3>
 		<div>
 		TODO
 		</div>
 
-		<h3>[method:null setDepthTest]( [page:boolean depthTest] )</h3>
+		<h3>[method:null setDepthTest]( [param:boolean depthTest] )</h3>
 		<div>
 		depthTest -- The boolean to decide if depth of a fragment needs to be tested against the depth buffer . <br />
 		</div>
@@ -33,7 +33,7 @@
 		This sets, based on depthTest, whether or not the depth data needs to be tested against the depth buffer.
 		</div>
 
-		<h3>[method:null setDepthWrite]( [page:boolean depthWrite] )</h3>
+		<h3>[method:null setDepthWrite]( [param:boolean depthWrite] )</h3>
 		<div>
 		depthWrite -- The boolean to decide if depth of a fragment needs to be kept. <br />
 		</div>
@@ -41,7 +41,7 @@
 		This sets, based on depthWrite, whether or not the depth data needs to be written in the depth buffer.
 		</div>
 
-		<h3>[method:null setBlending]( [page:number blending], [page:number blendEquation], [page:number blendSrc], [page:number blendDst] )</h3>
+		<h3>[method:null setBlending]( [param:number blending], [param:number blendEquation], [param:number blendSrc], [param:number blendDst] )</h3>
 		<div>
 		blending -- A number indicating the blending mode. Possible value are THREE.NoBlending, THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending, THREE.MultiplyBlending or THREE.CustomBlending <br />
 		blendEquation -- When blending is THREE.CustomBlending, then you can set the blendEquation. Possible values are THREE.AddEquation, THREE.SubtractEquation or THREE.ReverseSubtractEquation.<br />

+ 1 - 1
docs/api/renderers/webgl/plugins/SpritePlugin.html

@@ -23,7 +23,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null render]( [page:Scene scene], [page:Camera camera] )</h3>
+		<h3>[method:null render]( [param:Scene scene], [param:Camera camera] )</h3>
 		<div>
 		scene -- The scene to render. <br />
 		camera -- The camera to render.

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

@@ -130,20 +130,20 @@
 		<h3>[property:Vector2 offset]</h3>
 		<div>
 		How much a single repetition of the texture is offset from the beginning, in each direction U and V.
-		Typical range is *0.0* to *1.0*.  _Note:_ The offset property is a convenience modifier and only affects 
+		Typical range is *0.0* to *1.0*.  _Note:_ The offset property is a convenience modifier and only affects
 		the Texture's application to the first set of UVs on a model.  If the Texture is used as a map requiring
-		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually 
+		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		assigned to achieve the desired offset.
 		</div>
 
 		<h3>[property:Vector2 repeat]</h3>
 		<div>
-		How many times the texture is repeated across the surface, in each direction U and V.  If repeat is set 
-		greater than 1 in either direction, the corresponding Wrap parameter should also be set to 
-		[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired 
-		tiling effect.  _Note:_ The repeat property is a convenience modifier and only affects 
+		How many times the texture is repeated across the surface, in each direction U and V.  If repeat is set
+		greater than 1 in either direction, the corresponding Wrap parameter should also be set to
+		[page:Textures THREE.RepeatWrapping] or [page:Textures THREE.MirroredRepeatWrapping] to achieve the desired
+		tiling effect.  _Note:_ The repeat property is a convenience modifier and only affects
 		the Texture's application to the first set of UVs on a model.  If the Texture is used as a map requiring
-		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually 
+		additional UV sets (e.g. the aoMap or lightMap of most stock materials), those UVs must be manually
 		assigned to achieve the desired repetiton.
 		</div>
 
@@ -228,7 +228,7 @@
 
 		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
 
-		<h3>[method:Texture clone]( [page:Texture texture] )</h3>
+		<h3>[method:Texture clone]( [param:Texture texture] )</h3>
 		<div>
 		Make copy of the texture. Note this is not a "deep copy", the image is shared.
 		</div>

+ 6 - 6
docs/examples/Lut.html

@@ -49,7 +49,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null copy]( [page:Lut lut] ) [page:Lut this]</h3>
+		<h3>[method:null copy]( [param:Lut lut] ) [param:Lut this]</h3>
 		<div>
 		color — Lut to copy.
 		</div>
@@ -91,7 +91,7 @@
 		Sets the labels of the legend of this Lut.
 		</div>
 
-		<h3>[method:Lut setminV]( [page:Float minV] )</h3>
+		<h3>[method:Lut setminV]( [param:Float minV] )</h3>
 		<div>
 		minV — The minimum value to be represented with the lookup table.<br />
 		</div>
@@ -99,7 +99,7 @@
 		Sets this Lut with the minimum value to be represented.
 		</div>
 
-		<h3>[method:Lut setmaxV]( [page:Float maxV] )</h3>
+		<h3>[method:Lut setmaxV]( [param:Float maxV] )</h3>
 		<div>
 		maxV — The maximum value to be represented with the lookup table.<br />
 		</div>
@@ -107,7 +107,7 @@
 		Sets this Lut with the maximum value to be represented.
 		</div>
 
-		<h3>[method:Lut changeNumberOfColors]( [page:Float numberOfColors] )</h3>
+		<h3>[method:Lut changeNumberOfColors]( [param:Float numberOfColors] )</h3>
 		<div>
 		numberOfColors — The number of colors to be used to represent the data array.<br />
 		</div>
@@ -115,7 +115,7 @@
 		Sets this Lut with the number of colors to be used.
                 </div>
 
-		<h3>[method:Lut changeColorMap]( [page:Float colorMap] )</h3>
+		<h3>[method:Lut changeColorMap]( [param:Float colorMap] )</h3>
 		<div>
 		colorMap — The name of the color map to be used to represent the data array.<br />
 		</div>
@@ -128,7 +128,7 @@
 		Insert a new color map into the set of available color maps.
 		</div>
 
-		<h3>[method:Lut getColor]( value ) [page:Lut this]</h3>
+		<h3>[method:Lut getColor]( value ) [param:Lut this]</h3>
 		<div>
 		value -- the data value to be displayed as a color.
 		</div>

+ 1 - 1
docs/examples/SpriteCanvasMaterial.html

@@ -41,7 +41,7 @@
 
 
 
-		<h3>[method:null program]([page:CanvasRenderingContext2D context], [page:Color color])</h3>
+		<h3>[method:null program]([param:CanvasRenderingContext2D context], [param:Color color])</h3>
 		<div>
 		context -- The canvas context <br />
 		color -- The color of the sprite

+ 1 - 1
docs/examples/exporters/GLTFExporter.html

@@ -47,7 +47,7 @@
 
 		<h2>Methods</h2>
 
-		<h3>[method:null parse]( [page:Object input], [page:Function onCompleted], [page:Object options] )</h3>
+		<h3>[method:null parse]( [param:Object input], [param:Function onCompleted], [param:Object options] )</h3>
 		<div>
 		[page:Object input] — Scenes or objects to export. Valid options:<br />
 		<ul>

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