Browse Source

Docs: Increase linewidth for Objects section.

Don McCurdy 7 years ago
parent
commit
d024b96ba8

+ 9 - 9
docs/api/objects/Bone.html

@@ -12,10 +12,10 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		A bone which is part of a [page:Skeleton]. The skeleton in turn is used by the [page:SkinnedMesh].
 		Bones are almost identical to a blank [page:Object3D].
-		</div>
+		</p>
 
 		<h3>Example</h3>
 
@@ -30,27 +30,27 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( )</h3>
-		<div>
+		<p>
 		Creates a new [name].
-		</div>
+		</p>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
+		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Boolean isBone]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are bones. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h3>[property:String type]</h3>
-		<div>Set to 'Bone', this can be used to find all Bones in a scene.</div>
+		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 5 - 5
docs/api/objects/Group.html

@@ -12,10 +12,10 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			This is almost identical to an [page:Object3D Object3D]. Its purpose is to make working
 			with groups of objects syntactically clearer.
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
@@ -45,13 +45,13 @@
 		<h3>[name]( )</h3>
 
 		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
+		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:String type]</h3>
-		<div>A string 'Group'. This should not be changed.</div>
+		<p>A string 'Group'. This should not be changed.</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 22 - 22
docs/api/objects/LOD.html

@@ -12,17 +12,16 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Level of Detail - show meshes with more or less geometry based on distance from the camera.<br /><br />
 
 		  Every level is associated with an object, and rendering can be switched between them at the distances
 			specified. Typically you would create, say, three meshes, one for far away (low detail), one for mid range (medium detail)
 			and one for close up (high detail).
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
-		<div>
 		<code>
 var lod = new THREE.LOD();
 
@@ -39,74 +38,75 @@ for( var i = 0; i < 3; i++ ) {
 
 scene.add( lod );
 		</code>
+
+		<p>
 		Note that for the LOD to switch between the different detail levels, you will
 		have to call [page:.update update]( camera ) in your render loop. See the source code
 		for this example for details:
 		[example:webgl_lod WebGL / LOD]
-
 		</div>
 
 		<h2>Constructor</h2>
 		<h3>[name]( )</h3>
-		<div>
+		<p>
 			Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
+		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:array levels]</h3>
-		<div>
+		<p>
 		An array of [page:object level] objects<br /><br />
 
 		Each level is an object with two properties:<br />
 		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 		[page:Float distance] - The distance at which to display this level of detail.
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
-		<div>
+		<p>
 		[page:Object3D object] - The [page:Object3D] to display at this level.<br />
 		[page:Float distance] - The distance at which to display this level of detail.<br /><br />
 
 		Adds a mesh that will display at a certain distance and greater. Typically the further away the distance,
 		the lower the detail on the mesh.
-		</div>
+		</p>
 
 		<h3>[method:LOD clone]()</h3>
-		<div>
+		<p>
 		Returns a clone of this LOD object and its associated distance specific objects.
-		</div>
+		</p>
 
 
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
-		<div>
+		<p>
 		Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].
-		</div>
+		</p>
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<div>
+		<p>
 		Get intersections between a casted [page:Ray] and this LOD.
 		[page:Raycaster.intersectObject] will call this method.
-		</div>
+		</p>
 
 
 
 		<h3>[method:null toJSON]( meta )</h3>
-		<div>
+		<p>
 		Create a JSON structure with details of this LOD object.
-		</div>
+		</p>
 
 		<h3>[method:null update]( [param:Camera camera] )</h3>
-		<div>
+		<p>
 			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
 			for levels of detail to be updated dynamically.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 17 - 17
docs/api/objects/Line.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A continuous line.<br /><br />
 
 			This is nearly the same
@@ -20,7 +20,7 @@
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP]
 			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]
 
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
@@ -45,50 +45,50 @@
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 
-		<div>
+		<p>
 		[page:Geometry geometry] — vertices representing the line segment(s). Default is a new [page:new BufferGeometry].<br />
 		[page:Material material] — material for the line. Default is a new [page:LineBasicMaterial] with random color.<br />
-		</div>
+		</p>
 
-		<div>If no material is supplied, a randomized line material will be created and assigned to the object.</div>
+		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
+		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Boolean isLine]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are lines. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h3>[property:Geometry geometry]</h3>
-		<div>Vertices representing the line segment(s).</div>
+		<p>Vertices representing the line segment(s).</p>
 
 		<h3>[property:Material material]</h3>
-		<div>Material for the line.</div>
+		<p>Material for the line.</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h3>[method:Line computeLineDistances]()</h3>
-		<div>
+		<p>
 		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>
+		</p>
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<div>
+		<p>
 		Get intersections between a casted [page:Ray] and this Line.
 		[page:Raycaster.intersectObject] will call this method.
-		</div>
+		</p>
 
 		<h3>[method:Line clone]()</h3>
-		<div>
+		<p>
 		Returns a clone of this Line object and its descendants.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 9 - 9
docs/api/objects/LineLoop.html

@@ -12,41 +12,41 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A continuous line that connects back to the start.<br /><br />
 
 			This is nearly the same	as [page:Line]; the only difference is that it is rendered using
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_LOOP]
 			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP],
 			which draws a straight line to the next vertex, and connects the last vertex back to the first.
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 
-		<div>
+		<p>
 		[page:Geometry geometry] — List of vertices representing points on the line loop.<br />
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
-		</div>
+		</p>
 
-		<div>If no material is supplied, a randomized line material will be created and assigned to the object.</div>
+		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Line] class for common properties.</div>
+		<p>See the base [page:Line] class for common properties.</p>
 
 		<h3>[property:Boolean isLineLoop]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are line loops. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Line] class for common methods.</div>
+		<p>See the base [page:Line] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 9 - 9
docs/api/objects/LineSegments.html

@@ -12,40 +12,40 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A series of lines drawn between pairs of vertices.<br /><br />
 
 			This is nearly the same	as [page:Line]; the only difference is that it is rendered using
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINES]
 			instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.LINE_STRIP].
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 
-		<div>
+		<p>
 		[page:Geometry geometry] — Pair(s) of vertices representing each line segment(s).<br />
 		[page:Material material] — Material for the line. Default is [page:LineBasicMaterial LineBasicMaterial].
-		</div>
+		</p>
 
-		<div>If no material is supplied, a randomized line material will be created and assigned to the object.</div>
+		<p>If no material is supplied, a randomized line material will be created and assigned to the object.</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Line] class for common properties.</div>
+		<p>See the base [page:Line] class for common properties.</p>
 
 		<h3>[property:Boolean isLineSegments]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are line segments. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Line] class for common methods.</div>
+		<p>See the base [page:Line] class for common methods.</p>
 
 		<h2>Source</h2>
 

+ 24 - 24
docs/api/objects/Mesh.html

@@ -12,10 +12,10 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			Class representing triangular [link:https://en.wikipedia.org/wiki/Polygon_mesh polygon mesh] based objects.
 		  Also serves as a base for other classes such as [page:SkinnedMesh].
-		</div>
+		</p>
 
 
 		<h2>Example</h2>
@@ -31,79 +31,79 @@
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
-		<div>
+		<p>
 		[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
 		  Default is a new [page:BufferGeometry].<br />
 		[page:Material material] — (optional) a single or an array of [page:Material]. Default is a new [page:MeshBasicMaterial]
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
+		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Integer drawMode]</h3>
-		<div>
+		<p>
 		Determines how the mesh triangles are constructed from the vertices.
 		See the draw mode [page:DrawModes constants] for all possible values.
 		Default is [page:DrawModes TrianglesDrawMode].
-		</div>
+		</p>
 
 
 		<h3>[property:Boolean isMesh]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are meshes. Default is *true*.<br /><br />
 
 			You should not change this, as it is used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Geometry geometry]</h3>
-		<div>
+		<p>
 			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
 			defining the object's structure.<br /><br />
 
 			It's recommended to always use a [page:BufferGeometry] if possible for best performance.
-		</div>
+		</p>
 
 		<h3>[property:Material material]</h3>
-		<div>
+		<p>
 			An instance of material derived from the [page:Material] base class or an array of materials, defining the
 			object's appearance. Default is a [page:MeshBasicMaterial] with a random color.
-		</div>
+		</p>
 
 		<h3>[property:Array morphTargetInfluences]</h3>
-		<div>
+		<p>
 		An array of weights typically from 0-1 that specify how much of the morph is applied.
 		Undefined by default, but reset to a blank array by [page:Mesh.updateMorphTargets updateMorphTargets].
-		</div>
+		</p>
 
 		<h3>[property:Object morphTargetDictionary]</h3>
-		<div>
+		<p>
 		A dictionary of morphTargets based on the morphTarget.name property.
 		Undefined by default, but rebuilt [page:Mesh.updateMorphTargets updateMorphTargets].
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h3>[method:null setDrawMode]()</h3>
-		<div>Set the value of [page:.drawMode drawMode].</div>
+		<p>Set the value of [page:.drawMode drawMode].</p>
 
 		<h3>[method:Mesh clone]()</h3>
-		<div>Returns a clone of this [name] object and its descendants.</div>
+		<p>Returns a clone of this [name] object and its descendants.</p>
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<div>
+		<p>
 		Get intersections between a casted ray and this mesh.
 		[page:Raycaster.intersectObject] will call this method.
-		</div>
+		</p>
 
 		<h3>[method:null updateMorphTargets]()</h3>
-		<div>
+		<p>
 		Updates the morphTargets to have no influence on the object. Resets the
 		[page:Mesh.morphTargetInfluences morphTargetInfluences] and
 		[page:Mesh.morphTargetDictionary morphTargetDictionary] properties.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 16 - 16
docs/api/objects/Points.html

@@ -12,62 +12,62 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A class for displaying points.
 			The points are rendered by the [page:WebGLRenderer] using
 			[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/drawElements gl.POINTS].
-		</div>
+		</p>
 
 
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
-		<div>
+		<p>
 			[page:Geometry geometry] — (optional) an instance of [page:Geometry] or [page:BufferGeometry].
 				Default is a new [page:BufferGeometry].<br />
 			[page:Material material] — (optional) a [page:Material]. Default is a new [page:PointsMaterial]
 				with a random color.
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
+		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Geometry geometry]</h3>
-		<div>
+		<p>
 			An instance of [page:Geometry] or [page:BufferGeometry] (or derived classes),
 			defining the object's structure.<br /><br />
 
 			Its recommended to always use a [page:BufferGeometry] if possible for best performance.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isPoints]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are points. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Material material]</h3>
-		<div>
+		<p>
 			An instance of [page:Material], defining the object's appearance.
 			Default is a [page:PointsMaterial] with a random color.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<div>
+		<p>
 		Get intersections between a casted ray and this Points.
 		[page:Raycaster.intersectObject] will call this method.
-		</div>
+		</p>
 
 		<h3>[method:Points clone]()</h3>
-		<div>
+		<p>
 		Returns a clone of this Points object and its descendants.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>

+ 22 - 23
docs/api/objects/Skeleton.html

@@ -11,14 +11,12 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 		Use an array of [page:Bone bones] to create a skeleton that can be used by a
 		[page:SkinnedMesh].
-		</div>
+		</p>
 
 		<h2>Example</h2>
-		<div>
-
 <code>
 // Create a simple "arm"
 
@@ -41,74 +39,75 @@ hand.position.y = 5;
 
 var armSkeleton = new THREE.Skeleton( bones );
 </code>
+		<p>
 			See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry].
- 		</div>
+ 		</p>
 
 		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
-		<div>
+		<p>
 		[page:Array bones] - The array of [page:Bone bones]. Default is an empty array.<br/>
 		[page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
 
 		<h3>[property:Array bones]</h3>
-		<div>
+		<p>
 		The array of [page:bone bones]. Note this is a copy of the original array, not a reference,
 		so you can modify the original array without effecting this one.
-		</div>
+		</p>
 
 		<h3>[property:Array boneInverses]</h3>
-		<div>
+		<p>
 		An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld]
 		of the individual bones.
-		</div>
+		</p>
 
 		<h3>[property:Float32Array boneMatrices]</h3>
-		<div>
+		<p>
 		The array buffer holding the bone data when using a vertex texture.
-		</div>
+		</p>
 
 		<h3>[property:DataTexture boneTexture]</h3>
-		<div>
+		<p>
 		The [page:DataTexture] holding the bone data when using a vertex texture.
-		</div>
+		</p>
 
 
 		<h2>Methods</h2>
 
 		<h3>[method:Skeleton clone]()</h3>
-		<div>
+		<p>
 		Returns a clone of this Skeleton object.
-		</div>
+		</p>
 
 
 		<h3>[method:null calculateInverses]()</h3>
-		<div>Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.</div>
+		<p>Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.</p>
 
 
 		<h3>[method:null pose]()</h3>
-		<div>Returns the skeleton to the base pose.</div>
+		<p>Returns the skeleton to the base pose.</p>
 
 
 		<h3>[method:null update]()</h3>
-		<div>
+		<p>
 		Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
 		This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
-		</div>
+		</p>
 
 		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
-		<div>
+		<p>
 		name -- String to match to the Bone's .name property. <br /><br />
 
 		Searches through the skeleton's bone array and returns the first with a matching name.<br />
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 27 - 27
docs/api/objects/SkinnedMesh.html

@@ -12,7 +12,7 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.</div>
+		<p class="desc">A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.</p>
 
 		<iframe id="scene" src="scenes/bones-browser.html"></iframe>
 
@@ -67,56 +67,56 @@
 
 		<h2>Constructor</h2>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
-		<div>
+		<p>
     [page:Geometry geometry] - an instance of [page:Geometry] or [page:BufferGeometry] (recommended).
 		[page:Geometry.skinIndices skinIndices] and [page:Geometry.skinWeights skinWeights] should be set to true on the geometry.<br />
     [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
-		</div>
+		</p>
 
 
 
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Mesh] class for common properties.</div>
+		<p>See the base [page:Mesh] class for common properties.</p>
 
 		<h3>[property:string bindMode]</h3>
-		<div>
+		<p>
 		Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld]
 		property for the base transform	matrix of the bones. "detached" uses the
 		[page:SkinnedMesh.bindMatrix]. Default is "attached".
-		</div>
+		</p>
 
 		<h3>[property:Matrix4 bindMatrix]</h3>
-		<div>
+		<p>
 		The base matrix that is used for the bound bone transforms.
-		</div>
+		</p>
 
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
-		<div>
+		<p>
 		The base matrix that is used for resetting the bound bone transforms.
-		</div>
+		</p>
 
 		<h3>[property:Boolean isSkinnedMesh]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are skinned meshes. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 		<h3>[property:Skeleton skeleton]</h3>
-		<div>
+		<p>
 		[page:Skeleton] created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
 		constructor.
-		</div>
+		</p>
 
 
 
 		<h2>Methods</h2>
-		<div>See the base [page:Mesh] class for common methods.</div>
+		<p>See the base [page:Mesh] class for common methods.</p>
 
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
-		<div>
+		<p>
 		[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 />
 
@@ -124,32 +124,32 @@
 		and the .bindMatrixInverse gets calculated. This is called automatically in the constructor, and the skeleton
 		is created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
 		constructor.
-		</div>
+		</p>
 
 		<h3>[method:SkinnedMesh clone]()</h3>
-		<div>
+		<p>
 		Returns a clone of this SkinnedMesh object and any descendants.
-		</div>
+		</p>
 
 		<h3>[method:null normalizeSkinWeights]()</h3>
-		<div>
+		<p>
 		Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry].
-		</div>
+		</p>
 
 		<h3>[method:null pose]()</h3>
-		<div>
+		<p>
 		This method sets the skinned mesh in the rest pose (resets the pose).
-		</div>
+		</p>
 
 		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
-		<div>
+		<p>
 		Updates the [page:Matrix4 MatrixWorld].
-		</div>
+		</p>
 
 		<h3>[method:null initBones]()</h3>
-		<div>
+		<p>
 		Creates an array of hierarchical [page:Bone bones] objects from the internal geometry.
-		</div>
+		</p>
 
 		<h2>Source</h2>
 

+ 18 - 18
docs/api/objects/Sprite.html

@@ -12,12 +12,12 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">
+		<p class="desc">
 			A sprite is a plane that always faces towards the camera, generally with a
 			partially transparent texture applied.<br /><br />
 
 			Sprites do not cast shadows, setting <code>castShadow = true</code> will have no effect.
-		</div>
+		</p>
 
 		<h2>Example</h2>
 
@@ -32,55 +32,55 @@ scene.add( sprite );
 		<h2>Constructor</h2>
 
 		<h3>[name]( [param:Material material] )</h3>
-		<div>
+		<p>
     [page:Material material] - (optional) an instance of [page:SpriteMaterial]. Default is a white [page:SpriteMaterial].<br /><br />
 
 		Creates a new [name].
-		</div>
+		</p>
 
 
 		<h2>Properties</h2>
-		<div>See the base [page:Object3D] class for common properties.</div>
+		<p>See the base [page:Object3D] class for common properties.</p>
 
 		<h3>[property:Boolean isSprite]</h3>
-		<div>
+		<p>
 			Used to check whether this or derived classes are sprites. Default is *true*.<br /><br />
 
 			You should not change this, as it used internally for optimisation.
-		</div>
+		</p>
 
 
 		<h3>[property:SpriteMaterial material]</h3>
-		<div>
+		<p>
 		An instance of [page:SpriteMaterial], defining the object's appearance.
 		Default is a white [page:SpriteMaterial].
-		</div>
+		</p>
 
 
 		<h3>[property:Vector2 center]</h3>
-		<div>
+		<p>
 		The sprite's anchor point, and the point around which the sprite rotates. A value of (0.5, 0.5) corresponds to the midpoint of the sprite.
 		A value of (0, 0) corresponds to the lower left corner of the sprite. The default is (0.5, 0.5).
-		</div>
+		</p>
 
 		<h2>Methods</h2>
-		<div>See the base [page:Object3D] class for common methods.</div>
+		<p>See the base [page:Object3D] class for common methods.</p>
 
 		<h3>[method:Sprite clone]()</h3>
-		<div>
+		<p>
 		Returns a clone of this Sprite object and any descendants.
-		</div>
+		</p>
 
 		<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
-		<div>
+		<p>
 		Copies the properties of the passed sprite to this one.
-		</div>
+		</p>
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<div>
+		<p>
 		Get intersections between a casted ray and this sprite.
 		[page:Raycaster.intersectObject] will call this method.
-		</div>
+		</p>
 
 
 		<h2>Source</h2>