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Reformatted docs to add property anchors

Casey Grun vor 10 Jahren
Ursprung
Commit
e6686eb6cf
100 geänderte Dateien mit 545 neuen und 545 gelöschten Zeilen
  1. 3 3
      docs/api/cameras/Camera.html
  2. 6 6
      docs/api/cameras/OrthographicCamera.html
  3. 4 4
      docs/api/cameras/PerspectiveCamera.html
  4. 13 13
      docs/api/core/BufferAttribute.html
  5. 5 5
      docs/api/core/Clock.html
  6. 9 9
      docs/api/core/Face3.html
  7. 23 23
      docs/api/core/Geometry.html
  8. 23 23
      docs/api/core/Object3D.html
  9. 4 4
      docs/api/core/Raycaster.html
  10. 2 2
      docs/api/examples/Lut.html
  11. 6 6
      docs/api/extras/FontUtils.html
  12. 1 1
      docs/api/extras/ImageUtils.html
  13. 11 11
      docs/api/extras/animation/Animation.html
  14. 3 3
      docs/api/extras/animation/AnimationHandler.html
  15. 9 9
      docs/api/extras/animation/AnimationMorphTarget.html
  16. 9 9
      docs/api/extras/animation/KeyFrameAnimation.html
  17. 12 12
      docs/api/extras/cameras/CombinedCamera.html
  18. 1 1
      docs/api/extras/cameras/CubeCamera.html
  19. 3 3
      docs/api/extras/core/CurvePath.html
  20. 1 1
      docs/api/extras/core/Path.html
  21. 1 1
      docs/api/extras/core/Shape.html
  22. 1 1
      docs/api/extras/curves/ClosedSplineCurve3.html
  23. 7 7
      docs/api/extras/curves/EllipseCurve.html
  24. 2 2
      docs/api/extras/curves/LineCurve.html
  25. 2 2
      docs/api/extras/curves/LineCurve3.html
  26. 1 1
      docs/api/extras/curves/SplineCurve.html
  27. 1 1
      docs/api/extras/curves/SplineCurve3.html
  28. 1 1
      docs/api/extras/geometries/DodecahedronGeometry.html
  29. 1 1
      docs/api/extras/geometries/IcosahedronGeometry.html
  30. 1 1
      docs/api/extras/geometries/OctahedronGeometry.html
  31. 1 1
      docs/api/extras/geometries/PolyhedronGeometry.html
  32. 1 1
      docs/api/extras/geometries/TetrahedronGeometry.html
  33. 4 4
      docs/api/extras/geometries/TubeGeometry.html
  34. 2 2
      docs/api/extras/helpers/ArrowHelper.html
  35. 2 2
      docs/api/extras/helpers/BoundingBoxHelper.html
  36. 2 2
      docs/api/extras/helpers/CameraHelper.html
  37. 3 3
      docs/api/extras/helpers/DirectionalLightHelper.html
  38. 2 2
      docs/api/extras/helpers/HemisphereLightHelper.html
  39. 2 2
      docs/api/extras/helpers/PointLightHelper.html
  40. 3 3
      docs/api/extras/helpers/SpotLightHelper.html
  41. 3 3
      docs/api/extras/objects/LensFlare.html
  42. 2 2
      docs/api/extras/objects/MorphBlendMesh.html
  43. 2 2
      docs/api/extras/renderers/plugins/DepthPassPlugin.html
  44. 2 2
      docs/api/extras/shaders/ShaderFlares.html
  45. 8 8
      docs/api/lights/AreaLight.html
  46. 27 27
      docs/api/lights/DirectionalLight.html
  47. 2 2
      docs/api/lights/HemisphereLight.html
  48. 1 1
      docs/api/lights/Light.html
  49. 2 2
      docs/api/lights/PointLight.html
  50. 23 23
      docs/api/lights/SpotLight.html
  51. 1 1
      docs/api/loaders/ImageLoader.html
  52. 1 1
      docs/api/loaders/JSONLoader.html
  53. 6 6
      docs/api/loaders/Loader.html
  54. 3 3
      docs/api/loaders/LoadingManager.html
  55. 1 1
      docs/api/loaders/TextureLoader.html
  56. 6 6
      docs/api/materials/LineBasicMaterial.html
  57. 7 7
      docs/api/materials/LineDashedMaterial.html
  58. 18 18
      docs/api/materials/Material.html
  59. 18 18
      docs/api/materials/MeshBasicMaterial.html
  60. 2 2
      docs/api/materials/MeshDepthMaterial.html
  61. 1 1
      docs/api/materials/MeshFaceMaterial.html
  62. 23 23
      docs/api/materials/MeshLambertMaterial.html
  63. 4 4
      docs/api/materials/MeshNormalMaterial.html
  64. 30 30
      docs/api/materials/MeshPhongMaterial.html
  65. 6 6
      docs/api/materials/PointCloudMaterial.html
  66. 16 16
      docs/api/materials/ShaderMaterial.html
  67. 1 1
      docs/api/materials/SpriteCanvasMaterial.html
  68. 9 9
      docs/api/materials/SpriteMaterial.html
  69. 2 2
      docs/api/math/Box2.html
  70. 2 2
      docs/api/math/Box3.html
  71. 3 3
      docs/api/math/Color.html
  72. 4 4
      docs/api/math/Euler.html
  73. 1 1
      docs/api/math/Frustum.html
  74. 2 2
      docs/api/math/Line3.html
  75. 1 1
      docs/api/math/Matrix3.html
  76. 1 1
      docs/api/math/Matrix4.html
  77. 2 2
      docs/api/math/Plane.html
  78. 4 4
      docs/api/math/Quaternion.html
  79. 2 2
      docs/api/math/Ray.html
  80. 2 2
      docs/api/math/Sphere.html
  81. 1 1
      docs/api/math/Spline.html
  82. 3 3
      docs/api/math/Triangle.html
  83. 2 2
      docs/api/math/Vector2.html
  84. 3 3
      docs/api/math/Vector3.html
  85. 4 4
      docs/api/math/Vector4.html
  86. 2 2
      docs/api/objects/Bone.html
  87. 1 1
      docs/api/objects/LOD.html
  88. 3 3
      docs/api/objects/Line.html
  89. 2 2
      docs/api/objects/Mesh.html
  90. 10 10
      docs/api/objects/MorphAnimMesh.html
  91. 3 3
      docs/api/objects/PointCloud.html
  92. 4 4
      docs/api/objects/SkinnedMesh.html
  93. 1 1
      docs/api/objects/Sprite.html
  94. 6 6
      docs/api/renderers/CanvasRenderer.html
  95. 23 23
      docs/api/renderers/WebGLRenderer.html
  96. 8 8
      docs/api/renderers/webgl/WebGLProgram.html
  97. 4 4
      docs/api/scenes/Fog.html
  98. 3 3
      docs/api/scenes/FogExp2.html
  99. 3 3
      docs/api/scenes/Scene.html
  100. 20 20
      docs/api/textures/Texture.html

+ 3 - 3
docs/api/cameras/Camera.html

@@ -26,16 +26,16 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Matrix4 matrixWorldInverse]</h3>
+		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
 		<div>This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has the world transform of the Camera.</div>
 
 
-		<h3>.[page:Matrix4 projectionMatrix]</h3>
+		<h3>[property:Matrix4 projectionMatrix]</h3>
 		<div>This is the matrix which contains the projection.</div>
 		<div>This is the matrix which contains the projection.</div>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 
-		<h3>.lookAt( [page:Vector3 vector] )</h3>
+		<h3>[method:null lookAt]( [page:Vector3 vector] )</h3>
 		<div>
 		<div>
 		vector — point to look at<br />
 		vector — point to look at<br />
 		<br />
 		<br />

+ 6 - 6
docs/api/cameras/OrthographicCamera.html

@@ -36,22 +36,22 @@ scene.add( camera );</code>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float left]</h3>
+		<h3>[property:Float left]</h3>
 		<div>Camera frustum left plane.</div>
 		<div>Camera frustum left plane.</div>
 
 
-		<h3>.[page:Float right]</h3>
+		<h3>[property:Float right]</h3>
 		<div>Camera frustum right plane.</div>
 		<div>Camera frustum right plane.</div>
 
 
-		<h3>.[page:Float top]</h3>
+		<h3>[property:Float top]</h3>
 		<div>Camera frustum top plane.</div>
 		<div>Camera frustum top plane.</div>
 
 
-		<h3>.[page:Float bottom]</h3>
+		<h3>[property:Float bottom]</h3>
 		<div>Camera frustum bottom plane.</div>
 		<div>Camera frustum bottom plane.</div>
 
 
-		<h3>.[page:Float near]</h3>
+		<h3>[property:Float near]</h3>
 		<div>Camera frustum near plane.</div>
 		<div>Camera frustum near plane.</div>
 
 
-		<h3>.[page:Float far]</h3>
+		<h3>[property:Float far]</h3>
 		<div>Camera frustum far plane.</div>
 		<div>Camera frustum far plane.</div>
 
 
 
 

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

@@ -33,16 +33,16 @@ scene.add( camera );</code>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float fov]</h3>
+		<h3>[property:Float fov]</h3>
 		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
 		<div>Camera frustum vertical field of view, from bottom to top of view, in degrees.</div>
 
 
-		<h3>.[page:Float aspect]</h3>
+		<h3>[property:Float aspect]</h3>
 		<div>Camera frustum aspect ratio, window width divided by window height.</div>
 		<div>Camera frustum aspect ratio, window width divided by window height.</div>
 
 
-		<h3>.[page:Float near]</h3>
+		<h3>[property:Float near]</h3>
 		<div>Camera frustum near plane.</div>
 		<div>Camera frustum near plane.</div>
 
 
-		<h3>.[page:Float far]</h3>
+		<h3>[property:Float far]</h3>
 		<div>Camera frustum far plane.</div>
 		<div>Camera frustum far plane.</div>
 
 
 
 

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

@@ -22,23 +22,23 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Array array]</h3>
+		<h3>[property:Array array]</h3>
 		<div>
 		<div>
 		Stores the data associated with this attribute; can be an Array or a Typed Array. This element should have <code>itemSize * numVertices</code> elements, where numVertices is the number of vertices in the associated [page:BufferGeometry geometry]. 
 		Stores the data associated with this attribute; can be an Array or a Typed Array. This element should have <code>itemSize * numVertices</code> elements, where numVertices is the number of vertices in the associated [page:BufferGeometry geometry]. 
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer itemSize]</h3>
+		<h3>[property:Integer itemSize]</h3>
 		<div>
 		<div>
 		Records how many items of the array are associated with a particular vertex. For instance, if this
 		Records how many items of the array are associated with a particular vertex. For instance, if this
 		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
 		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer length]</h3>
+		<h3>[property:Integer length]</h3>
 		<div>
 		<div>
 		Gives the total number of elements in the array.
 		Gives the total number of elements in the array.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean needsUpdate]</h3>
+		<h3>[property:Boolean needsUpdate]</h3>
 		<div>
 		<div>
 		Flag to indicate that this attribute has changed and should be re-send to the GPU. Set this to true when you modify the value of the array.
 		Flag to indicate that this attribute has changed and should be re-send to the GPU. Set this to true when you modify the value of the array.
 		</div>
 		</div>
@@ -47,45 +47,45 @@
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		
 		
-		<h3>.copyAt ( [page:Integer index1], attribute, [page:Integer index2] ) </h3>
+		<h3>[method:null copyAt] ( [page:Integer index1], attribute, [page:Integer index2] ) </h3>
 		<div>
 		<div>
 		Copies itemSize values in the array from the vertex at index2 to the vertex at index1.
 		Copies itemSize values in the array from the vertex at index2 to the vertex at index1.
 		</div>
 		</div>
 
 
-		<h3>.set ( [page:Array value] ) </h3>
+		<h3>[method:null set] ( [page:Array value] ) </h3>
 		<div>
 		<div>
 		Sets the associated array with values from the passed array.
 		Sets the associated array with values from the passed array.
 		</div>
 		</div>
 
 
-		<h3>.setX ( index, x ) </h3>
+		<h3>[method:null setX]( index, x ) </h3>
 		<div>
 		<div>
 		Sets the value of the array at <code>index * itemSize</code> to x
 		Sets the value of the array at <code>index * itemSize</code> to x
 		</div>
 		</div>
 
 
-		<h3>.setY ( index, y ) </h3>
+		<h3>[method:null setY]( index, y ) </h3>
 		<div>
 		<div>
 		Sets the value of the array at <code>index * itemSize + 1</code> to y
 		Sets the value of the array at <code>index * itemSize + 1</code> to y
 		</div>
 		</div>
 
 
-		<h3>.setZ ( index, z ) </h3>
+		<h3>[method:null setZ]( index, z ) </h3>
 		<div>
 		<div>
 		Sets the value of the array at <code>index * itemSize + 2</code> to z
 		Sets the value of the array at <code>index * itemSize + 2</code> to z
 		</div>
 		</div>
 
 
-		<h3>.setXY ( index, x, y ) </h3>
+		<h3>[method:null setXY]( index, x, y ) </h3>
 		<div>
 		<div>
 		Sets the value of the array at <code>index * itemSize</code> to x and 
 		Sets the value of the array at <code>index * itemSize</code> to x and 
 		sets the value of the array at <code>index * itemSize + 1</code> to y
 		sets the value of the array at <code>index * itemSize + 1</code> to y
 		</div>
 		</div>
 
 
-		<h3>.setXYZ ( index, x, y, z ) </h3>
+		<h3>[method:null setXYZ]( index, x, y, z ) </h3>
 		<div>
 		<div>
 		Sets the value of the array at <code>index * itemSize</code> to x,
 		Sets the value of the array at <code>index * itemSize</code> to x,
 		the value of the array at <code>index * itemSize + 1</code> to y, and
 		the value of the array at <code>index * itemSize + 1</code> to y, and
 		the value of the array at <code>index * itemSize + 2</code> to z.
 		the value of the array at <code>index * itemSize + 2</code> to z.
 		</div>
 		</div>
 
 
-		<h3>.setXYZW ( index, x, y, z, w ) </h3>
+		<h3>[method:null setXYZW]( index, x, y, z, w ) </h3>
 		<div>
 		<div>
 		Sets the value of the array at <code>index * itemSize</code> to x,
 		Sets the value of the array at <code>index * itemSize</code> to x,
 		the value of the array at <code>index * itemSize + 1</code> to y, 
 		the value of the array at <code>index * itemSize + 1</code> to y, 
@@ -93,7 +93,7 @@
 		the value of the array at <code>index * itemSize + 3</code> to w.
 		the value of the array at <code>index * itemSize + 3</code> to w.
 		</div>
 		</div>
 
 
-		<h3>.clone () </h3>
+		<h3>[method:BufferAttribute clone]() </h3>
 		<div>
 		<div>
 		Copies this attribute.
 		Copies this attribute.
 		</div>
 		</div>

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

@@ -22,31 +22,31 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Boolean autoStart]</h3>
+		<h3>[property:Boolean autoStart]</h3>
 		<div>
 		<div>
 		If set, starts the clock automatically when the first update is called.
 		If set, starts the clock automatically when the first update is called.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float startTime]</h3>
+		<h3>[property:Float startTime]</h3>
 		<div>
 		<div>
 		When the clock is running, It holds the start time of the clock. <br />
 		When the clock is running, It holds the start time of the clock. <br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
  		</div>
 
 
 
 
-		<h3>.[page:Float oldTime]</h3>
+		<h3>[property:Float oldTime]</h3>
 		<div>
 		<div>
 		When the clock is running, It holds the previous time from a update.<br />
 		When the clock is running, It holds the previous time from a update.<br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
  		</div>
 
 
-		<h3>.[page:Float elapsedTime]</h3>
+		<h3>[property:Float elapsedTime]</h3>
 		<div>
 		<div>
 		When the clock is running, It holds the time elapsed between the start of the clock to the previous update.<br />
 		When the clock is running, It holds the time elapsed between the start of the clock to the previous update.<br />
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
 		This counted from the number of milliseconds elapsed since 1 January 1970 00:00:00 UTC.
  		</div>
  		</div>
 
 
-		<h3>.[page:Boolean running]</h3>
+		<h3>[property:Boolean running]</h3>
 		<div>
 		<div>
 		This property keeps track whether the clock is running or not.
 		This property keeps track whether the clock is running or not.
  		</div>
  		</div>

+ 9 - 9
docs/api/core/Face3.html

@@ -35,48 +35,48 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Integer a]</h3>
+		<h3>[property:Integer a]</h3>
 		<div>
 		<div>
 		Vertex A index.
 		Vertex A index.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer b]</h3>
+		<h3>[property:Integer b]</h3>
 		<div>
 		<div>
 		Vertex B index.
 		Vertex B index.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer c]</h3>
+		<h3>[property:Integer c]</h3>
 		<div>
 		<div>
 		Vertex C index.
 		Vertex C index.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 		<div>
 		<div>
 		Face normal.
 		Face normal.
 		</div>
 		</div>
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		<div>
 		Face color.
 		Face color.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array vertexNormals]</h3>
+		<h3>[property:Array vertexNormals]</h3>
 		<div>
 		<div>
 		Array of 3 vertex normals.
 		Array of 3 vertex normals.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array vertexColors]</h3>
+		<h3>[property:Array vertexColors]</h3>
 		<div>
 		<div>
 		Array of 3 vertex colors.
 		Array of 3 vertex colors.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array vertexTangents]</h3>
+		<h3>[property:Array vertexTangents]</h3>
 		<div>
 		<div>
 		Array of 3 vertex tangents.
 		Array of 3 vertex tangents.
 		</div>
 		</div>
 
 
 
 
-		<h3>.[page:Integer materialIndex]</h3>
+		<h3>[property:Integer materialIndex]</h3>
 		<div>
 		<div>
 		Material index (points to [page:MeshFaceMaterial MeshFaceMaterial.materials]).
 		Material index (points to [page:MeshFaceMaterial MeshFaceMaterial.materials]).
 		</div>
 		</div>

+ 23 - 23
docs/api/core/Geometry.html

@@ -41,24 +41,24 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
 		<div>
 		Unique number for this geometry instance.
 		Unique number for this geometry instance.
 		</div>
 		</div>
 
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String name]</h3>
 		<div>
 		<div>
 		Name for this geometry. Default is an empty string.
 		Name for this geometry. Default is an empty string.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array vertices]</h3>
+		<h3>[property:Array vertices]</h3>
 		<div>
 		<div>
 		Array of [page:Vector3 vertices].<br />
 		Array of [page:Vector3 vertices].<br />
 		The array of vertices holds every position of points in the model.<br />
 		The array of vertices holds every position of points in the model.<br />
 		To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
 		To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array colors]</h3>
+		<h3>[property:Array colors]</h3>
 		<div>
 		<div>
 		Array of vertex [page:Color colors], matching number and order of vertices.<br />
 		Array of vertex [page:Color colors], matching number and order of vertices.<br />
 		Used in [page:PointCloud] and [page:Line].<br />
 		Used in [page:PointCloud] and [page:Line].<br />
@@ -66,110 +66,110 @@
 		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
 		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array faces]</h3>
+		<h3>[property:Array faces]</h3>
 		<div>
 		<div>
 		Array of [page:Face3 triangles].<br />
 		Array of [page:Face3 triangles].<br />
 		The array of faces describe how each vertex in the model is connected with each other.<br />
 		The array of faces describe how each vertex in the model is connected with each other.<br />
 		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
 		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array faceVertexUvs]</h3>
+		<h3>[property:Array faceVertexUvs]</h3>
 		<div>
 		<div>
 		Array of face [page:UV] layers.<br />
 		Array of face [page:UV] layers.<br />
 		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
 		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br />
 		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
 		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array morphTargets]</h3>
+		<h3>[property:Array morphTargets]</h3>
 		<div>
 		<div>
 		Array of morph targets. Each morph target is a Javascript object:
 		Array of morph targets. Each morph target is a Javascript object:
 		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
 		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
 		Morph vertices match number and order of primary vertices.
 		Morph vertices match number and order of primary vertices.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array morphColors]</h3>
+		<h3>[property:Array morphColors]</h3>
 		<div>
 		<div>
 		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
 		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
 		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
 		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
 		Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
 		Morph colors can match either the number and order of faces (face colors) or the number of vertices (vertex colors).
 		</div>
 		</div>
 
 
-		<h3>.[page:Array morphNormals]</h3>
+		<h3>[property:Array morphNormals]</h3>
 		<div>
 		<div>
 		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
 		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
 		</div>
 		</div>
 
 
-		<h3>.[page:Array skinWeights]</h3>
+		<h3>[property:Array skinWeights]</h3>
 		<div>
 		<div>
 		Array of skinning weights, matching number and order of vertices.
 		Array of skinning weights, matching number and order of vertices.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array skinIndices]</h3>
+		<h3>[property:Array skinIndices]</h3>
 		<div>
 		<div>
 		Array of skinning indices, matching number and order of vertices.
 		Array of skinning indices, matching number and order of vertices.
 		</div>
 		</div>
 
 
-		<h3>.[page:Object boundingBox]</h3>
+		<h3>[property:Object boundingBox]</h3>
 		<div>
 		<div>
 		Bounding box.
 		Bounding box.
 		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
 		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
 		</div>
 		</div>
 
 
-		<h3>.[page:Object boundingSphere]</h3>
+		<h3>[property:Object boundingSphere]</h3>
 		<div>
 		<div>
 		Bounding sphere.
 		Bounding sphere.
 		<code>{ radius: float }</code>
 		<code>{ radius: float }</code>
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean hasTangents]</h3>
+		<h3>[property:Boolean hasTangents]</h3>
 		<div>
 		<div>
 		True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
 		True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean dynamic]</h3>
+		<h3>[property:Boolean dynamic]</h3>
 		<div>
 		<div>
 		Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
 		Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
 		Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
 		Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
 		Defaults to true.
 		Defaults to true.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean verticesNeedUpdate]</h3>
+		<h3>[property:Boolean verticesNeedUpdate]</h3>
 		<div>
 		<div>
 		Set to *true* if the vertices array has been updated.
 		Set to *true* if the vertices array has been updated.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean elementsNeedUpdate]</h3>
+		<h3>[property:Boolean elementsNeedUpdate]</h3>
 		<div>
 		<div>
 		Set to *true* if the faces array has been updated.
 		Set to *true* if the faces array has been updated.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean uvsNeedUpdate]</h3>
+		<h3>[property:Boolean uvsNeedUpdate]</h3>
 		<div>
 		<div>
 		Set to *true* if the uvs array has been updated.
 		Set to *true* if the uvs array has been updated.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean normalsNeedUpdate]</h3>
+		<h3>[property:Boolean normalsNeedUpdate]</h3>
 		<div>
 		<div>
 		Set to *true* if the normals array has been updated.
 		Set to *true* if the normals array has been updated.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean tangentsNeedUpdate]</h3>
+		<h3>[property:Boolean tangentsNeedUpdate]</h3>
 		<div>
 		<div>
 		Set to *true* if the tangents in the faces has been updated.
 		Set to *true* if the tangents in the faces has been updated.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean colorsNeedUpdate]</h3>
+		<h3>[property:Boolean colorsNeedUpdate]</h3>
 		<div>
 		<div>
 		Set to *true* if the colors array has been updated.
 		Set to *true* if the colors array has been updated.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
+		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
 		<div>
 		<div>
 		Set to *true* if the linedistances array has been updated.
 		Set to *true* if the linedistances array has been updated.
 		</div>
 		</div>
 
 
-		<h3>.[page:array lineDistances]</h3>
+		<h3>[property:array lineDistances]</h3>
 		<div>
 		<div>
 		An array containing distances between vertices for Line geometries.
 		An array containing distances between vertices for Line geometries.
 		This is required for LinePieces/LineDashedMaterial to render correctly.
 		This is required for LinePieces/LineDashedMaterial to render correctly.

+ 23 - 23
docs/api/core/Object3D.html

@@ -23,118 +23,118 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
 		<div>
 		Unique number for this object instance.
 		Unique number for this object instance.
 		</div>
 		</div>
 
 
-		<h3>.[page:String uuid]</h3>
+		<h3>[property:String uuid]</h3>
 		<div>
 		<div>
 		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
 		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
 		This gets automatically assigned, so this shouldn't be edited.
 		This gets automatically assigned, so this shouldn't be edited.
 		</div>
 		</div>
 
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String name]</h3>
 		<div>
 		<div>
 		Optional name of the object (doesn't need to be unique).
 		Optional name of the object (doesn't need to be unique).
 		</div>
 		</div>
 
 
-		<h3>.[page:Object3D parent]</h3>
+		<h3>[property:Object3D parent]</h3>
 		<div>
 		<div>
 		Object's parent in the scene graph.
 		Object's parent in the scene graph.
 		</div>
 		</div>
 
 
-		<h3>.[page:Object3D children]</h3>
+		<h3>[property:Object3D children]</h3>
 		<div>
 		<div>
 		Array with object's children.
 		Array with object's children.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 position]</h3>
+		<h3>[property:Vector3 position]</h3>
 		<div>
 		<div>
 		Object's local position.
 		Object's local position.
 		</div>
 		</div>
 
 
-		<h3>.[page:Euler rotation]</h3>
+		<h3>[property:Euler rotation]</h3>
 		<div>
 		<div>
 		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
 		Object's local rotation (<a href="https://en.wikipedia.org/wiki/Euler_angles" target="_blank">Euler angles</a>), in radians.
 		</div>
 		</div>
 
 
-		<h3>.[page:String eulerOrder]</h3>
+		<h3>[property:String eulerOrder]</h3>
 		<div>
 		<div>
 		Order of axis for Euler angles.
 		Order of axis for Euler angles.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 scale]</h3>
+		<h3>[property:Vector3 scale]</h3>
 		<div>
 		<div>
 		Object's local scale.
 		Object's local scale.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 up]</h3>
+		<h3>[property:Vector3 up]</h3>
 		<div>
 		<div>
 		Up direction.
 		Up direction.
 		</div>
 		</div>
 
 
-		<h3>.[page:Matrix4 matrix]</h3>
+		<h3>[property:Matrix4 matrix]</h3>
 		<div>
 		<div>
 		Local transform.
 		Local transform.
 		</div>
 		</div>
 
 
-		<h3>.[page:Quaternion quaternion]</h3>
+		<h3>[property:Quaternion quaternion]</h3>
 		<div>
 		<div>
 		Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
 		Object's local rotation as [page:Quaternion Quaternion]. Only used when useQuaternion is set to true.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean useQuaternion]</h3>
+		<h3>[property:Boolean useQuaternion]</h3>
 		<div>
 		<div>
 		Use quaternion instead of Euler angles for specifying local rotation.
 		Use quaternion instead of Euler angles for specifying local rotation.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float renderDepth]</h3>
+		<h3>[property:Float renderDepth]</h3>
 		<div>
 		<div>
 		Override depth-sorting order if non *null*.
 		Override depth-sorting order if non *null*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean visible]</h3>
+		<h3>[property:Boolean visible]</h3>
 		<div>
 		<div>
 		Object gets rendered if *true*.
 		Object gets rendered if *true*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean castShadow]</h3>
+		<h3>[property:Boolean castShadow]</h3>
 		<div>
 		<div>
 		Gets rendered into shadow map.
 		Gets rendered into shadow map.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean receiveShadow]</h3>
+		<h3>[property:Boolean receiveShadow]</h3>
 		<div>
 		<div>
 		Material gets baked in shadow receiving.
 		Material gets baked in shadow receiving.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean frustumCulled]</h3>
+		<h3>[property:Boolean frustumCulled]</h3>
 		<div>
 		<div>
 		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
 		When this is set, it checks every frame if the object is in the frustum of the camera. Otherwise the object gets drawn every frame even if it isn't visible.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean matrixAutoUpdate]</h3>
+		<h3>[property:Boolean matrixAutoUpdate]</h3>
 		<div>
 		<div>
 		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
 		When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean matrixWorldNeedsUpdate]</h3>
+		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
 		<div>
 		<div>
 		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
 		When this is set, it calculates the matrixWorld in that frame and resets this property to false.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean rotationAutoUpdate]</h3>
+		<h3>[property:Boolean rotationAutoUpdate]</h3>
 		<div>
 		<div>
 		When this is set, then the rotationMatrix gets calculated every frame.
 		When this is set, then the rotationMatrix gets calculated every frame.
 		</div>
 		</div>
 
 
-		<h3>.[page:object userData]</h3>
+		<h3>[property:object userData]</h3>
 		<div>
 		<div>
 		An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
 		An object that can be used to store custom data about the Object3d. It should not hold references to functions as these will not be cloned.
 		</div>
 		</div>
 
 
-		<h3>.[page:Matrix4 matrixWorld]</h3>
+		<h3>[property:Matrix4 matrixWorld]</h3>
 		<div>
 		<div>
 		The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
 		The global transform of the object. If the Object3d has no parent, then it's identical to the local transform.
 		</div>
 		</div>

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

@@ -32,24 +32,24 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Ray ray]</h3>
+		<h3>[property:Ray ray]</h3>
 		<div>
 		<div>
 		The Ray used for the raycasting.
 		The Ray used for the raycasting.
 		</div>
 		</div>
 
 
-		<h3>.[page:float near]</h3>
+		<h3>[property:float near]</h3>
 		<div>
 		<div>
 		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		This value shouldn't be negative and should be smaller than the far property. 
 		This value shouldn't be negative and should be smaller than the far property. 
 		</div>
 		</div>
 
 
-		<h3>.[page:float far]</h3>
+		<h3>[property:float far]</h3>
 		<div>
 		<div>
 		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
 		This value shouldn't be negative and should be larger than the near property. 
 		This value shouldn't be negative and should be larger than the near property. 
 		</div>
 		</div>
 
 
-		<h3>.[page:float precision]</h3>
+		<h3>[property:float precision]</h3>
 		<div>
 		<div>
 		The precision factor of the raycaster. 
 		The precision factor of the raycaster. 
 		</div>
 		</div>

+ 2 - 2
docs/api/examples/Lut.html

@@ -31,12 +31,12 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float minV]</h3>
+		<h3>[property:Float minV]</h3>
 		<div>
 		<div>
 		The minimum value to be represented with the lookup table. Default is 0.
 		The minimum value to be represented with the lookup table. Default is 0.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float maxV]</h3>
+		<h3>[property:Float maxV]</h3>
 		<div>
 		<div>
 		The maximum value to be represented with the lookup table. Default is 1.
 		The maximum value to be represented with the lookup table. Default is 1.
 		</div>
 		</div>

+ 6 - 6
docs/api/extras/FontUtils.html

@@ -16,32 +16,32 @@
 
 
 
 
 
 
-		<h3>.[page:number divisions]</h3>
+		<h3>[property:number divisions]</h3>
 		<div>
 		<div>
 		The amount of segments in a curve. Default is 10.
 		The amount of segments in a curve. Default is 10.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:string style]</h3>
+		<h3>[property:string style]</h3>
 		<div>
 		<div>
 		The style of the used font. Default is "normal".
 		The style of the used font. Default is "normal".
 		</div> 
 		</div> 
 
 
-		<h3>.[page:string weight]</h3>
+		<h3>[property:string weight]</h3>
 		<div>
 		<div>
 		The weight of the used font. Default is "normal".
 		The weight of the used font. Default is "normal".
 		</div> 
 		</div> 
 
 
-		<h3>.[page:string face]</h3>
+		<h3>[property:string face]</h3>
 		<div>
 		<div>
 		The name of the font. Default is "helvetiker".
 		The name of the font. Default is "helvetiker".
 		</div> 
 		</div> 
 
 
-		<h3>.[page:object faces]</h3>
+		<h3>[property:object faces]</h3>
 		<div>
 		<div>
 		All Fonts which are already loaded in.
 		All Fonts which are already loaded in.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number size]</h3>
+		<h3>[property:number size]</h3>
 		<div>
 		<div>
 		The size of the used Font. Default is 150.
 		The size of the used Font. Default is 150.
 		</div> 
 		</div> 

+ 1 - 1
docs/api/extras/ImageUtils.html

@@ -16,7 +16,7 @@
 
 
 
 
 
 
-		<h3>.[page:string crossOrigin]</h3>
+		<h3>[property:string crossOrigin]</h3>
 		<div>
 		<div>
 		The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS.
 		The crossOrigin string to implement CORS for loading the image from a different domain that allows CORS.
 		</div> 
 		</div> 

+ 11 - 11
docs/api/extras/animation/Animation.html

@@ -26,57 +26,57 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object3d root]</h3>
+		<h3>[property:Object3d root]</h3>
 		<div>
 		<div>
 		The root object of the animation.
 		The root object of the animation.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Object data]</h3>
+		<h3>[property:Object data]</h3>
 		<div>
 		<div>
 		The data containing the animation
 		The data containing the animation
 		</div> 
 		</div> 
 		
 		
-		<h3>.[page:Array hierarchy]</h3>
+		<h3>[property:Array hierarchy]</h3>
 		<div>
 		<div>
 		The objects that are influenced by the animation.
 		The objects that are influenced by the animation.
 		</div>
 		</div>
 
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		<div>
 		The time elapsed since the last start/restart of the animation.
 		The time elapsed since the last start/restart of the animation.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		<div>
 		The timez 
 		The timez 
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		<div>
 		Indicates whether the animation is playing. This shouldn't be adapted by user code.
 		Indicates whether the animation is playing. This shouldn't be adapted by user code.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		<div>
 		Indicates whether the animation is paused. This shouldn't be adapted by user code.
 		Indicates whether the animation is paused. This shouldn't be adapted by user code.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		<div>
 		Set to make the animation restart when the animation ends.
 		Set to make the animation restart when the animation ends.
 		</div> 
 		</div> 
 		
 		
-		<h3>.[page:number interpolationType]</h3>
+		<h3>[property:number interpolationType]</h3>
 		<div>
 		<div>
 		The type to indicate how to interpolate between 2 data points.
 		The type to indicate how to interpolate between 2 data points.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:array points]</h3>
+		<h3>[property:array points]</h3>
 		<div>
 		<div>
 		This should be removed from the code.(TODO).
 		This should be removed from the code.(TODO).
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Vector3 target]</h3>
+		<h3>[property:Vector3 target]</h3>
 		<div>
 		<div>
 		This should be removed from the code.(TODO).
 		This should be removed from the code.(TODO).
 		</div>
 		</div>

+ 3 - 3
docs/api/extras/animation/AnimationHandler.html

@@ -27,17 +27,17 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:number CATMULLROM]</h3>
+		<h3>[property:number CATMULLROM]</h3>
 		<div>
 		<div>
 		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM.
 		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number CATMULLROM_FORWARD]</h3>
+		<h3>[property:number CATMULLROM_FORWARD]</h3>
 		<div>
 		<div>
 		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM_FORWARD.
 		Enum Value to indicate that the animation needs to be interpolated as CATMULLROM_FORWARD.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number LINEAR]</h3>
+		<h3>[property:number LINEAR]</h3>
 		<div>
 		<div>
 		Enum Value to indicate that the animation needs to be interpolated as LINEAR.
 		Enum Value to indicate that the animation needs to be interpolated as LINEAR.
 		</div> 
 		</div> 

+ 9 - 9
docs/api/extras/animation/AnimationMorphTarget.html

@@ -26,47 +26,47 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		
 		
-		<h3>.[page:todo root]</h3>
+		<h3>[property:todo root]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:todo data]</h3>
+		<h3>[property:todo data]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 		
 		
-		<h3>.[page:todo hierarchy]</h3>
+		<h3>[property:todo hierarchy]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 		
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 		
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 		
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 		
 		
-		<h3>.[page:number influence]</h3>
+		<h3>[property:number influence]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 9 - 9
docs/api/extras/animation/KeyFrameAnimation.html

@@ -28,47 +28,47 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:todo root]</h3>
+		<h3>[property:todo root]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:todo data]</h3>
+		<h3>[property:todo data]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 		
 		
-		<h3>.[page:todo hierarchy]</h3>
+		<h3>[property:todo hierarchy]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number currentTime]</h3>
+		<h3>[property:number currentTime]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 		
 		
-		<h3>.[page:number timeScale]</h3>
+		<h3>[property:number timeScale]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean isPlaying]</h3>
+		<h3>[property:boolean isPlaying]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 		
 		
-		<h3>.[page:boolean isPaused]</h3>
+		<h3>[property:boolean isPaused]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 		
 		
-		<h3>.[page:boolean loop]</h3>
+		<h3>[property:boolean loop]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 		
 		
-		<h3>.[page:boolean JITCompile]</h3>
+		<h3>[property:boolean JITCompile]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>

+ 12 - 12
docs/api/extras/cameras/CombinedCamera.html

@@ -39,62 +39,62 @@
 
 
 
 
 
 
-		<h3>.[page:Number fov]</h3>
+		<h3>[property:Number fov]</h3>
 		<div>
 		<div>
 		Gets or sets the camera frustum vertical field of view in perspective view.
 		Gets or sets the camera frustum vertical field of view in perspective view.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number left]</h3>
+		<h3>[property:number left]</h3>
 		<div>
 		<div>
 		Gets or sets the camera frustum left plane in orthographic view.
 		Gets or sets the camera frustum left plane in orthographic view.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Number right]</h3>
+		<h3>[property:Number right]</h3>
 		<div>
 		<div>
 		Gets or sets the camera frustum right plane in orthographic view. 
 		Gets or sets the camera frustum right plane in orthographic view. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number top]</h3>
+		<h3>[property:number top]</h3>
 		<div>
 		<div>
 		Gets or sets the camera frustum top plane in orthographic view.
 		Gets or sets the camera frustum top plane in orthographic view.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Number bottom]</h3>
+		<h3>[property:Number bottom]</h3>
 		<div>
 		<div>
 		Gets or sets the camera frustum bottom plane in orthographic view.
 		Gets or sets the camera frustum bottom plane in orthographic view.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number zoom]</h3>
+		<h3>[property:number zoom]</h3>
 		<div>
 		<div>
 		Gets or sets the zoom factor of the camera.
 		Gets or sets the zoom factor of the camera.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number far]</h3>
+		<h3>[property:number far]</h3>
 		<div>
 		<div>
 		Gets camera frustum far plane.
 		Gets camera frustum far plane.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number near]</h3>
+		<h3>[property:number near]</h3>
 		<div>
 		<div>
 		Gets camera frustum near plane.
 		Gets camera frustum near plane.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:OrthographicCamera cameraO]</h3>
+		<h3>[property:OrthographicCamera cameraO]</h3>
 		<div>
 		<div>
 		Gets or sets the internal OrthographicCamera used as camera.
 		Gets or sets the internal OrthographicCamera used as camera.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:PerspectiveCamera cameraP]</h3>
+		<h3>[property:PerspectiveCamera cameraP]</h3>
 		<div>
 		<div>
 		Gets or sets the internal PerspectiveCamera used as camera.
 		Gets or sets the internal PerspectiveCamera used as camera.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean inOrthographicMode]</h3>
+		<h3>[property:boolean inOrthographicMode]</h3>
 		<div>
 		<div>
 		Gets whether the combinedCamera is in Orthographic Mode.
 		Gets whether the combinedCamera is in Orthographic Mode.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean inPerspectiveMode]</h3>
+		<h3>[property:boolean inPerspectiveMode]</h3>
 		<div>
 		<div>
 		Gets whether the combinedCamera is in Perspective Mode.
 		Gets whether the combinedCamera is in Perspective Mode.
 		</div> 
 		</div> 

+ 1 - 1
docs/api/extras/cameras/CubeCamera.html

@@ -32,7 +32,7 @@
 
 
 
 
 
 
-		<h3>.[page:WebGLRenderTargetCube renderTarget]</h3>
+		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

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

@@ -26,17 +26,17 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		
 		
 
 
-		<h3>.[page:array curves]</h3>
+		<h3>[property:array curves]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:array bends]</h3>
+		<h3>[property:array bends]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean autoClose]</h3>
+		<h3>[property:boolean autoClose]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

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

@@ -29,7 +29,7 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:array actions]</h3>
+		<h3>[property:array actions]</h3>
 		<div>
 		<div>
 		The possible actions that define the path.
 		The possible actions that define the path.
 		</div> 
 		</div> 

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

@@ -26,7 +26,7 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:array holes]</h3>
+		<h3>[property:array holes]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 1 - 1
docs/api/extras/curves/ClosedSplineCurve3.html

@@ -40,7 +40,7 @@ var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Array points]</h3>
+		<h3>[property:Array points]</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		
 		

+ 7 - 7
docs/api/extras/curves/EllipseCurve.html

@@ -50,13 +50,13 @@ var ellipse = new THREE.Line( geometry, material );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float aX]</h3>
-		<h3>.[page:Float aY]</h3>
-		<h3>.[page:Radians xRadius]</h3>
-		<h3>.[page:Radians yRadius]</h3>
-		<h3>.[page:Float aStartAngle]</h3>
-		<h3>.[page:Float aEndAngle]</h3>
-		<h3>.[page:Boolean aClockwise]</h3>
+		<h3>[property:Float aX]</h3>
+		<h3>[property:Float aY]</h3>
+		<h3>[property:Radians xRadius]</h3>
+		<h3>[property:Radians yRadius]</h3>
+		<h3>[property:Float aStartAngle]</h3>
+		<h3>[property:Float aEndAngle]</h3>
+		<h3>[property:Boolean aClockwise]</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		
 		

+ 2 - 2
docs/api/extras/curves/LineCurve.html

@@ -25,8 +25,8 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector2 v1]</h3>
-		<h3>.[page:Vector2 v2]</h3>
+		<h3>[property:Vector2 v1]</h3>
+		<h3>[property:Vector2 v2]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 2 - 2
docs/api/extras/curves/LineCurve3.html

@@ -25,8 +25,8 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 v1]</h3>
-		<h3>.[page:Vector3 v2]</h3>
+		<h3>[property:Vector3 v1]</h3>
+		<h3>[property:Vector3 v2]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 1 - 1
docs/api/extras/curves/SplineCurve.html

@@ -42,7 +42,7 @@ var object3d = new THREE.Line( geometry, material );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Array points]</h3>
+		<h3>[property:Array points]</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		
 		

+ 1 - 1
docs/api/extras/curves/SplineCurve3.html

@@ -40,7 +40,7 @@ var material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Array points]</h3>
+		<h3>[property:Array points]</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 		
 		

+ 1 - 1
docs/api/extras/geometries/DodecahedronGeometry.html

@@ -26,7 +26,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object parameters]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
 		<div>
 		An object with all of the parameters that were used to generate the geometry.
 		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 		</div> 

+ 1 - 1
docs/api/extras/geometries/IcosahedronGeometry.html

@@ -25,7 +25,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object parameters]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
 		<div>
 		An object with all of the parameters that were used to generate the geometry.
 		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 		</div> 

+ 1 - 1
docs/api/extras/geometries/OctahedronGeometry.html

@@ -25,7 +25,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		
 		
-		<h3>.[page:Object parameters]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
 		<div>
 		An object with all of the parameters that were used to generate the geometry.
 		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 		</div> 

+ 1 - 1
docs/api/extras/geometries/PolyhedronGeometry.html

@@ -50,7 +50,7 @@ var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6,
 		
 		
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		
 		
-		<h3>.[page:Object parameters]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
 		<div>
 		An object with all of the parameters that were used to generate the geometry.
 		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 		</div> 

+ 1 - 1
docs/api/extras/geometries/TetrahedronGeometry.html

@@ -26,7 +26,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object parameters]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
 		<div>
 		An object with all of the parameters that were used to generate the geometry.
 		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 		</div> 

+ 4 - 4
docs/api/extras/geometries/TubeGeometry.html

@@ -56,22 +56,22 @@ var geometry = new THREE.TubeGeometry(
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object parameters]</h3>
+		<h3>[property:Object parameters]</h3>
 		<div>
 		<div>
 		An object with all of the parameters that were used to generate the geometry.
 		An object with all of the parameters that were used to generate the geometry.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Array tangents]</h3>
+		<h3>[property:Array tangents]</h3>
 		<div>
 		<div>
 		An array of [page:Vector3] tangents
 		An array of [page:Vector3] tangents
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Array normals]</h3>
+		<h3>[property:Array normals]</h3>
 		<div>
 		<div>
 		An array of [page:Vector3] normals
 		An array of [page:Vector3] normals
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Array binormals]</h3>
+		<h3>[property:Array binormals]</h3>
 		<div>
 		<div>
 		An array of [page:Vector3] binormals
 		An array of [page:Vector3] binormals
 		</div> 
 		</div> 

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

@@ -48,12 +48,12 @@
 
 
 
 
 
 
-		<h3>.[page:Line line]</h3>
+		<h3>[property:Line line]</h3>
 		<div>
 		<div>
 		Contains the line part of the arrowHelper.
 		Contains the line part of the arrowHelper.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Mesh cone]</h3>
+		<h3>[property:Mesh cone]</h3>
 		<div>
 		<div>
 		Contains the cone part of the arrowHelper.
 		Contains the cone part of the arrowHelper.
 		</div> 
 		</div> 

+ 2 - 2
docs/api/extras/helpers/BoundingBoxHelper.html

@@ -46,12 +46,12 @@
 
 
 
 
 
 
-		<h3>.[page:Object3D object]</h3>
+		<h3>[property:Object3D object]</h3>
 		<div>
 		<div>
 		Contains the object3D to show the world-axis-aligned boundingbox.
 		Contains the object3D to show the world-axis-aligned boundingbox.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Box3 box]</h3>
+		<h3>[property:Box3 box]</h3>
 		<div>
 		<div>
 		Contains the bounding box of the object.
 		Contains the bounding box of the object.
 		</div> 
 		</div> 

+ 2 - 2
docs/api/extras/helpers/CameraHelper.html

@@ -32,12 +32,12 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:object pointMap]</h3>
+		<h3>[property:object pointMap]</h3>
 		<div>
 		<div>
 		This contains the points to viualize the cameraHelper
 		This contains the points to viualize the cameraHelper
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Camera camera]</h3>
+		<h3>[property:Camera camera]</h3>
 		<div>
 		<div>
 		The camera to visualize.
 		The camera to visualize.
 		</div> 
 		</div> 

+ 3 - 3
docs/api/extras/helpers/DirectionalLightHelper.html

@@ -30,17 +30,17 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		
 		
 
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:DirectionalLight light]</h3>
+		<h3>[property:DirectionalLight light]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Line targetLine]</h3>
+		<h3>[property:Line targetLine]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 2 - 2
docs/api/extras/helpers/HemisphereLightHelper.html

@@ -30,12 +30,12 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:HemisphereLight light]</h3>
+		<h3>[property:HemisphereLight light]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 2 - 2
docs/api/extras/helpers/PointLightHelper.html

@@ -40,12 +40,12 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:PointLight light]</h3>
+		<h3>[property:PointLight light]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 3 - 3
docs/api/extras/helpers/SpotLightHelper.html

@@ -30,17 +30,17 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:Mesh lightSphere]</h3>
+		<h3>[property:Mesh lightSphere]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:SpotLight light]</h3>
+		<h3>[property:SpotLight light]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Mesh lightCone]</h3>
+		<h3>[property:Mesh lightCone]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 3 - 3
docs/api/extras/objects/LensFlare.html

@@ -34,17 +34,17 @@
 
 
 
 
 
 
-		<h3>.[page:array lensFlares]</h3>
+		<h3>[property:array lensFlares]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector3 positionScreen]</h3>
+		<h3>[property:Vector3 positionScreen]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:todo customUpdateCallback]</h3>
+		<h3>[property:todo customUpdateCallback]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 2 - 2
docs/api/extras/objects/MorphBlendMesh.html

@@ -30,12 +30,12 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:object animationsMap]</h3>
+		<h3>[property:object animationsMap]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:array animationsList]</h3>
+		<h3>[property:array animationsList]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 2 - 2
docs/api/extras/renderers/plugins/DepthPassPlugin.html

@@ -25,12 +25,12 @@
 
 
 
 
 
 
-		<h3>.[page:boolean enabled]</h3>
+		<h3>[property:boolean enabled]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:object renderTarget]</h3>
+		<h3>[property:object renderTarget]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 2 - 2
docs/api/extras/shaders/ShaderFlares.html

@@ -18,12 +18,12 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:object lensFlare]</h3>
+		<h3>[property:object lensFlare]</h3>
 		<div>
 		<div>
 		The object that contains the vertex code and fragment code of the lensflares implementation when there are no vertex textures available. 
 		The object that contains the vertex code and fragment code of the lensflares implementation when there are no vertex textures available. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:object lensFlareVertexTexture]</h3>
+		<h3>[property:object lensFlareVertexTexture]</h3>
 		<div>
 		<div>
 		The object that contains the vertex code and fragment code of the lensflares implementation when there are vertex textures available.
 		The object that contains the vertex code and fragment code of the lensflares implementation when there are vertex textures available.
 		</div> 
 		</div> 

+ 8 - 8
docs/api/lights/AreaLight.html

@@ -40,43 +40,43 @@ scene.add( areaLight1 );</code>
 
 
 
 
 
 
-		<h3>.[page:Vector3 right]</h3>
+		<h3>[property:Vector3 right]</h3>
 		<div>
 		<div>
 		Sets or gets an unit vector that indicates the right side of the light. This is calculated in local space. 
 		Sets or gets an unit vector that indicates the right side of the light. This is calculated in local space. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 		<div>
 		<div>
 		Sets or gets an unit vectorSets or gets an unit vector that indicates the right side of the light. This is calculated in local space.
 		Sets or gets an unit vectorSets or gets an unit vector that indicates the right side of the light. This is calculated in local space.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number height]</h3>
+		<h3>[property:number height]</h3>
 		<div>
 		<div>
 		Sets or gets the height of the illuminating plane. 
 		Sets or gets the height of the illuminating plane. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number width]</h3>
+		<h3>[property:number width]</h3>
 		<div>
 		<div>
 		Sets or gets the width of the illuminating plane. 
 		Sets or gets the width of the illuminating plane. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 		<div>
 		Light's intensity.<br />
 		Light's intensity.<br />
 		Default — *1.0*.
 		Default — *1.0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:number constantAttenuation]</h3>
+		<h3>[property:number constantAttenuation]</h3>
 		<div>
 		<div>
 		Sets or gets the attention of the light in constant space. This is independant of the distance of the light. 
 		Sets or gets the attention of the light in constant space. This is independant of the distance of the light. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number linearAttenuation]</h3>
+		<h3>[property:number linearAttenuation]</h3>
 		<div>
 		<div>
 		Sets or gets the attention of the light in linear space. This increases the attenuation linearly with the distance from the light.
 		Sets or gets the attention of the light in linear space. This increases the attenuation linearly with the distance from the light.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number quadraticAttenuation]</h3>
+		<h3>[property:number quadraticAttenuation]</h3>
 		<div>
 		<div>
 		Sets or gets the attention of the light in linear space. This increases the attenuation quadratic with the distance from the light.
 		Sets or gets the attention of the light in linear space. This increases the attenuation quadratic with the distance from the light.
 		</div> 
 		</div> 

+ 27 - 27
docs/api/lights/DirectionalLight.html

@@ -42,162 +42,162 @@ scene.add( directionalLight );</code>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object3D target]</h3>
+		<h3>[property:Object3D target]</h3>
 		<div>
 		<div>
 			Target used for shadow camera orientation.
 			Target used for shadow camera orientation.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 		<div>
 			Light's intensity.<br />
 			Light's intensity.<br />
 			Default — *1.0*.
 			Default — *1.0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean onlyShadow]</h3>
+		<h3>[property:Boolean onlyShadow]</h3>
 		<div>
 		<div>
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraNear]</h3>
+		<h3>[property:Float shadowCameraNear]</h3>
 		<div>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *50*.
 			Default — *50*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraFar]</h3>
+		<h3>[property:Float shadowCameraFar]</h3>
 		<div>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *5000*.
 			Default — *5000*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraLeft]</h3>
+		<h3>[property:Float shadowCameraLeft]</h3>
 		<div>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *-500*.
 			Default — *-500*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraRight]</h3>
+		<h3>[property:Float shadowCameraRight]</h3>
 		<div>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *500*.
 			Default — *500*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraTop]</h3>
+		<h3>[property:Float shadowCameraTop]</h3>
 		<div>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *500*.
 			Default — *500*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraBottom]</h3>
+		<h3>[property:Float shadowCameraBottom]</h3>
 		<div>
 		<div>
 			Orthographic shadow camera frustum parameter.<br />
 			Orthographic shadow camera frustum parameter.<br />
 			Default — *-500*.
 			Default — *-500*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<div>
 		<div>
 			Show debug shadow camera frustum.<br />
 			Show debug shadow camera frustum.<br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 		<div>
 			Shadow map bias.<br />
 			Shadow map bias.<br />
 			Default — *0*.
 			Default — *0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 			Default — *0.5*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 			Default — *512*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 			Default — *512*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean shadowCascade]</h3>
+		<h3>[property:Boolean shadowCascade]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 shadowCascadeOffset]</h3>
+		<h3>[property:Vector3 shadowCascadeOffset]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — *Three.Vector3( 0, 0, -1000 )*.
 			Default — *Three.Vector3( 0, 0, -1000 )*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowCascadeCount]</h3>
+		<h3>[property:Integer shadowCascadeCount]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — *2*.
 			Default — *2*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array shadowCascadeBias]</h3>
+		<h3>[property:Array shadowCascadeBias]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — <strong>[ 0, 0, 0 ]</strong>.
 			Default — <strong>[ 0, 0, 0 ]</strong>.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array shadowCascadeWidth]</h3>
+		<h3>[property:Array shadowCascadeWidth]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array shadowCascadeHeight]</h3>
+		<h3>[property:Array shadowCascadeHeight]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 			Default — <strong>[ 512, 512, 512 ]</strong>.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array shadowCascadeNearZ]</h3>
+		<h3>[property:Array shadowCascadeNearZ]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>.
 			Default — <strong>[ -1.000, 0.990, 0.998 ]</strong>.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array shadowCascadeFarZ]</h3>
+		<h3>[property:Array shadowCascadeFarZ]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>.
 			Default — <strong>[ 0.990, 0.998, 1.000 ]</strong>.
 		</div>
 		</div>
 
 
-		<h3>.[page:Array shadowCascadeArray]</h3>
+		<h3>[property:Array shadowCascadeArray]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — <strong>[ ]</strong>.
 			Default — <strong>[ ]</strong>.
 		</div>
 		</div>
 
 
-		<h3>.[page:RenderTarget shadowMap]</h3>
+		<h3>[property:RenderTarget shadowMap]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — *null*.
 			Default — *null*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowMapSize]</h3>
+		<h3>[property:Integer shadowMapSize]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — *null*.
 			Default — *null*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Camera shadowCamera]</h3>
+		<h3>[property:Camera shadowCamera]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — *null*.
 			Default — *null*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Matrix shadowMatrix]</h3>
+		<h3>[property:Matrix shadowMatrix]</h3>
 		<div>
 		<div>
 			??? <br />
 			??? <br />
 			Default — *null*.
 			Default — *null*.

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

@@ -25,13 +25,13 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float groundColor]</h3>
+		<h3>[property:Float groundColor]</h3>
 
 
 		<div>
 		<div>
 			Light's ground color.<br />
 			Light's ground color.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 		<div>
 			Light's intensity.<br />
 			Light's intensity.<br />
 			Default — *1.0*.
 			Default — *1.0*.

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

@@ -28,7 +28,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		<div>
 		Color of the light.<br />
 		Color of the light.<br />
 		</div>
 		</div>

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

@@ -40,13 +40,13 @@ scene.add( light );</code>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 		<div>
 			Light's intensity.<br />
 			Light's intensity.<br />
 			Default - *1.0*.
 			Default - *1.0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float distance]</h3>
+		<h3>[property:Float distance]</h3>
 		<div>
 		<div>
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			Default — *0.0*.
 			Default — *0.0*.

+ 23 - 23
docs/api/lights/SpotLight.html

@@ -53,137 +53,137 @@ scene.add( spotLight );</code>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object3D target]</h3>
+		<h3>[property:Object3D target]</h3>
 		<div>
 		<div>
 			Spotlight focus points at target.position.<br />
 			Spotlight focus points at target.position.<br />
 			Default position — *(0,0,0)*.
 			Default position — *(0,0,0)*.
 		</div>
 		</div>
 	
 	
-		<h3>.[page:Float intensity]</h3>
+		<h3>[property:Float intensity]</h3>
 		<div>
 		<div>
 			Light's intensity.<br />
 			Light's intensity.<br />
 			Default — *1.0*.
 			Default — *1.0*.
 		</div>
 		</div>
 	
 	
-		<h3>.[page:Float distance]</h3>
+		<h3>[property:Float distance]</h3>
 		<div>
 		<div>
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			If non-zero, light will attenuate linearly from maximum intensity at light *position* down to zero at *distance*.<br />
 			Default — *0.0*.
 			Default — *0.0*.
 		</div>
 		</div>
 	
 	
-		<h3>.[page:Float angle]</h3>
+		<h3>[property:Float angle]</h3>
 		<div>
 		<div>
 			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
 			Maximum extent of the spotlight, in radians, from its direction. Should be no more than *Math.PI/2*.<br />
 			Default — *Math.PI/3*.
 			Default — *Math.PI/3*.
 		</div>
 		</div>
 	
 	
-		<h3>.[page:Float exponent]</h3>
+		<h3>[property:Float exponent]</h3>
 		<div>
 		<div>
 			Rapidity of the falloff of light from its target direction.<br />
 			Rapidity of the falloff of light from its target direction.<br />
 			Default — *10.0*.
 			Default — *10.0*.
 		</div>
 		</div>
 	
 	
-		<h3>.[page:Boolean castShadow]</h3>
+		<h3>[property:Boolean castShadow]</h3>
 		<div>
 		<div>
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
 			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right.<br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean onlyShadow]</h3>
+		<h3>[property:Boolean onlyShadow]</h3>
 		<div>
 		<div>
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			If set to *true* light will only cast shadow but not contribute any lighting (as if *intensity* was 0 but cheaper to compute).<br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Float shadowCameraNear]</h3>
+		<h3>[property:Float shadowCameraNear]</h3>
 		<div>
 		<div>
 			Perspective shadow camera frustum <em>near</em> parameter.<br />
 			Perspective shadow camera frustum <em>near</em> parameter.<br />
 			Default — *50*.
 			Default — *50*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraFar]</h3>
+		<h3>[property:Float shadowCameraFar]</h3>
 		<div>
 		<div>
 			Perspective shadow camera frustum <em>far</em> parameter.<br />
 			Perspective shadow camera frustum <em>far</em> parameter.<br />
 			Default — *5000*.
 			Default — *5000*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowCameraFov]</h3>
+		<h3>[property:Float shadowCameraFov]</h3>
 		<div>
 		<div>
 			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
 			Perspective shadow camera frustum <em>field of view</em> parameter.<br />
 			Default — *50*.
 			Default — *50*.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean shadowCameraVisible]</h3>
+		<h3>[property:Boolean shadowCameraVisible]</h3>
 		<div>
 		<div>
 			Show debug shadow camera frustum.<br />
 			Show debug shadow camera frustum.<br />
 			Default — *false*.
 			Default — *false*.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 		<div>
 			Shadow map bias.<br />
 			Shadow map bias.<br />
 			Default — *0*.
 			Default — *0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 			Default — *0.5*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 			Default — *512*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 			Default — *512*.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Float shadowBias]</h3>
+		<h3>[property:Float shadowBias]</h3>
 		<div>
 		<div>
 			Shadow map bias.<br />
 			Shadow map bias.<br />
 			Default — *0*.
 			Default — *0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shadowDarkness]</h3>
+		<h3>[property:Float shadowDarkness]</h3>
 		<div>
 		<div>
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Darkness of shadow casted by this light (from *0* to *1*).<br />
 			Default — *0.5*.
 			Default — *0.5*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowMapWidth]</h3>
+		<h3>[property:Integer shadowMapWidth]</h3>
 		<div>
 		<div>
 			Shadow map texture width in pixels.<br />
 			Shadow map texture width in pixels.<br />
 			Default — *512*.
 			Default — *512*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shadowMapHeight]</h3>
+		<h3>[property:Integer shadowMapHeight]</h3>
 		<div>
 		<div>
 			Shadow map texture height in pixels.<br />
 			Shadow map texture height in pixels.<br />
 			Default — *512*.
 			Default — *512*.
 		</div>
 		</div>
 
 
 
 
-		<h3>.[page:object shadowMatrix]</h3>
+		<h3>[property:object shadowMatrix]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:object shadowMapSize]</h3>
+		<h3>[property:object shadowMapSize]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:object shadowCamera]</h3>
+		<h3>[property:object shadowCamera]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:object shadowMap]</h3>
+		<h3>[property:object shadowMap]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

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

@@ -24,7 +24,7 @@
 		
 		
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:string crossOrigin]</h3>
+		<h3>[property:string crossOrigin]</h3>
 		<div>
 		<div>
 		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		</div> 
 		</div> 

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

@@ -27,7 +27,7 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:boolean withCredentials]</h3>
+		<h3>[property:boolean withCredentials]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 6 - 6
docs/api/loaders/Loader.html

@@ -26,25 +26,25 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Boolean showStatus]</h3>
+		<h3>[property:Boolean showStatus]</h3>
 		<div>If true, show loading status in the statusDomElement.</div>
 		<div>If true, show loading status in the statusDomElement.</div>
 		
 		
-		<h3>.[page:DOMElement statusDomElement]</h3>
+		<h3>[property:DOMElement statusDomElement]</h3>
 		<div>This is the recipient of status messages.</div>
 		<div>This is the recipient of status messages.</div>
 		
 		
-		<h3>.[page:Function onLoadStart]</h3>
+		<h3>[property:Function onLoadStart]</h3>
 		<div>Will be called when load starts.</div>
 		<div>Will be called when load starts.</div>
 		<div>The default is a function with empty body.</div>
 		<div>The default is a function with empty body.</div>
 
 
-		<h3>.[page:Function onLoadProgress]</h3>
+		<h3>[property:Function onLoadProgress]</h3>
 		<div>Will be called while load progresses.</div>
 		<div>Will be called while load progresses.</div>
 		<div>The default is a function with empty body.</div>
 		<div>The default is a function with empty body.</div>
 		
 		
-		<h3>.[page:Function onLoadComplete]</h3>
+		<h3>[property:Function onLoadComplete]</h3>
 		<div>Will be called when load completes.</div>
 		<div>Will be called when load completes.</div>
 		<div>The default is a function with empty body.</div>
 		<div>The default is a function with empty body.</div>
 		
 		
-		<h3>.[page:string crossOrigin]</h3>
+		<h3>[property:string crossOrigin]</h3>
 		<div>
 		<div>
 		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		The crossOrigin string to implement CORS for loading the url from a different domain that allows CORS.
 		</div> 
 		</div> 

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

@@ -41,18 +41,18 @@ loader.load( 'file.obj', function ( object ) {
 		
 		
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:function onLoad]</h3>
+		<h3>[property:function onLoad]</h3>
 		<div>
 		<div>
 		The function that needs to be called when all loaders are done. 
 		The function that needs to be called when all loaders are done. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:function onProgress]</h3>
+		<h3>[property:function onProgress]</h3>
 		<div>
 		<div>
 		The function that needs to be called when an item is complete. The arguments are url(The url of the item just loaded),<br />
 		The function that needs to be called when an item is complete. The arguments are url(The url of the item just loaded),<br />
 		loaded(the amount of items already loaded), total( The total amount of items to be loaded.)
 		loaded(the amount of items already loaded), total( The total amount of items to be loaded.)
 		</div> 
 		</div> 
 
 
-		<h3>.[page:function onError]</h3>
+		<h3>[property:function onError]</h3>
 		<div>
 		<div>
 		The function that needs to be called when an item errors.
 		The function that needs to be called when an item errors.
 		</div> 
 		</div> 

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

@@ -41,7 +41,7 @@
 		
 		
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:todo crossOrigin]</h3>
+		<h3>[property:todo crossOrigin]</h3>
 		<div>
 		<div>
 		default — *null*.<br />
 		default — *null*.<br />
 		If set, assigns the *crossOrigin* attribute of the image to the value of *crossOrigin*, prior to starting the load.
 		If set, assigns the *crossOrigin* attribute of the image to the value of *crossOrigin*, prior to starting the load.

+ 6 - 6
docs/api/materials/LineBasicMaterial.html

@@ -31,26 +31,26 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Integer color]</h3>
+		<h3>[property:Integer color]</h3>
 		<div>Sets the color of the line. Default is 0xffffff.</div>
 		<div>Sets the color of the line. Default is 0xffffff.</div>
 
 
-		<h3>.[page:Float linewidth]</h3>
+		<h3>[property:Float linewidth]</h3>
 		<div>Controls line thickness. Default is 1.</div>
 		<div>Controls line thickness. Default is 1.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
 
-		<h3>.[page:String linecap]</h3>
+		<h3>[property:String linecap]</h3>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h3>.[page:String linejoin]</h3>
+		<h3>[property:String linejoin]</h3>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h3>.[page:Integer vertexColors]</h3>
+		<h3>[property:Integer vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>This setting might not have any effect when used with certain renderers.</div>
 		<div>This setting might not have any effect when used with certain renderers.</div>
 
 
-		<h3>.[page:Boolean fog]</h3>
+		<h3>[property:Boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 

+ 7 - 7
docs/api/materials/LineDashedMaterial.html

@@ -34,35 +34,35 @@
 
 
 
 
 
 
-		<h3>.[page:number scale]</h3>
+		<h3>[property:number scale]</h3>
 		<div>
 		<div>
 		The scale of the dashed part of a line.
 		The scale of the dashed part of a line.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		<div>
 		Sets the color of the line. Default is 0xffffff.
 		Sets the color of the line. Default is 0xffffff.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean vertexColors]</h3>
+		<h3>[property:boolean vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>This setting might not have any effect when used with certain renderers.</div>
 		<div>This setting might not have any effect when used with certain renderers.</div>
 
 
-		<h3>.[page:number dashSize]</h3>
+		<h3>[property:number dashSize]</h3>
 		<div>
 		<div>
 		The size of the dash. This is both the gap with the stroke. Default is 3.
 		The size of the dash. This is both the gap with the stroke. Default is 3.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean fog]</h3>
+		<h3>[property:boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
-		<h3>.[page:number gapSize]</h3>
+		<h3>[property:number gapSize]</h3>
 		<div>
 		<div>
 		The size of the gap. Default is 1.
 		The size of the gap. Default is 1.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number linewidth]</h3>
+		<h3>[property:number linewidth]</h3>
 		<div>Controls line thickness. Default is 1.</div>
 		<div>Controls line thickness. Default is 1.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
 

+ 18 - 18
docs/api/materials/Material.html

@@ -23,17 +23,17 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
 		<div>
 		Unique number for this material instance.
 		Unique number for this material instance.
 		</div>
 		</div>
 
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String name]</h3>
 		<div>
 		<div>
 		Material name. Default is an empty string.
 		Material name. Default is an empty string.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float opacity]</h3>
+		<h3>[property:Float opacity]</h3>
 		<div>
 		<div>
 		Float in the range of 0.0 - 1.0 indicating how transparent the material is.
 		Float in the range of 0.0 - 1.0 indicating how transparent the material is.
 		A value of 0.0 indicates fully transparent, 1.0 is fully opaque. If
 		A value of 0.0 indicates fully transparent, 1.0 is fully opaque. If
@@ -42,7 +42,7 @@
 		</div>
 		</div>
 		<div>Default is *1.0*.</div>
 		<div>Default is *1.0*.</div>
 
 
-		<h3>.[page:Boolean transparent]</h3>
+		<h3>[property:Boolean transparent]</h3>
 		<div>
 		<div>
 		Defines whether this material is transparent. This has an effect on rendering
 		Defines whether this material is transparent. This has an effect on rendering
 		as transparent objects need special treatment and are rendered after 
 		as transparent objects need special treatment and are rendered after 
@@ -53,32 +53,32 @@
 		</div>
 		</div>
 		<div>Default is *false*.</div>
 		<div>Default is *false*.</div>
 
 
-		<h3>.[page:Blending blending]</h3>
+		<h3>[property:Blending blending]</h3>
 		<div>
 		<div>
 		Which blending to use when displaying objects with this material. Default is [page:Materials NormalBlending].
 		Which blending to use when displaying objects with this material. Default is [page:Materials NormalBlending].
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer blendSrc]</h3>
+		<h3>[property:Integer blendSrc]</h3>
 		<div>
 		<div>
 		Blending source. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation SrcAlphaFactor]
 		Blending source. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation SrcAlphaFactor]
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer blendDst]</h3>
+		<h3>[property:Integer blendDst]</h3>
 		<div>
 		<div>
 		Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
 		Blending destination. It's one of the blending mode constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer blendEquation]</h3>
+		<h3>[property:Integer blendEquation]</h3>
 		<div>
 		<div>
 		Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation AddEquation.]
 		Blending equation to use when applying blending. It's one of the constants defined in [page:Three Three.js]. Default is [page:CustomBlendingEquation AddEquation.]
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean depthTest]</h3>
+		<h3>[property:Boolean depthTest]</h3>
 		<div>
 		<div>
 		Whether to have depth test enabled when rendering this material. Default is *true*.
 		Whether to have depth test enabled when rendering this material. Default is *true*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean depthWrite]</h3>
+		<h3>[property:Boolean depthWrite]</h3>
 		<div>
 		<div>
 		Whether rendering this material has any effect on the depth buffer. Default is *true*.
 		Whether rendering this material has any effect on the depth buffer. Default is *true*.
 		</div>
 		</div>
@@ -86,37 +86,37 @@
 		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
 		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean polygonOffset]</h3>
+		<h3>[property:Boolean polygonOffset]</h3>
 		<div>
 		<div>
 		Whether to use polygon offset. Default is *false*. This corresponds to the *POLYGON_OFFSET_FILL* WebGL feature.
 		Whether to use polygon offset. Default is *false*. This corresponds to the *POLYGON_OFFSET_FILL* WebGL feature.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer polygonOffsetFactor]</h3>
+		<h3>[property:Integer polygonOffsetFactor]</h3>
 		<div>
 		<div>
 		Sets the polygon offset factor. Default is *0*.
 		Sets the polygon offset factor. Default is *0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer polygonOffsetUnits]</h3>
+		<h3>[property:Integer polygonOffsetUnits]</h3>
 		<div>
 		<div>
 		Sets the polygon offset units. Default is *0*.
 		Sets the polygon offset units. Default is *0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Number alphaTest]</h3>
+		<h3>[property:Number alphaTest]</h3>
 		<div>
 		<div>
 		Sets the alpha value to be used when running an alpha test. Default is *0*.
 		Sets the alpha value to be used when running an alpha test. Default is *0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float overdraw]</h3>
+		<h3>[property:Float overdraw]</h3>
 		<div>
 		<div>
 		Amount of triangle expansion at draw time. This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer]. *0.5* tends to give good results across browsers. Default is *0*.
 		Amount of triangle expansion at draw time. This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer]. *0.5* tends to give good results across browsers. Default is *0*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean visible]</h3>
+		<h3>[property:Boolean visible]</h3>
 		<div>
 		<div>
 		Defines whether this material is visible. Default is *true*.
 		Defines whether this material is visible. Default is *true*.
 		</div>
 		</div>
 
 
-		<h3>.[page:Enum side]</h3>
+		<h3>[property:Enum side]</h3>
 		<div>
 		<div>
 		Defines which of the face sides will be rendered - front, back or both.
 		Defines which of the face sides will be rendered - front, back or both.
 		</div>
 		</div>
@@ -124,7 +124,7 @@
 		Default is [page:Materials THREE.FrontSide]. Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
 		Default is [page:Materials THREE.FrontSide]. Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
 		</div>
 		</div>
 
 
-		<h3>.[page:Boolean needsUpdate]</h3>
+		<h3>[property:Boolean needsUpdate]</h3>
 		<div>
 		<div>
 		Specifies that the material needs to be updated at the WebGL level. Set it to true if you made changes that need to be reflected in WebGL.
 		Specifies that the material needs to be updated at the WebGL level. Set it to true if you made changes that need to be reflected in WebGL.
 		</div>
 		</div>

+ 18 - 18
docs/api/materials/MeshBasicMaterial.html

@@ -40,70 +40,70 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Integer color]</h3>
+		<h3>[property:Integer color]</h3>
 		<div>Sets the color of the geometry. Default is 0xffffff.</div>
 		<div>Sets the color of the geometry. Default is 0xffffff.</div>
 		
 		
-		<h3>.[page:Boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<div>Render geometry as wireframe. Default is false (i.e. render as flat polygons).</div>
 		<div>Render geometry as wireframe. Default is false (i.e. render as flat polygons).</div>
 
 
-		<h3>.[page:Float wireframeLinewidth]</h3>
+		<h3>[property:Float wireframeLinewidth]</h3>
 		<div>Controls wireframe thickness. Default is 1.</div>
 		<div>Controls wireframe thickness. Default is 1.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		
 		
-		<h3>.[page:String wireframeLinecap]</h3>
+		<h3>[property:String wireframeLinecap]</h3>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h3>.[page:String wireframeLinejoin]</h3>
+		<h3>[property:String wireframeLinejoin]</h3>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		
 		
-		<h3>.[page:String shading]</h3>
+		<h3>[property:String shading]</h3>
 		<div>Define shading type. Default is THREE.SmoothShading.</div>
 		<div>Define shading type. Default is THREE.SmoothShading.</div>
 
 
-		<h3>.[page:Integer vertexColors]</h3>
+		<h3>[property:Integer vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
-		<h3>.[page:Boolean fog]</h3>
+		<h3>[property:Boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
-		<h3>.[page:Texture lightMap]</h3>
+		<h3>[property:Texture lightMap]</h3>
 		<div>Set light map. Default is null.</div>
 		<div>Set light map. Default is null.</div>
 
 
-		<h3>.[page:Texture specularMap]</h3>
+		<h3>[property:Texture specularMap]</h3>
 		<div>Set specular map. Default is null.</div>
 		<div>Set specular map. Default is null.</div>
 
 
-		<h3>.[page:Texture alphaMap]</h3>
+		<h3>[property:Texture alphaMap]</h3>
 		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
 		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
 		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
 		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
 
 
-		<h3>.[page:TextureCube envMap]</h3>
+		<h3>[property:TextureCube envMap]</h3>
 		<div>Set env map. Default is null.</div>
 		<div>Set env map. Default is null.</div>
 
 
-		<h3>.[page:Boolean skinning]</h3>
+		<h3>[property:Boolean skinning]</h3>
 		<div>Define whether the material uses skinning. Default is false.</div>
 		<div>Define whether the material uses skinning. Default is false.</div>
 	
 	
-		<h3>.[page:Boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<div>Define whether the material uses morphTargets. Default is false.</div>	
 		<div>Define whether the material uses morphTargets. Default is false.</div>	
 		
 		
-		<h3>.[page:Texture map]</h3>
+		<h3>[property:Texture map]</h3>
 		<div>
 		<div>
 		Sets the texture map. Default is  null.
 		Sets the texture map. Default is  null.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number combine]</h3>
+		<h3>[property:number combine]</h3>
 		<div>
 		<div>
 		How to combine the result of the surface's color with the environment map, if any.
 		How to combine the result of the surface's color with the environment map, if any.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number reflectivity]</h3>
+		<h3>[property:number reflectivity]</h3>
 		<div>
 		<div>
 		How much the environment map affects the surface; also see "combine".
 		How much the environment map affects the surface; also see "combine".
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number refractionRatio]</h3>
+		<h3>[property:number refractionRatio]</h3>
 		<div>
 		<div>
 		The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.
 		The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.
 		</div> 
 		</div> 

+ 2 - 2
docs/api/materials/MeshDepthMaterial.html

@@ -29,10 +29,10 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:boolean wireframe]</h3>
+		<h3>[property:boolean wireframe]</h3>
 		<div>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</div> 
 		<div>Render geometry as wireframe. Default is false (i.e. render as smooth shaded).</div> 
 		
 		
-		<h3>.[page:number wireframeLinewidth]</h3>
+		<h3>[property:number wireframeLinewidth]</h3>
 		<div>
 		<div>
 			Controls wireframe thickness. Default is 1.<br/><br/>
 			Controls wireframe thickness. Default is 1.<br/><br/>
 			Due to limitations in the ANGLE layer, on Windows platforms linewidth will always be 1 regardless of the set value.
 			Due to limitations in the ANGLE layer, on Windows platforms linewidth will always be 1 regardless of the set value.

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

@@ -32,7 +32,7 @@
 
 
 
 
 
 
-		<h3>.[page:Array materials]</h3>
+		<h3>[property:Array materials]</h3>
 		<div>
 		<div>
 		Get or set the materials for the geometry.
 		Get or set the materials for the geometry.
 		</div>
 		</div>

+ 23 - 23
docs/api/materials/MeshLambertMaterial.html

@@ -29,94 +29,94 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<div>See the base [page:Material] class for common parameters.</div>
 		<div>See the base [page:Material] class for common parameters.</div>
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		<div>
 		Diffuse color of the material. Default is white.<br />
 		Diffuse color of the material. Default is white.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Color ambient]</h3>
+		<h3>[property:Color ambient]</h3>
 		<div>
 		<div>
 		Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
 		Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Color emissive]</h3>
+		<h3>[property:Color emissive]</h3>
 		<div>
 		<div>
 		Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
 		Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer shading]</h3>
+		<h3>[property:Integer shading]</h3>
 		<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
 		<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
 
 
 		<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
 		<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
 		
 		
-		<h3>.[page:Boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
 		<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
 		
 		
-		<h3>.[page:Float wireframeLinewidth]</h3>
+		<h3>[property:Float wireframeLinewidth]</h3>
 		<div>Line thickness for wireframe mode. Default is *1.0*.</div>
 		<div>Line thickness for wireframe mode. Default is *1.0*.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
 
-		<h3>.[page:String wireframeLinecap]</h3>
+		<h3>[property:String wireframeLinecap]</h3>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h3>.[page:String wireframeLinejoin]</h3>
+		<h3>[property:String wireframeLinejoin]</h3>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h3>.[page:Integer vertexColors]</h3>
+		<h3>[property:Integer vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
-		<h3>.[page:Boolean fog]</h3>
+		<h3>[property:Boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
 		<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
-		<h3>.[page:Texture map]</h3>
+		<h3>[property:Texture map]</h3>
 		<div>Set color texture map. Default is null.</div>
 		<div>Set color texture map. Default is null.</div>
 
 
-		<h3>.[page:Texture lightMap]</h3>
+		<h3>[property:Texture lightMap]</h3>
 		<div>Set light map. Default is null.</div>
 		<div>Set light map. Default is null.</div>
 
 
-		<h3>.[page:Texture specularMap]</h3>
+		<h3>[property:Texture specularMap]</h3>
 		<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
 		<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
 
 
-		<h3>.[page:Texture alphaMap]</h3>
+		<h3>[property:Texture alphaMap]</h3>
 		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
 		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
 		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
 		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
 
 
-		<h3>.[page:TextureCube envMap]</h3>
+		<h3>[property:TextureCube envMap]</h3>
 		<div>Set env map. Default is null.</div>
 		<div>Set env map. Default is null.</div>
 
 
-		<h3>.[page:Float reflectivity]</h3>
+		<h3>[property:Float reflectivity]</h3>
 		<div>How much the environment map affects the surface; also see "combine".</div> 
 		<div>How much the environment map affects the surface; also see "combine".</div> 
 
 
-		<h3>.[page:Float refractionRatio]</h3>
+		<h3>[property:Float refractionRatio]</h3>
 		<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
 		<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
 
 
-		<h3>.[page:Integer combine]</h3>
+		<h3>[property:Integer combine]</h3>
 		<div>How to combine the result of the surface's color with the environment map, if any.</div> 
 		<div>How to combine the result of the surface's color with the environment map, if any.</div> 
 		 
 		 
 		<div>Options are [page:Textures THREE.Multiply] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
 		<div>Options are [page:Textures THREE.Multiply] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
 		 
 		 
-		<h3>.[page:Boolean skinning]</h3>
+		<h3>[property:Boolean skinning]</h3>
 		<div>Define whether the material uses skinning. Default is *false*.</div>
 		<div>Define whether the material uses skinning. Default is *false*.</div>
 	
 	
-		<h3>.[page:Boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<div>Define whether the material uses morphTargets. Default is *false*.</div>	
 		<div>Define whether the material uses morphTargets. Default is *false*.</div>	
 
 
 
 
-		<h3>.[page:Vector3 wrapRGB]</h3>
+		<h3>[property:Vector3 wrapRGB]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean morphNormals]</h3>
+		<h3>[property:boolean morphNormals]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean wrapAround]</h3>
+		<h3>[property:boolean wrapAround]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 4 - 4
docs/api/materials/MeshNormalMaterial.html

@@ -33,22 +33,22 @@
 
 
 
 
 
 
-		<h3>.[page:boolean morphTargets]</h3>
+		<h3>[property:boolean morphTargets]</h3>
 		<div>Define whether the material uses morphTargets. Default is false.</div> 
 		<div>Define whether the material uses morphTargets. Default is false.</div> 
 
 
-		<h3>.[page:number shading]</h3>
+		<h3>[property:number shading]</h3>
 		<div>
 		<div>
 			How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.<br/><br/>
 			How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.<br/><br/>
 			Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading]
 			Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading]
 		</div>
 		</div>
 		
 		
 
 
-		<h3>.[page:boolean wireframe]</h3>
+		<h3>[property:boolean wireframe]</h3>
 		<div>
 		<div>
 			Render geometry as wireframe. Default is false (i.e. render as smooth shaded). 
 			Render geometry as wireframe. Default is false (i.e. render as smooth shaded). 
 		</div> 
 		</div> 
 		
 		
-		<h3>.[page:number wireframeLinewidth]</h3>
+		<h3>[property:number wireframeLinewidth]</h3>
 		<div>
 		<div>
 			Controls wireframe thickness. Default is 1.<br/><br/>
 			Controls wireframe thickness. Default is 1.<br/><br/>
 			Due to limitations in the ANGLE layer, on Windows platforms linewidth will always be 1 regardless of the set value.
 			Due to limitations in the ANGLE layer, on Windows platforms linewidth will always be 1 regardless of the set value.

+ 30 - 30
docs/api/materials/MeshPhongMaterial.html

@@ -31,127 +31,127 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 		<div>See the base [page:Material] class for common parameters.</div>
 		<div>See the base [page:Material] class for common parameters.</div>
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		<div>
 		Diffuse color of the material. Default is white.<br />
 		Diffuse color of the material. Default is white.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Color ambient]</h3>
+		<h3>[property:Color ambient]</h3>
 		<div>
 		<div>
 		Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
 		Ambient color of the material, multiplied by the color of the [page:AmbientLight]. Default is white.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Color emissive]</h3>
+		<h3>[property:Color emissive]</h3>
 		<div>
 		<div>
 		Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
 		Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Color specular]</h3>
+		<h3>[property:Color specular]</h3>
 		<div>
 		<div>
 		Specular color of the material, i.e., how shiny the material is and the color of its shine. Setting this the same color as the diffuse value (times some intensity) makes the material more metallic-looking; setting this to some gray makes the material look more plastic. Default is dark gray.<br />
 		Specular color of the material, i.e., how shiny the material is and the color of its shine. Setting this the same color as the diffuse value (times some intensity) makes the material more metallic-looking; setting this to some gray makes the material look more plastic. Default is dark gray.<br />
 		</div>
 		</div>
 
 
-		<h3>.[page:Float shininess]</h3>
+		<h3>[property:Float shininess]</h3>
 		<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
 		<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
 
 
-		<h3>.[page:Integer shading]</h3>
+		<h3>[property:Integer shading]</h3>
 		<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
 		<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
 
 
 		<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
 		<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading], [page:Materials THREE.NoShading].</div>
 		
 		
-		<h3>.[page:Boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
 		<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
 		
 		
-		<h3>.[page:Float wireframeLinewidth]</h3>
+		<h3>[property:Float wireframeLinewidth]</h3>
 		<div>Line thickness for wireframe mode. Default is *1.0*.</div>
 		<div>Line thickness for wireframe mode. Default is *1.0*.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
 
-		<h3>.[page:String wireframeLinecap]</h3>
+		<h3>[property:String wireframeLinecap]</h3>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h3>.[page:String wireframeLinejoin]</h3>
+		<h3>[property:String wireframeLinejoin]</h3>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
 
 
-		<h3>.[page:Integer vertexColors]</h3>
+		<h3>[property:Integer vertexColors]</h3>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
-		<h3>.[page:Boolean fog]</h3>
+		<h3>[property:Boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
 		<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 
-		<h3>.[page:Texture map]</h3>
+		<h3>[property:Texture map]</h3>
 		<div>Set color texture map. Default is null.</div>
 		<div>Set color texture map. Default is null.</div>
 
 
-		<h3>.[page:Texture lightMap]</h3>
+		<h3>[property:Texture lightMap]</h3>
 		<div>Set light map. Default is null.</div>
 		<div>Set light map. Default is null.</div>
 
 
-		<h3>.[page:Texture specularMap]</h3>
+		<h3>[property:Texture specularMap]</h3>
 		<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>
 		<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>
 
 
-		<h3>.[page:Texture alphaMap]</h3>
+		<h3>[property:Texture alphaMap]</h3>
 		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
 		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
 		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
 		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
 
 
-		<h3>.[page:TextureCube envMap]</h3>
+		<h3>[property:TextureCube envMap]</h3>
 		<div>Set env map. Default is null.</div>
 		<div>Set env map. Default is null.</div>
 
 
-		<h3>.[page:Float reflectivity]</h3>
+		<h3>[property:Float reflectivity]</h3>
 		<div>How much the environment map affects the surface; also see "combine".</div> 
 		<div>How much the environment map affects the surface; also see "combine".</div> 
 
 
-		<h3>.[page:Float refractionRatio]</h3>
+		<h3>[property:Float refractionRatio]</h3>
 		<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
 		<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
 
 
-		<h3>.[page:Integer combine]</h3>
+		<h3>[property:Integer combine]</h3>
 		<div>How to combine the result of the surface's color with the environment map, if any.</div> 
 		<div>How to combine the result of the surface's color with the environment map, if any.</div> 
 		 
 		 
 		<div>Options are [page:Textures THREE.MultiplyOperation] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
 		<div>Options are [page:Textures THREE.MultiplyOperation] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
 		 
 		 
-		<h3>.[page:Boolean skinning]</h3>
+		<h3>[property:Boolean skinning]</h3>
 		<div>Define whether the material uses skinning. Default is *false*.</div>
 		<div>Define whether the material uses skinning. Default is *false*.</div>
 	
 	
-		<h3>.[page:Boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<div>Define whether the material uses morphTargets. Default is *false*.</div>	
 		<div>Define whether the material uses morphTargets. Default is *false*.</div>	
 
 
 
 
-		<h3>.[page:Vector2 normalScale]</h3>
+		<h3>[property:Vector2 normalScale]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean morphNormals]</h3>
+		<h3>[property:boolean morphNormals]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean metal]</h3>
+		<h3>[property:boolean metal]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:number bumpScale]</h3>
+		<h3>[property:number bumpScale]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean wrapAround]</h3>
+		<h3>[property:boolean wrapAround]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:object normalMap]</h3>
+		<h3>[property:object normalMap]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:object bumpMap]</h3>
+		<h3>[property:object bumpMap]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector3 wrapRGB]</h3>
+		<h3>[property:Vector3 wrapRGB]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 6 - 6
docs/api/materials/PointCloudMaterial.html

@@ -31,25 +31,25 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Number color]</h3>
+		<h3>[property:Number color]</h3>
 		
 		
 		<div>Sets the color of the particles. Default is 0xffffff.</div>
 		<div>Sets the color of the particles. Default is 0xffffff.</div>
 		
 		
-		<h3>.[page:Texture map]</h3>
+		<h3>[property:Texture map]</h3>
 		
 		
 		<div>Sets the color of the particles using data from a texture.</div>
 		<div>Sets the color of the particles using data from a texture.</div>
 		
 		
-		<h3>.[page:Number size]</h3>
+		<h3>[property:Number size]</h3>
 		
 		
 		<div>Sets the size of the particles. Default is 1.0.</div>
 		<div>Sets the size of the particles. Default is 1.0.</div>
 
 
-		<h3>.[page:Boolean sizeAttenuation]</h3>
+		<h3>[property:Boolean sizeAttenuation]</h3>
 		
 		
 		<div>Specify whether particles' size will get smaller with the distance. Default is true.</div>
 		<div>Specify whether particles' size will get smaller with the distance. Default is true.</div>
 
 
-		<h3>.[page:Boolean vertexColors]</h3>
+		<h3>[property:Boolean vertexColors]</h3>
 
 
-		<h3>.[page:Boolean fog]</h3>
+		<h3>[property:Boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>Define whether the material color is affected by global fog settings.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
 
 

+ 16 - 16
docs/api/materials/ShaderMaterial.html

@@ -214,7 +214,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object uniforms]</h3>
+		<h3>[property:Object uniforms]</h3>
 		<div>
 		<div>
 		Object specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form
 		Object specifying the uniforms to be passed to the shader code; keys are uniform names, values are definitions of the form
 		<code>
 		<code>
@@ -223,7 +223,7 @@
 		where *type* is a <a href="#uniform-types">uniform type string</a>, and *value* is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.
 		where *type* is a <a href="#uniform-types">uniform type string</a>, and *value* is the value of the uniform. Names must match the name of the uniform, as defined in the GLSL code. Note that uniforms are refreshed on every frame, so updating the value of the uniform will immediately update the value available to the GLSL code.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Object attributes]</h3>
+		<h3>[property:Object attributes]</h3>
 		<div>
 		<div>
 		<p>
 		<p>
 		Object specifying the custom attributes to be passed to the shader code; keys are attribute names, values are definitions of the form
 		Object specifying the custom attributes to be passed to the shader code; keys are attribute names, values are definitions of the form
@@ -237,7 +237,7 @@
 		</p>
 		</p>
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Object defines]</h3>
+		<h3>[property:Object defines]</h3>
 		<div>
 		<div>
 		Defines custom constants using *#define* directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive:
 		Defines custom constants using *#define* directives within the GLSL code for both the vertex shader and the fragment shader; each key/value pair yields another directive:
 		<code>
 		<code>
@@ -254,65 +254,65 @@
 		in the GLSL code. 
 		in the GLSL code. 
 		</div> 
 		</div> 
 
 
-		<h3>.[page:String fragmentShader]</h3>
+		<h3>[property:String fragmentShader]</h3>
 		<div>
 		<div>
 		Fragment shader GLSL code.  This is the actual code for the shader. In the example above, the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
 		Fragment shader GLSL code.  This is the actual code for the shader. In the example above, the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:String vertexShader]</h3>
+		<h3>[property:String vertexShader]</h3>
 		<div>
 		<div>
 		Vertex shader GLSL code.  This is the actual code for the shader. In the example above, the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
 		Vertex shader GLSL code.  This is the actual code for the shader. In the example above, the *vertexShader* and *fragmentShader* code is extracted from the DOM; it could be passed as a string directly or loaded via AJAX instead.
 		</div> 
 		</div> 
 
 
 
 
-		<h3>.[page:Boolean lights]</h3>
+		<h3>[property:Boolean lights]</h3>
 		<div>
 		<div>
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader
 		Defines whether this material uses lighting; true to pass uniform data related to lighting to this shader
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Boolean morphTargets]</h3>
+		<h3>[property:Boolean morphTargets]</h3>
 		<div>
 		<div>
 		Defines whether the material uses morphTargets; true morphTarget attributes to this shader
 		Defines whether the material uses morphTargets; true morphTarget attributes to this shader
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Boolean morphNormals]</h3>
+		<h3>[property:Boolean morphNormals]</h3>
 		<div>
 		<div>
 		Defines whether the material uses morphNormals; true to pass morphNormal attributes to this shader
 		Defines whether the material uses morphNormals; true to pass morphNormal attributes to this shader
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Boolean wireframe]</h3>
+		<h3>[property:Boolean wireframe]</h3>
 		<div>
 		<div>
 		Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES). Default is false (i.e. render as flat polygons).
 		Render geometry as wireframe (using GL_LINES instead of GL_TRIANGLES). Default is false (i.e. render as flat polygons).
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Number vertexColors]</h3>
+		<h3>[property:Number vertexColors]</h3>
 		<div>
 		<div>
 		Define how the vertices are colored, by defining how the *colors* attribute gets populated. Possible values are [page:Materials THREE.NoColors], [page:Materials THREE.FaceColors] and [page:Materials THREE.VertexColors]. Default is THREE.NoColors.
 		Define how the vertices are colored, by defining how the *colors* attribute gets populated. Possible values are [page:Materials THREE.NoColors], [page:Materials THREE.FaceColors] and [page:Materials THREE.VertexColors]. Default is THREE.NoColors.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Boolean skinning]</h3>
+		<h3>[property:Boolean skinning]</h3>
 		<div>
 		<div>
 		Define whether the material uses skinning; true to pass skinning attributes to the shader. Default is false.
 		Define whether the material uses skinning; true to pass skinning attributes to the shader. Default is false.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Boolean fog]</h3>
+		<h3>[property:Boolean fog]</h3>
 		<div>Define whether the material color is affected by global fog settings; true to pass fog uniforms to the shader. Default is false.</div>
 		<div>Define whether the material color is affected by global fog settings; true to pass fog uniforms to the shader. Default is false.</div>
 
 
 
 
-		<h3>.[page:Number shading]</h3>
+		<h3>[property:Number shading]</h3>
 		<div>
 		<div>
 		Define shading type, which determines whether normals are smoothed between vertices; possible values are [page:Materials THREE.SmoothShading] or [page:Materials THREE.FlatShading]. Default is THREE.SmoothShading.
 		Define shading type, which determines whether normals are smoothed between vertices; possible values are [page:Materials THREE.SmoothShading] or [page:Materials THREE.FlatShading]. Default is THREE.SmoothShading.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Number linewidth]</h3>
+		<h3>[property:Number linewidth]</h3>
 		<div>Controls line thickness; only effective if the material is attached to a [page:Line]. Default is 1.</div>
 		<div>Controls line thickness; only effective if the material is attached to a [page:Line]. Default is 1.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
 
-		<h3>.[page:Number wireframeLinewidth]</h3>
+		<h3>[property:Number wireframeLinewidth]</h3>
 		<div>Controls wireframe thickness; only effective if the material is attached to a [page:Mesh] and *wireframe* is true. Default is 1.</div>
 		<div>Controls wireframe thickness; only effective if the material is attached to a [page:Mesh] and *wireframe* is true. Default is 1.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
 
 
-		<h3>.[page:WebGLProgram program]</h3>
+		<h3>[property:WebGLProgram program]</h3>
 		<div>
 		<div>
 		The compiled shader program associated with this material, generated by [page:WebGLRenderer]. You should not need to access this property.
 		The compiled shader program associated with this material, generated by [page:WebGLRenderer]. You should not need to access this property.
 		</div>
 		</div>

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

@@ -30,7 +30,7 @@
 
 
 
 
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

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

@@ -30,47 +30,47 @@
 
 
 
 
 
 
-		<h3>.[page:Texture map]</h3>
+		<h3>[property:Texture map]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector2 uvScale]</h3>
+		<h3>[property:Vector2 uvScale]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean sizeAttenuation]</h3>
+		<h3>[property:boolean sizeAttenuation]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector2 uvOffset]</h3>
+		<h3>[property:Vector2 uvOffset]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean fog]</h3>
+		<h3>[property:boolean fog]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean useScreenCoordinates]</h3>
+		<h3>[property:boolean useScreenCoordinates]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:boolean scaleByViewport]</h3>
+		<h3>[property:boolean scaleByViewport]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector2 alignment]</h3>
+		<h3>[property:Vector2 alignment]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div> 
 		</div> 

+ 2 - 2
docs/api/math/Box2.html

@@ -29,12 +29,12 @@
 
 
 
 
 
 
-		<h3>.[page:Vector2 max]</h3>
+		<h3>[property:Vector2 max]</h3>
 		<div>
 		<div>
 		Upper (x, y) boundary of this box.
 		Upper (x, y) boundary of this box.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector2 min]</h3>
+		<h3>[property:Vector2 min]</h3>
 		<div>
 		<div>
 		Lower (x, y) boundary of this box.
 		Lower (x, y) boundary of this box.
 		</div> 
 		</div> 

+ 2 - 2
docs/api/math/Box3.html

@@ -28,12 +28,12 @@
 
 
 
 
 
 
-		<h3>.[page:Vector3 max]</h3>
+		<h3>[property:Vector3 max]</h3>
 		<div>
 		<div>
 		Upper (x, y, z) boundary of this box.
 		Upper (x, y, z) boundary of this box.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector3 min]</h3>
+		<h3>[property:Vector3 min]</h3>
 		<div>
 		<div>
 		Lower (x, y, z) boundary of this box.
 		Lower (x, y, z) boundary of this box.
 		</div>
 		</div>

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

@@ -31,17 +31,17 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float r]</h3>
+		<h3>[property:Float r]</h3>
 		<div>
 		<div>
 		Red channel value between 0 and 1. Default is 1.
 		Red channel value between 0 and 1. Default is 1.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float g]</h3>
+		<h3>[property:Float g]</h3>
 		<div>
 		<div>
 		Green channel value between 0 and 1. Default is 1.
 		Green channel value between 0 and 1. Default is 1.
 		</div>
 		</div>
 
 
-		<h3>.[page:Float b]</h3>
+		<h3>[property:Float b]</h3>
 		<div>
 		<div>
 		Blue channel value between 0 and 1. Default is 1.
 		Blue channel value between 0 and 1. Default is 1.
 		</div>
 		</div>

+ 4 - 4
docs/api/math/Euler.html

@@ -39,13 +39,13 @@
 
 
     <h2>Properties</h2>
     <h2>Properties</h2>
 
 
-    <h3>.[page:Float x]</h3>
+    <h3>[property:Float x]</h3>
 
 
-    <h3>.[page:Float y]</h3>
+    <h3>[property:Float y]</h3>
 
 
-    <h3>.[page:Float z]</h3>
+    <h3>[property:Float z]</h3>
 
 
-    <h3>.[page:String order]</h3>
+    <h3>[property:String order]</h3>
 
 
 
 
 
 

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

@@ -31,7 +31,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Array planes]</h3>
+		<h3>[property:Array planes]</h3>
 		<div>
 		<div>
 		Array of 6 [page:Plane planes].
 		Array of 6 [page:Plane planes].
 		</div>
 		</div>

+ 2 - 2
docs/api/math/Line3.html

@@ -29,9 +29,9 @@
 
 
 
 
 
 
-		<h3>.[page:Vector3 start]</h3>
+		<h3>[property:Vector3 start]</h3>
 
 
-		<h3>.[page:Vector3 end]</h3>
+		<h3>[property:Vector3 end]</h3>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 

+ 1 - 1
docs/api/math/Matrix3.html

@@ -41,7 +41,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float32Array elements]</h3>
+		<h3>[property:Float32Array elements]</h3>
 		<div>
 		<div>
 		Float32Array with column-major matrix values.
 		Float32Array with column-major matrix values.
 		</div>
 		</div>

+ 1 - 1
docs/api/math/Matrix4.html

@@ -46,7 +46,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float32Array elements]</h3>
+		<h3>[property:Float32Array elements]</h3>
 		<div>A column-major list of matrix values.</div>
 		<div>A column-major list of matrix values.</div>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 2 - 2
docs/api/math/Plane.html

@@ -24,9 +24,9 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 normal]</h3>
+		<h3>[property:Vector3 normal]</h3>
 
 
-		<h3>.[page:Float constant]</h3>
+		<h3>[property:Float constant]</h3>
 		
 		
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 

+ 4 - 4
docs/api/math/Quaternion.html

@@ -36,13 +36,13 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float x]</h3>
+		<h3>[property:Float x]</h3>
 
 
-		<h3>.[page:Float y]</h3>
+		<h3>[property:Float y]</h3>
 
 
-		<h3>.[page:Float z]</h3>
+		<h3>[property:Float z]</h3>
 
 
-		<h3>.[page:Float w]</h3>
+		<h3>[property:Float w]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 2 - 2
docs/api/math/Ray.html

@@ -26,12 +26,12 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Vector3 origin]</h3>
+		<h3>[property:Vector3 origin]</h3>
 		<div>
 		<div>
 		The origin of the [page:Ray].
 		The origin of the [page:Ray].
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Vector3 direction]</h3>
+		<h3>[property:Vector3 direction]</h3>
 		<div>
 		<div>
 		The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
 		The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
 		</div> 
 		</div> 

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

@@ -25,9 +25,9 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-		<h3>.[page:Vector3 center]</h3>
+		<h3>[property:Vector3 center]</h3>
 		
 		
-		<h3>.[page:Float radius]</h3>
+		<h3>[property:Float radius]</h3>
 		
 		
 		
 		
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -22,7 +22,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Array points]</h3>
+		<h3>[property:Array points]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -30,17 +30,17 @@
 
 
 
 
 
 
-		<h3>.[page:Vector3 a]</h3>
+		<h3>[property:Vector3 a]</h3>
 		<div>
 		<div>
 		The first [page:Vector3] of the triangle.
 		The first [page:Vector3] of the triangle.
 		</div>
 		</div>
 		
 		
-		<h3>.[page:Vector3 c]</h3>
+		<h3>[property:Vector3 c]</h3>
 		<div>
 		<div>
 		The second [page:Vector3] of the triangle.
 		The second [page:Vector3] of the triangle.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector3 b]</h3>
+		<h3>[property:Vector3 b]</h3>
 		<div>
 		<div>
 		The third [page:Vector3] of the triangle.
 		The third [page:Vector3] of the triangle.
 		</div>
 		</div>

+ 2 - 2
docs/api/math/Vector2.html

@@ -35,9 +35,9 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float x]</h3>
+		<h3>[property:Float x]</h3>
 
 
-		<h3>.[page:Float y]</h3>
+		<h3>[property:Float y]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 3 - 3
docs/api/math/Vector3.html

@@ -38,11 +38,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float x]</h3>
+		<h3>[property:Float x]</h3>
 
 
-		<h3>.[page:Float y]</h3>
+		<h3>[property:Float y]</h3>
 
 
-		<h3>.[page:Float z]</h3>
+		<h3>[property:Float z]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

+ 4 - 4
docs/api/math/Vector4.html

@@ -26,13 +26,13 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Float x]</h3>
+		<h3>[property:Float x]</h3>
 
 
-		<h3>.[page:Float y]</h3>
+		<h3>[property:Float y]</h3>
 
 
-		<h3>.[page:Float z]</h3>
+		<h3>[property:Float z]</h3>
 
 
-		<h3>.[page:Float w]</h3>
+		<h3>[property:Float w]</h3>
 
 
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>

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

@@ -27,12 +27,12 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Matrix4 skinMatrix]</h3>
+		<h3>[property:Matrix4 skinMatrix]</h3>
 		<div>
 		<div>
 		The matrix of the bone.
 		The matrix of the bone.
 		</div>
 		</div>
 
 
-		<h3>.[page:SkinnedMesh skin]</h3>
+		<h3>[property:SkinnedMesh skin]</h3>
 		<div>
 		<div>
 		The skin that contains this bone.
 		The skin that contains this bone.
 		</div>
 		</div>

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

@@ -27,7 +27,7 @@
 
 
 
 
 
 
-		<h3>.[page:array objects]</h3>
+		<h3>[property:array objects]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>

+ 3 - 3
docs/api/objects/Line.html

@@ -50,17 +50,17 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Geometry geometry]</h3>
+		<h3>[property:Geometry geometry]</h3>
 		<div>
 		<div>
 		Vertices representing the line segment(s).
 		Vertices representing the line segment(s).
 		</div>
 		</div>
 
 
-		<h3>.[page:Material material]</h3>
+		<h3>[property:Material material]</h3>
 		<div>
 		<div>
 		Material for the line.
 		Material for the line.
 		</div>
 		</div>
 
 
-		<h3>.[page:Integer type]</h3>
+		<h3>[property:Integer type]</h3>
 		<div>
 		<div>
 		Possible values: THREE.LineStrip or THREE.LinePieces. THREE.LineStrip will draw a series of segments connecting each point (first connected to the second, the second connected to the third, and so on and so forth); and THREE.LinePieces will draw a series of pairs of segments (first connected to the second, the third connected to the fourth, and so on and so forth).</div>
 		Possible values: THREE.LineStrip or THREE.LinePieces. THREE.LineStrip will draw a series of segments connecting each point (first connected to the second, the second connected to the third, and so on and so forth); and THREE.LinePieces will draw a series of pairs of segments (first connected to the second, the third connected to the fourth, and so on and so forth).</div>
 
 

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

@@ -35,11 +35,11 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Geometry geometry]</h3>
+		<h3>[property:Geometry geometry]</h3>
 
 
 		<div>An instance of [page:Geometry], defining the object's structure.</div>
 		<div>An instance of [page:Geometry], defining the object's structure.</div>
 
 
-		<h3>.[page:Material material]</h3>
+		<h3>[property:Material material]</h3>
 
 
 		<div>An instance of [page:Material], defining the object's appearance. Default is a [page:MeshBasicMaterial] with wireframe mode enabled and randomised colour.</div>
 		<div>An instance of [page:Material], defining the object's appearance. Default is a [page:MeshBasicMaterial] with wireframe mode enabled and randomised colour.</div>
 
 

+ 10 - 10
docs/api/objects/MorphAnimMesh.html

@@ -32,52 +32,52 @@
 
 
 
 
 
 
-		<h3>.[page:boolean directionBackwards]</h3>
+		<h3>[property:boolean directionBackwards]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number direction]</h3>
+		<h3>[property:number direction]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number endKeyframe]</h3>
+		<h3>[property:number endKeyframe]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean mirroredLoop]</h3>
+		<h3>[property:boolean mirroredLoop]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number startKeyframe]</h3>
+		<h3>[property:number startKeyframe]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number lastKeyframe]</h3>
+		<h3>[property:number lastKeyframe]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number length]</h3>
+		<h3>[property:number length]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number time]</h3>
+		<h3>[property:number time]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number duration]</h3>
+		<h3>[property:number duration]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>
 
 
-		<h3>.[page:number currentKeyframe]</h3>
+		<h3>[property:number currentKeyframe]</h3>
 		<div>
 		<div>
 		todo
 		todo
 		</div>
 		</div>

+ 3 - 3
docs/api/objects/PointCloud.html

@@ -26,15 +26,15 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Geometry geometry]</h3>
+		<h3>[property:Geometry geometry]</h3>
 
 
 		<div>An instance of [page:Geometry], where each vertex designates the position of a particle in the system.</div>
 		<div>An instance of [page:Geometry], where each vertex designates the position of a particle in the system.</div>
 
 
-		<h3>.[page:Material material]</h3>
+		<h3>[property:Material material]</h3>
 
 
 		<div>An instance of [page:Material], defining the object's appearance. Default is a [page:PointCloudMaterial] with randomised colour.</div>
 		<div>An instance of [page:Material], defining the object's appearance. Default is a [page:PointCloudMaterial] with randomised colour.</div>
 
 
-		<h3>.[page:boolean sortParticles]</h3>
+		<h3>[property:boolean sortParticles]</h3>
 		<div>
 		<div>
 		When set, then the particles should be depth sorted (from far to near), based on camera, in the renderer every frame.
 		When set, then the particles should be depth sorted (from far to near), based on camera, in the renderer every frame.
 		</div>
 		</div>

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

@@ -32,22 +32,22 @@
 
 
 
 
 
 
-		<h3>.[page:array bones]</h3>
+		<h3>[property:array bones]</h3>
 		<div>
 		<div>
 		This contains the array of bones for this mesh. These should be set in the constructor.
 		This contains the array of bones for this mesh. These should be set in the constructor.
 		</div>
 		</div>
 
 
-		<h3>.[page:Matrix4 identityMatrix]</h3>
+		<h3>[property:Matrix4 identityMatrix]</h3>
 		<div>
 		<div>
 		This is an identityMatrix to calculate the bones matrices from.
 		This is an identityMatrix to calculate the bones matrices from.
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean useVertexTexture]</h3>
+		<h3>[property:boolean useVertexTexture]</h3>
 		<div>
 		<div>
 		The boolean defines whether a vertex texture is used to calculate the bones. This boolean shouldn't be changed after constructor.
 		The boolean defines whether a vertex texture is used to calculate the bones. This boolean shouldn't be changed after constructor.
 		</div>
 		</div>
 
 
-		<h3>.[page:array boneMatrices]</h3>
+		<h3>[property:array boneMatrices]</h3>
 		<div>
 		<div>
 		This array of matrices contains the matrices of the bones. These get calculated in the constructor.
 		This array of matrices contains the matrices of the bones. These get calculated in the constructor.
 		</div>
 		</div>

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

@@ -36,7 +36,7 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:SpriteMaterial material]</h3>
+		<h3>[property:SpriteMaterial material]</h3>
 		<div>
 		<div>
 		An instance of [page:Material], defining the object's appearance. Default is a [page:SpriteMaterial] which is a white plane.
 		An instance of [page:Material], defining the object's appearance. Default is a [page:SpriteMaterial] which is a white plane.
 		</div>
 		</div>

+ 6 - 6
docs/api/renderers/CanvasRenderer.html

@@ -40,7 +40,7 @@
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 
 
-        <h3>.[page:Object info]</h3>
+        <h3>[property:Object info]</h3>
 
 
 		<div>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
 		<div>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
 		<div>
 		<div>
@@ -54,22 +54,22 @@
 		</ul>
 		</ul>
 		</div>
 		</div>
 
 
-        <h3>.[page:DOMElement domElement]</h3>
+        <h3>[property:DOMElement domElement]</h3>
 
 
 		<div>A [page:Canvas] where the renderer draws its output.<br />
 		<div>A [page:Canvas] where the renderer draws its output.<br />
 		This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page.</div>
 		This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page.</div>
 
 
-		<h3>.[page:number devicePixelRatio]</h3>
+		<h3>[property:number devicePixelRatio]</h3>
 		<div>
 		<div>
 		The pixel ration of the devices.
 		The pixel ration of the devices.
 		</div> 
 		</div> 
 
 
-		<h3>.[page:Boolean autoClear]</h3>
+		<h3>[property:Boolean autoClear]</h3>
 		<div>
 		<div>
         Defines whether the renderer should automatically clear its output before rendering.
         Defines whether the renderer should automatically clear its output before rendering.
         </div>
         </div>
 
 
-		<h3>.[page:Boolean sortObjects]</h3>
+		<h3>[property:Boolean sortObjects]</h3>
 		<div>
 		<div>
         Defines whether the renderer should sort objects. Default is true.
         Defines whether the renderer should sort objects. Default is true.
         </div>
         </div>
@@ -77,7 +77,7 @@
         Note: Sorting is used to attempt to properly render objects that have some degree of transparency.  By definition, sorting objects may not work in all cases.  Depending on the needs of application, it may be neccessary to turn off sorting and use other methods to deal with transparency rendering e.g. manually determining the object rendering order.
         Note: Sorting is used to attempt to properly render objects that have some degree of transparency.  By definition, sorting objects may not work in all cases.  Depending on the needs of application, it may be neccessary to turn off sorting and use other methods to deal with transparency rendering e.g. manually determining the object rendering order.
         </div>
         </div>
 
 
-		<h3>.[page:boolean sortElements]</h3>
+		<h3>[property:boolean sortElements]</h3>
 		<div>
 		<div>
 		Defines whether the renderer should sort the face of each object. Default is true.
 		Defines whether the renderer should sort the face of each object. Default is true.
 		</div> 
 		</div> 

+ 23 - 23
docs/api/renderers/WebGLRenderer.html

@@ -33,73 +33,73 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:DOMElement domElement]</h3>
+		<h3>[property:DOMElement domElement]</h3>
 
 
 		<div>A [page:Canvas] where the renderer draws its output.<br />
 		<div>A [page:Canvas] where the renderer draws its output.<br />
 		This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page.</div>
 		This is automatically created by the renderer in the constructor (if not provided already); you just need to add it to your page.</div>
 
 
-		<h3>.[page:WebGLRenderingContext context]</h3>
+		<h3>[property:WebGLRenderingContext context]</h3>
 
 
 		<div>The HTML5 Canvas's 'webgl' context obtained from the canvas where the renderer will draw.</div>
 		<div>The HTML5 Canvas's 'webgl' context obtained from the canvas where the renderer will draw.</div>
 
 
-		<h3>.[page:Boolean autoClear]</h3>
+		<h3>[property:Boolean autoClear]</h3>
 
 
 		<div>Defines whether the renderer should automatically clear its output before rendering.</div>
 		<div>Defines whether the renderer should automatically clear its output before rendering.</div>
 
 
 
 
-		<h3>.[page:Boolean autoClearColor]</h3>
+		<h3>[property:Boolean autoClearColor]</h3>
 
 
 		<div>If autoClear is true, defines whether the renderer should clear the color buffer. Default is true.</div>
 		<div>If autoClear is true, defines whether the renderer should clear the color buffer. Default is true.</div>
 
 
 
 
-		<h3>.[page:Boolean autoClearDepth]</h3>
+		<h3>[property:Boolean autoClearDepth]</h3>
 
 
 		<div>If autoClear is true, defines whether the renderer should clear the depth buffer. Default is true.</div>
 		<div>If autoClear is true, defines whether the renderer should clear the depth buffer. Default is true.</div>
 
 
 
 
-		<h3>.[page:Boolean autoClearStencil]</h3>
+		<h3>[property:Boolean autoClearStencil]</h3>
 
 
 		<div>If autoClear is true, defines whether the renderer should clear the stencil buffer. Default is true.</div>
 		<div>If autoClear is true, defines whether the renderer should clear the stencil buffer. Default is true.</div>
 
 
 
 
-		<h3>.[page:Boolean sortObjects]</h3>
+		<h3>[property:Boolean sortObjects]</h3>
 
 
 		<div>Defines whether the renderer should sort objects. Default is true.</div>
 		<div>Defines whether the renderer should sort objects. Default is true.</div>
 
 
 		<div>Note: Sorting is used to attempt to properly render objects that have some degree of transparency.  By definition, sorting objects may not work in all cases.  Depending on the needs of application, it may be neccessary to turn off sorting and use other methods to deal with transparency rendering e.g. manually determining the object rendering order.</div>
 		<div>Note: Sorting is used to attempt to properly render objects that have some degree of transparency.  By definition, sorting objects may not work in all cases.  Depending on the needs of application, it may be neccessary to turn off sorting and use other methods to deal with transparency rendering e.g. manually determining the object rendering order.</div>
 
 
 
 
-		<h3>.[page:Boolean autoUpdateObjects]</h3>
+		<h3>[property:Boolean autoUpdateObjects]</h3>
 
 
 		<div>Defines whether the renderer should auto update objects. Default is true.</div>
 		<div>Defines whether the renderer should auto update objects. Default is true.</div>
 
 
-		<h3>.[page:Boolean gammaInput]</h3>
+		<h3>[property:Boolean gammaInput]</h3>
 
 
 		<div>Default is false. If set, then it expects that all textures and colors are premultiplied gamma.</div>
 		<div>Default is false. If set, then it expects that all textures and colors are premultiplied gamma.</div>
 
 
 
 
-		<h3>.[page:Boolean gammaOutput]</h3>
+		<h3>[property:Boolean gammaOutput]</h3>
 
 
 		<div>Default is false.  If set, then it expects that all textures and colors need to be outputted in premultiplied gamma.</div>
 		<div>Default is false.  If set, then it expects that all textures and colors need to be outputted in premultiplied gamma.</div>
 
 
 
 
-		<h3>.[page:Boolean shadowMapEnabled]</h3>
+		<h3>[property:Boolean shadowMapEnabled]</h3>
 
 
 		<div>Default is false. If set, use shadow maps in the scene.</div>
 		<div>Default is false. If set, use shadow maps in the scene.</div>
 
 
 
 
-		<h3>.[page:Boolean shadowMapAutoUpdate]</h3>
+		<h3>[property:Boolean shadowMapAutoUpdate]</h3>
 
 
 		<div>Default is true. If set, autoupdate the shadowmaps every frame.</div>
 		<div>Default is true. If set, autoupdate the shadowmaps every frame.</div>
 
 
 
 
-		<h3>.[page:Integer shadowMapType]</h3>
+		<h3>[property:Integer shadowMapType]</h3>
 
 
 		<div>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</div>
 		<div>Defines shadow map type (unfiltered, percentage close filtering, percentage close filtering with bilinear filtering in shader)</div>
 		<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap, THREE.PCFSoftShadowMap. Default is THREE.PCFShadowMap.</div>
 		<div>Options are THREE.BasicShadowMap, THREE.PCFShadowMap, THREE.PCFSoftShadowMap. Default is THREE.PCFShadowMap.</div>
 
 
 
 
-		<h3>.[page:Integer shadowMapCullFace]</h3>
+		<h3>[property:Integer shadowMapCullFace]</h3>
 
 
 		<div>Default is THREE.CullFaceFront. The faces that needed to be culled. Possible values: THREE.CullFaceFront and THREE.CullFaceBack</div>
 		<div>Default is THREE.CullFaceFront. The faces that needed to be culled. Possible values: THREE.CullFaceFront and THREE.CullFaceBack</div>
 
 
@@ -109,39 +109,39 @@
 		<div>Default is false. If set, then the shadowmaps get a specific color to identify which shadow is from which shadowmap.</div>
 		<div>Default is false. If set, then the shadowmaps get a specific color to identify which shadow is from which shadowmap.</div>
 
 
 
 
-		<h3>.[page:Boolean shadowMapCascade]</h3>
+		<h3>[property:Boolean shadowMapCascade]</h3>
 
 
 		<div>Default is false. If Set, use cascaded shadowmaps. See [link:http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf cascaded shadowmaps] for more information.</div>
 		<div>Default is false. If Set, use cascaded shadowmaps. See [link:http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf cascaded shadowmaps] for more information.</div>
 
 
 
 
-		<h3>.[page:Integer maxMorphTargets]</h3>
+		<h3>[property:Integer maxMorphTargets]</h3>
 
 
 		<div>Default is 8. The maximum number of MorphTargets allowed in a shader. Keep in mind that the standard materials only allow 8 MorphTargets.</div>
 		<div>Default is 8. The maximum number of MorphTargets allowed in a shader. Keep in mind that the standard materials only allow 8 MorphTargets.</div>
 
 
 
 
-		<h3>.[page:Integer maxMorphNormals]</h3>
+		<h3>[property:Integer maxMorphNormals]</h3>
 
 
 		<div>Default is 4. The maximum number of MorphNormals allowed in a shader. Keep in mind that the standard materials only allow 4 MorphNormals. </div>
 		<div>Default is 4. The maximum number of MorphNormals allowed in a shader. Keep in mind that the standard materials only allow 4 MorphNormals. </div>
 
 
 
 
-		<h3>.[page:Boolean autoScaleCubemaps]</h3>
+		<h3>[property:Boolean autoScaleCubemaps]</h3>
 
 
 		<div>Default is true. If set, then Cubemaps are scaled, when they are bigger than the maximum size, to make sure that they aren't bigger than the maximum size.</div>
 		<div>Default is true. If set, then Cubemaps are scaled, when they are bigger than the maximum size, to make sure that they aren't bigger than the maximum size.</div>
 
 
 
 
-		<h3>.[page:Boolean renderPluginsPre]</h3>
+		<h3>[property:Boolean renderPluginsPre]</h3>
 
 
 		<div>An array with render plugins to be applied before rendering.</div>
 		<div>An array with render plugins to be applied before rendering.</div>
 		<div>Default is an empty array, or [].</div>
 		<div>Default is an empty array, or [].</div>
 
 
 
 
-		<h3>.[page:Boolean renderPluginsPost]</h3>
+		<h3>[property:Boolean renderPluginsPost]</h3>
 
 
 		<div>An array with render plugins to be applied after rendering.</div>
 		<div>An array with render plugins to be applied after rendering.</div>
 		<div>Default is an empty array, or [].</div>
 		<div>Default is an empty array, or [].</div>
 
 
 
 
-		<h3>.[page:Object info]</h3>
+		<h3>[property:Object info]</h3>
 
 
 		<div>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
 		<div>An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:</div>
 		<div>
 		<div>
@@ -164,13 +164,13 @@
 		</ul>
 		</ul>
 		</div>
 		</div>
 
 
-		<h3>.[page:ShadowMapPlugin shadowMapPlugin]</h3>
+		<h3>[property:ShadowMapPlugin shadowMapPlugin]</h3>
 		<div>
 		<div>
 		This contains the reference to the shadowMapPlugin.
 		This contains the reference to the shadowMapPlugin.
 		</div> 
 		</div> 
 
 
 
 
-		<h3>.[page:number devicePixelRatio]</h3>
+		<h3>[property:number devicePixelRatio]</h3>
 		<div>
 		<div>
 		The pixel ration of the devices. 
 		The pixel ration of the devices. 
 		</div> 
 		</div> 

+ 8 - 8
docs/api/renderers/webgl/WebGLProgram.html

@@ -109,28 +109,28 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Object uniforms]</h3>
+		<h3>[property:Object uniforms]</h3>
 		<div></div> 
 		<div></div> 
 
 
-		<h3>.[page:Object attributes]</h3>
+		<h3>[property:Object attributes]</h3>
 		<div></div> 
 		<div></div> 
 
 
-		<h3>.[page:String id]</h3>
+		<h3>[property:String id]</h3>
 		<div></div> 
 		<div></div> 
 
 
-		<h3>.[page:String code]</h3>
+		<h3>[property:String code]</h3>
 		<div></div> 
 		<div></div> 
 
 
-		<h3>.[page:Integer usedTimes]</h3>
+		<h3>[property:Integer usedTimes]</h3>
 		<div></div> 
 		<div></div> 
 
 
-		<h3>.[page:Object program]</h3>
+		<h3>[property:Object program]</h3>
 		<div></div> 
 		<div></div> 
 
 
-		<h3>.[page:WebGLShader vertexShader]</h3>
+		<h3>[property:WebGLShader vertexShader]</h3>
 		<div></div> 
 		<div></div> 
 
 
-		<h3>.[page:WebGLShader fragmentShader]</h3>
+		<h3>[property:WebGLShader fragmentShader]</h3>
 		<div></div> 
 		<div></div> 
 
 
 
 

+ 4 - 4
docs/api/scenes/Fog.html

@@ -20,17 +20,17 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String name]</h3>
 		<div>Default is the empty string.</div>
 		<div>Default is the empty string.</div>
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>Fog color.  Example: If set to black, far away objects will be rendered black.</div>
 		<div>Fog color.  Example: If set to black, far away objects will be rendered black.</div>
 
 
-		<h3>.[page:Float near]</h3>
+		<h3>[property:Float near]</h3>
 		<div>The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.</div>
 		<div>The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.</div>
 		<div>Default is 1.</div>
 		<div>Default is 1.</div>
 		
 		
-		<h3>.[page:Float far]</h3>
+		<h3>[property:Float far]</h3>
 		<div>The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.</div>
 		<div>The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.</div>
 		<div>Default is 1000.</div>
 		<div>Default is 1000.</div>
 		
 		

+ 3 - 3
docs/api/scenes/FogExp2.html

@@ -20,13 +20,13 @@
 		<div>The hex parameter is passed to the [page:Color] constructor to set the color property.  Hex can be a hexadecimal integer or a CSS-style string.</div>
 		<div>The hex parameter is passed to the [page:Color] constructor to set the color property.  Hex can be a hexadecimal integer or a CSS-style string.</div>
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:String name]</h3>
+		<h3>[property:String name]</h3>
 		<div>Default is the empty string.</div>
 		<div>Default is the empty string.</div>
 
 
-		<h3>.[page:Color color]</h3>
+		<h3>[property:Color color]</h3>
 		<div>Fog color. Example: If set to black, far away objects will be rendered black.</div>
 		<div>Fog color. Example: If set to black, far away objects will be rendered black.</div>
 
 
-		<h3>.[page:Float density]</h3>
+		<h3>[property:Float density]</h3>
 		<div>Defines how fast the fog will grow dense.</div>
 		<div>Defines how fast the fog will grow dense.</div>
 		<div>Default is 0.00025.</div>
 		<div>Default is 0.00025.</div>
 
 

+ 3 - 3
docs/api/scenes/Scene.html

@@ -24,15 +24,15 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Fog fog]</h3>
+		<h3>[property:Fog fog]</h3>
 		
 		
 		<div>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</div>
 		<div>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</div>
 		
 		
-		<h3>.[page:Material overrideMaterial]</h3>
+		<h3>[property:Material overrideMaterial]</h3>
 		
 		
 		<div>If not null, it will force everything in the scene to be rendered with that material. Default is null.</div>
 		<div>If not null, it will force everything in the scene to be rendered with that material. Default is null.</div>
 		
 		
-		<h3>.[page:boolean autoUpdate]</h3>
+		<h3>[property:boolean autoUpdate]</h3>
 		<div>
 		<div>
 		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates. 
 		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates. 
 		When it isn't, then you have to maintain all matrices in the scene yourself.  
 		When it isn't, then you have to maintain all matrices in the scene yourself.  

+ 20 - 20
docs/api/textures/Texture.html

@@ -28,102 +28,102 @@
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
-		<h3>.[page:Integer id]</h3>
+		<h3>[property:Integer id]</h3>
 		<div>
 		<div>
 		Unique number for this texture instance.
 		Unique number for this texture instance.
 		</div>
 		</div>
 
 
-		<h3>.[page:Image image]</h3>
+		<h3>[property:Image image]</h3>
 		<div>
 		<div>
 		An Image object, typically created using the ImageUtils or [page:ImageLoader ImageLoader] classes. The Image object can include an image (e.g., PNG, JPG, GIF, DDS), video (e.g., MP4, OGG/OGV), or set of six images for a cube map. To use video as a texture you need to have a playing HTML5 video element as a source for your texture image and continuously update this texture as long as video is playing.
 		An Image object, typically created using the ImageUtils or [page:ImageLoader ImageLoader] classes. The Image object can include an image (e.g., PNG, JPG, GIF, DDS), video (e.g., MP4, OGG/OGV), or set of six images for a cube map. To use video as a texture you need to have a playing HTML5 video element as a source for your texture image and continuously update this texture as long as video is playing.
 		</div>
 		</div>
 
 
-		<h3>.[page:object mapping]</h3>
+		<h3>[property:object mapping]</h3>
 		<div>
 		<div>
 		How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; THREE.SphericalReflectionMapping, a spherical reflection map projection; and THREE.SphericalRefractionMapping.
 		How the image is applied to the object. An object type of THREE.UVMapping() is the default, where the U,V coordinates are used to apply the map, and a single texture is expected. The other types are THREE.CubeReflectionMapping, for cube maps used as a reflection map; THREE.CubeRefractionMapping, refraction mapping; THREE.SphericalReflectionMapping, a spherical reflection map projection; and THREE.SphericalRefractionMapping.
 		</div>
 		</div>
 
 
-		<h3>.[page:number wrapS]</h3>
+		<h3>[property:number wrapS]</h3>
 		<div>
 		<div>
 		The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.
 		The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.
 		</div>
 		</div>
 
 
-		<h3>.[page:number wrapT]</h3>
+		<h3>[property:number wrapT]</h3>
 		<div>
 		<div>
 		The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.
 		The default is THREE.ClampToEdgeWrapping, where the edge is clamped to the outer edge texels. The other two choices are THREE.RepeatWrapping and THREE.MirroredRepeatWrapping.
 		</div>
 		</div>
 
 
-		<h3>.[page:number magFilter]</h3>
+		<h3>[property:number magFilter]</h3>
 		<div>
 		<div>
 		How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texel.
 		How the texture is sampled when a texel covers more than one pixel. The default is THREE.LinearFilter, which takes the four closest texels and bilinearly interpolates among them. The other option is THREE.NearestFilter, which uses the value of the closest texel.
 		</div>
 		</div>
 
 
-		<h3>.[page:number minFilter]</h3>
+		<h3>[property:number minFilter]</h3>
 		<div>
 		<div>
 		How the texture is sampled when a texel covers less than one pixel. The default is THREE.LinearMipMapLinearFilter, which uses mipmapping and a trilinear filter. Other choices are THREE.NearestFilter, THREE.NearestMipMapNearestFilter, THREE.NearestMipMapLinearFilter, THREE.LinearFilter, and THREE.LinearMipMapNearestFilter. These vary whether the nearest texel or nearest four texels are retrieved on the nearest mipmap or nearest two mipmaps. Interpolation occurs among the samples retrieved.
 		How the texture is sampled when a texel covers less than one pixel. The default is THREE.LinearMipMapLinearFilter, which uses mipmapping and a trilinear filter. Other choices are THREE.NearestFilter, THREE.NearestMipMapNearestFilter, THREE.NearestMipMapLinearFilter, THREE.LinearFilter, and THREE.LinearMipMapNearestFilter. These vary whether the nearest texel or nearest four texels are retrieved on the nearest mipmap or nearest two mipmaps. Interpolation occurs among the samples retrieved.
 		</div>
 		</div>
 
 
-		<h3>.[page:number format]</h3>
+		<h3>[property:number format]</h3>
 		<div>
 		<div>
 		The default is THREE.RGBAFormat for the texture. Other formats are: THREE.AlphaFormat, THREE.RGBFormat, THREE.LuminanceFormat, and THREE.LuminanceAlphaFormat. There are also compressed texture formats, if the S3TC extension is supported: THREE.RGB_S3TC_DXT1_Format, THREE.RGBA_S3TC_DXT1_Format, THREE.RGBA_S3TC_DXT3_Format, and THREE.RGBA_S3TC_DXT5_Format.
 		The default is THREE.RGBAFormat for the texture. Other formats are: THREE.AlphaFormat, THREE.RGBFormat, THREE.LuminanceFormat, and THREE.LuminanceAlphaFormat. There are also compressed texture formats, if the S3TC extension is supported: THREE.RGB_S3TC_DXT1_Format, THREE.RGBA_S3TC_DXT1_Format, THREE.RGBA_S3TC_DXT3_Format, and THREE.RGBA_S3TC_DXT5_Format.
 		</div>
 		</div>
 
 
-		<h3>.[page:number type]</h3>
+		<h3>[property:number type]</h3>
 		<div>
 		<div>
 		The default is THREE.UnsignedByteType. Other valid types (as WebGL allows) are THREE.ByteType, THREE.ShortType, THREE.UnsignedShortType, THREE.IntType, THREE.UnsignedIntType, THREE.FloatType, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type, and THREE.UnsignedShort565Type.
 		The default is THREE.UnsignedByteType. Other valid types (as WebGL allows) are THREE.ByteType, THREE.ShortType, THREE.UnsignedShortType, THREE.IntType, THREE.UnsignedIntType, THREE.FloatType, THREE.UnsignedShort4444Type, THREE.UnsignedShort5551Type, and THREE.UnsignedShort565Type.
 		</div>
 		</div>
 
 
-		<h3>.[page:number anisotropy]</h3>
+		<h3>[property:number anisotropy]</h3>
 		<div>
 		<div>
 		The number of samples taken along the axis through the pixel that has the highest density of texels. By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used. Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
 		The number of samples taken along the axis through the pixel that has the highest density of texels. By default, this value is 1. A higher value gives a less blurry result than a basic mipmap, at the cost of more texture samples being used. Use renderer.getMaxAnisotropy() to find the maximum valid anisotropy value for the GPU; this value is usually a power of 2.
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean needsUpdate]</h3>
+		<h3>[property:boolean needsUpdate]</h3>
 		<div>
 		<div>
 		If a texture is changed after creation, set this flag to true so that the texture is properly set up. Particularly important for setting the wrap mode.
 		If a texture is changed after creation, set this flag to true so that the texture is properly set up. Particularly important for setting the wrap mode.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector2 repeat]</h3>
+		<h3>[property:Vector2 repeat]</h3>
 		<div>
 		<div>
 		How many times the texture is repeated across the surface, in each direction U and V.
 		How many times the texture is repeated across the surface, in each direction U and V.
 		</div>
 		</div>
 
 
-		<h3>.[page:Vector2 offset]</h3>
+		<h3>[property:Vector2 offset]</h3>
 		<div>
 		<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.
 		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.
 		</div>
 		</div>
 
 
-		<h3>.[page:string name]</h3>
+		<h3>[property:string name]</h3>
 		<div>
 		<div>
 		Given name of the texture, empty string by default.
 		Given name of the texture, empty string by default.
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean generateMipmaps]</h3>
+		<h3>[property:boolean generateMipmaps]</h3>
 		<div>
 		<div>
 		Whether to generate mipmaps (if possible) for a texture. True by default.
 		Whether to generate mipmaps (if possible) for a texture. True by default.
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean flipY]</h3>
+		<h3>[property:boolean flipY]</h3>
 		<div>
 		<div>
 		False by default, set this to true if the texture needs to be flipped vertically.
 		False by default, set this to true if the texture needs to be flipped vertically.
 		</div>
 		</div>
 
 
-		<h3>.[page:array mipmaps]</h3>
+		<h3>[property:array mipmaps]</h3>
 		<div>
 		<div>
 		Array of mipmaps generated.
 		Array of mipmaps generated.
 		</div>
 		</div>
 
 
-		<h3>.[page:number unpackAlignment]</h3>
+		<h3>[property:number unpackAlignment]</h3>
 		<div>
 		<div>
 		4 by default. Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries). See <a href="http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml">glPixelStorei</a> for more information.
 		4 by default. Specifies the alignment requirements for the start of each pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on double-word boundaries). See <a href="http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml">glPixelStorei</a> for more information.
 		</div>
 		</div>
 
 
-		<h3>.[page:boolean premultiplyAlpha]</h3>
+		<h3>[property:boolean premultiplyAlpha]</h3>
 		<div>
 		<div>
 		False by default, which is the norm for PNG images. Set to true if the RGB values have been stored premultiplied by alpha.
 		False by default, which is the norm for PNG images. Set to true if the RGB values have been stored premultiplied by alpha.
 		</div>
 		</div>
 
 
-		<h3>.[page:object onUpdate]</h3>
+		<h3>[property:object onUpdate]</h3>
 		<div>
 		<div>
 		A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
 		A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
 		</div>
 		</div>