Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
Masking was real pain to get working with multiple render targets :/.
Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
It doesn't have effect there anyway as scene is rendered to FBO without multisampling.
Turning antialiasing off here didn't have much effect on performance though (unlike for particles).
Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default.
New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing).
(doing documentation is indeed turning out to be useful)
Went through all examples, all should work.
JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
build/Three.js - Includes all renderers + extras
build/custom/ThreeCanvas.js - Canvas renderer only
build/custom/ThreeDOM.js - DOM renderer only
build/custom/ThreeSVG.js - SVG renderer only
build/custom/ThreeWebGL.js - WebGL renderer only
build/custom/ThreeExtras.js - Extras only
Moved `THREE.Detector.js` to `examples/js/Detector.js`.
Updated examples to reflect these changes.