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.
This allows, for example, better integration of additively blended materials with a regular scene.
Not to be confused with depthTest (which controls complete access to depth buffer, including reading).
Also messed up a bit with particle emitter example.
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.