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.
* Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point.
* Object3D.lookAt now checks if it's a Camera and does the inverted view.
* Quaternion glitch reported at #595
* Added .name to Material
* WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.