TODO:
- maybe image array loader should go into TextureCube.js so that people could just reuse the code
- it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
Cloned materials.html -> materials_gl.html to have easier test for WebGLRenderer.
TODO:
Investigate why this test is so slow. It shouldn't be, materials_shaders.html is more complex and yet it is much faster (36 vs 60 fps).
MeshFaceMaterial with every face different is pretty bad use case for WebGLRenderer, but this still doesn't fully explain slowdown :(.