I had to resurrect parts of old code (keeping track of scene graph changes).
Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps).
Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
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.
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was.
Gained about 10 fps in performance test, and that was for for loop iterating over single property.
Also fixed broken examples with postprocessing.
* Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
- moved 3d-only text parameters from TextPath into TextGeometry
- added safeguard for bevelSize and bevelThickness not affecting shape size if bevel is disabled
- updated text examples as now TextGeometry is not anymore centered