* Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
* Added MeshFaceMaterial ( it uses the face.material for that pass )
* CanvasRenderer and SVGRenderer per face material logic changed.
* SVGRenderer supports particles again.
* WebGLRenderer currently broken :/
* Code clean up
Added OBJ converter test example.
Modified Three.js to handle converted models:
- extended WebGL renderer to use texturing
- broke down model into multiple VBOs according to materials
- textures are lazy created when images get loaded
(converter takes care of resizing images to nearest power of 2
dimensions using 2d canvas)
- changed material array semantics in Mesh object
- before: multiple materials were applied to all faces (broken in WebGL, needs multitexturing shader)
- now: there is only single material per face, but one mesh can have faces with different materials
- added per vertex normals (to get smooth shading in WebGL)
* `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only)
* `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore
* Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse))
* Added `computeCentroids` method to `Geometry`
* Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
Added THREE namespace
Camera.x -> Camera.position.x
Camera.target.x -> Camera.target.position.x
ColorMaterial -> ColorFillMaterial
FaceColorMaterial -> FaceColorFillMaterial
Materials are now multipass (use array)
Added ColorStrokeMaterial and FaceColorStrokeMaterial
geometry.faces.a are now indexes instead of links