Change the performance display to use the ViewportQuad material.
Add dynamic resizing to Cesium Viewer layout

Use media queries to provide 3 different configurations based on screen width.  We still need to manually place the centralBody logo because it's currently not stylable by CSS. This makes the widget look better when embedded or on smaller resolution screens.

Hopefully everyone likes the sizes I picked, but if not, please suggest some new ones.
Fullscreen updates.

1. Move fullscreen button to lower right.
2. Added new SVG images to indicate which action the button will perform.
3. Themed the buttons so they match the rest of viewer.

This isn't quite ready to be merged, but I wanted to get some feedback.  I'm not much for design, so I assume @emackey may want to tweak the SVGs.

Also, I'm considering pulling out this code into it's own widget, but I wasn't sure if that was overkill.  I'm leaning towards doing it (and also de-dojo-fying it in the process).  It will go along nicely with other things we're doing elsewhere (like the cesium-widget branch).
Break fullscreen button into it's own minimalistic widget.
Create FullscreenViewModel and bind it to FullscreenWidget via knockout.
Minor fixes after latest refactoring.
Fix casing.
Fix use of `knockout.applyBindings`

We should always be passing applyBindings the element we are binding
too, this avoid collisions when having multiple widgets with the
same bindings.
Change resize bounds from 1200 to 900.
Merge pull request #533 from AnalyticalGraphicsInc/dynamicResize

Add dynamic resizing to Cesium Viewer layout
Changes based on review.
Merge branch 'master' into fullScreen

Conflicts:
	Source/Widgets/Dojo/CesiumViewerWidget.css
Fix merge.
Changes based on review.
More changes after review.
More changes based on review.
More changes after review.

1. Optimize SVGs (they are much smaller now).
2. Change constructors to take the element to fullscreen.
3. Tweak some documentation.
More updates after review.
Fix Two Widgets Sandcastle example

This example exposed an error in the `Event` implementation and cropped
up after the recent Timeline change.  The same functions could not be
registered with multiple scopes (which is what happens if two
instances of the Timeline sharing the same clock).  Even shouldn't really
even be performing this check, so I removed the check and found that remove
was broken too.  I also wrote some new specs to cover this (previously untested) use case.
Fix incorrect usage of `removeEventListener`

We need to pass the same scope into `removeEventListener` that we used for `addEventListener`.