WebGLDeferredRenderer: testing depth buffer sharing between geometry and light passes.

See #2624
WebGLDeferredRenderer: added stencil culling of background pixels.

See #2624
WebGLDeferredRenderer: flipped light proxies faces orientation and depth test.

It makes lights work when the camera is inside the light volume and somehow it's also 10% faster.

You just need to make sure camera far plane is far enough to encompass the whole light proxy, otherwise there are not lit slices of proxy sphere.

(I don't really understand why flipping the depth test works, originally depth test was supposed to be just disabled)

See #2624
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
WebGLDeferredRenderer: adopted texture repeat/offset priority rules from WebGLRenderer.
WebGLDeferredRenderer: specular term behavior closer to forward renderer.
WebGLDeferredRenderer: fixed crashing on infinite distance PointLights.

Nevertheless these are very heavy in deferred shading because they need to touch every pixel.

Try to avoid using infinite distance PointLights, always specify some light.distance (smaller the better, more local light is cheaper it is).
WebGLDeferredRenderer: updated DirectionalLights handling.

Full-screen light proxies need to turn off depth testing. Instead stencil buffer now takes care of not touching background pixels.

Also matched specular term compositing to point lights.
initial implementation of three and three-math npm module creation code.
remove npm script todos, add credits to npm build and test scripts.
WebGLDeferredRenderer: added support for wireframe materials.

Lines do look pretty ugly with FXAA antialiasing though :S
WebGLDeferredRenderer: added antialias constructor parameter.

This mirrors WebGLRenderer: when "antialias = true" FXAA is enabled, by default it's disabled.

Unlike WebGLRenderer though antialiasing can be enabled / disabled in runtime:

renderer.setAntialias( true );
renderer.setAntialias( false );
Merge remote-tracking branch 'bhouston/npm' into dev
WebGLDeferredRenderer: trying to match better linear space lighting in WebGLRenderer.

Still need to solve live material / lights parameters updates (only light position is dynamic for now).
WebGLDeferredRenderer: forgot to remove explicit gamma->linear color conversions in examples.
WebGLDeferredRenderer: made brightness parameter optional (default to 1).
Merge remote-tracking branch 'alteredq/dev' into dev
WebGLDeferredRenderer: syncing live light color, intensity, distance and visibility to deferred light proxy.
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
Sending target in the deallocate event.
Still unsure of whether to rename it to dispose instead.
I guess a problem of the world deallocate is that you're unsure wether it is dealocate or deallocate.