Fix rendering of debug bounding volumes in 2D and CV

We were using a unit sphere and then deforming it with a model matrix.
This does not work in 2D and CV modes because we do not support setting the
Primitive's modelMatrix property in those modes (because it would require
us to recompute the geometry to handle dateline breaks).

The simple solution is to recreate a primitive every frame, which is
slower but does not matter much when debugging.

Now that we can render these properly, it seems to expose several other issues,
namely that the sphere appear wrong in many cases.  I'm not sure what's going
on and need to look further into this.
Fix debug bounding volumes in 2D and CV

We need to both transform and unproject bounding volume center points.
Add CZML and DynamicScene support for the Stripe material.
Fix #1554 where a transparent point leaked its outline color.
Merge pull request #1555 from AnalyticalGraphicsInc/issue1554

Fix #1554 where a transparent point leaked its outline color.
Remove need for eye space z varying from vertex shader. Instead compute in weight function.
Merge remote-tracking branch 'origin/master' into oit
Use draw buffer dimensions instead of canvas dimensions when sizing framebuffer.
Revert changes to Texture. Use default min and mag filters for color attachments (unsigned byte -> linear, floating point -> nearest).
Support CZML images of type uri, to match the latest czml-writer.
Start moving OIT implementation out of Scene. Start with code that modifies render state and shaders.
Merge pull request #1558 from AnalyticalGraphicsInc/czmlImageUri

Support CZML images of type uri, to match the latest czml-writer.
Move almost all of the OIT dependent code out of Scene.
Move FXAA resource management out of Scene.
Merge branch 'master' into stripeMaterialProperty
File renames.
Code renames.
Rename Stripe `lightColor` and `darkColor` to `evenColor` and `oddColor`
Properly release WebGL resources.
More Scene refactor.