function CubeCamera( near, far, cubeResolution ) {

		Object3D.call( this );

		this.type = 'CubeCamera';

		var fov = 90, aspect = 1;

		var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
		cameraPX.up.set( 0, - 1, 0 );
		cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
		this.add( cameraPX );

		var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
		cameraNX.up.set( 0, - 1, 0 );
		cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
		this.add( cameraNX );

		var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
		cameraPY.up.set( 0, 0, 1 );
		cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
		this.add( cameraPY );

		var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
		cameraNY.up.set( 0, 0, - 1 );
		cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
		this.add( cameraNY );

		var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraPZ.up.set( 0, - 1, 0 );
		cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
		this.add( cameraPZ );

		var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraNZ.up.set( 0, - 1, 0 );
		cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
		this.add( cameraNZ );

		var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };

		this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );

		this.updateCubeMap = function ( renderer, scene ) {

			if ( this.parent === null ) this.updateMatrixWorld();

			var renderTarget = this.renderTarget;
			var generateMipmaps = renderTarget.texture.generateMipmaps;

			renderTarget.texture.generateMipmaps = false;

			renderTarget.activeCubeFace = 0;
			renderer.render( scene, cameraPX, renderTarget );

			renderTarget.activeCubeFace = 1;
			renderer.render( scene, cameraNX, renderTarget );

			renderTarget.activeCubeFace = 2;
			renderer.render( scene, cameraPY, renderTarget );

			renderTarget.activeCubeFace = 3;
			renderer.render( scene, cameraNY, renderTarget );

			renderTarget.activeCubeFace = 4;
			renderer.render( scene, cameraPZ, renderTarget );

			renderTarget.texture.generateMipmaps = generateMipmaps;

			renderTarget.activeCubeFace = 5;
			renderer.render( scene, cameraNZ, renderTarget );

			renderer.setRenderTarget( null );

		};

	}
Camera for rendering cube maps
	- renders scene into axis-aligned cube

@author alteredq / http://alteredqualia.com/