创建6个渲染到[page:WebGLCubeRenderTarget]的摄像机。
		// Create cube render target
		const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 128, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
		// Create cube camera
		const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
		scene.add( cubeCamera );
		// Create car
		const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
		const car = new THREE.Mesh( carGeometry, chromeMaterial );
		scene.add( car );
		// Update the render target cube
		car.visible = false;
		cubeCamera.position.copy( car.position );
		cubeCamera.update( renderer, scene );
		// Render the scene
		car.visible = true;
		renderer.render( scene, camera );
		
		[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]
		near -- 近剪切面的距离
		far -- 远剪切面的距离
		renderTarget -- The destination cube render target.
		
构造一个包含6个[page:PerspectiveCamera PerspectiveCameras](透视摄像机)的立方摄像机, 并将其拍摄的场景渲染到一个[page:WebGLCubeRenderTarget]上。
共有属性请参见其基类[page:Object3D]。
The destination cube render target.
共有方法请参见其基类[page:Object3D]。
		renderer -- 当前的WebGL渲染器
		scene -- 当前的场景
		
这个方法用来更新[page:CubeCamera.renderTarget renderTarget](渲染目标对象)。
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]