I have created a feedback loop using backbuffer in my code with the following implementation:
function render()
{
renderer.setRenderTarget(BufferA);
renderer.render(BufferAScene, camera);
renderer.setRenderTarget(null);
renderer.clear(); let temp = BufferA;
BufferA = BufferAFeedBack;
BufferAFeedBack = temp;
...
}
While this setup is functional, it triggers a warning about a feedback loop between the texture target and the framebuffer. I suspect this might be affecting shader visibility on mobile devices. I'm wondering if there's a more efficient way to swap FBOs in THREE.js? I have experience with OpenGL and have successfully implemented a similar feature before, so theoretically I could recreate the app using plain WebGL. However, starting from scratch seems like a daunting task! It appears that the abstraction layer is causing unnecessary object duplication compared to plain WebGL. Do you have any suggestions or recommendations?