Seeking insights from experienced THREE.js developers who can help troubleshoot why I am unable to use WebGLRenderTarget as a material for a plane in a different scene.
Currently, the workflow involves creating a scene with a perspective camera within the Application object where a simple plane is rendered.
In addition, there is a WaveMap object that utilizes another scene with an orthographic camera. Through a fragment shader, it generates the cos(x) * sin(y) function on a quad covering the entire screen. This output is rendered to a texture, which is then used to create a material.
This material is then passed to the Application object to be applied to the initial plane. However, the issue arises when attempting to display this material in the scene with the perspective camera after passing it over.
While passing a basic material with a solid color works without any problems, using a material with WebGLRenderTarget as a texture results in it not showing up at all.