@Mugen87 Now that we’re on this topic specifically, is there a way to have two separate scenes and renderers, and do it the first way that I was trying?
I’m wondering, because there are times when one can not access the underlying renderer, but they can pass in objects from the outside. It is intuitive that we should be able to render with a second renderer and scene, stick it onto the object’s material’s map, and pass that object into the library that creates the first scene.
The thing that should matter is that, even if the second renderer and scene has its own WebGL context, it should use that context to update its own texture, and then once that texture is passed into the main scene in the form of a material map it should just work like with any other textures.
Maybe I’m missing something in the first approach.