I have implemented a technique to keep a quad positioned behind all scene objects. This is achieved by manually transforming screen filling quad. I have implemented this algorithm elsewhere - an iOS app using both MetalKit and GLKit.
In this video I am using an instance of OrbitControls to fly the camera around a stationary foreground object. As I do this the quad jiggles and wobbles and basically cannot sit still.
Is there any way to synchronize the camera transform with the quad transform and then render the results? It seems here there is no synchronization and rendering is happening at the wrong time.
BTW, I was thinking of writing this up in a Medium post since I get into lots of matrix manipulation which most folks find challenging. What do you think?