I have implemented a feedback loop (backbuffer) by doing:
function render()
{
renderer.setRenderTarget(BufferA);
renderer.render(BufferAScene, camera);
renderer.setRenderTarget(null);
renderer.clear(); let temp = BufferA;
BufferA = BufferAFeedBack;
BufferAFeedBack = temp;
...
}
Although it works, it gives a warning that there is a feedback loop between the texture target and the framebuffer. I guess this is the reason why none of the shaders are visible on mobile. Is there a more efficient way to swap FBO's in THREE.js? I know OpenGL and have already implemented the same thing, so I imagine that I could implement the app in vanilla WebGL, but I don't want to write again the host app from scratch! Although it seems that the layer of abstraction is making me duplicate objects that are not needed in plain WebGL, any suggestions?