You could potentially draw anything in the first texture, and then render it on whatever you like! Potential Uses Create the texture that will store our result Create a different scene to hold our buffer objects ![]() // This is where we create our off-screen render target //// PerspectiveCamera ( 70, width / height, 1, 1000 ) We are loading the Three.js library from the CDN here: Here is the bare minimum you need to render something onto a texture in Three.js: ![]() There are a lot of examples out there on how to do this that tend to be embedded in more complicated effects. If not, check out How to Learn Three.js for Game Development. Note: This tutorial assumes you have some basic familiarity with Three.js. In this Quick Tip, I'll show you how to do it, and then walk you through a practical example of rendering a moving cube onto the surfaces of another moving cube. This technique is known as rendering to a texture or rendering to a frame buffer your final result is stored in a texture. This makes it much easier to apply post-processing effects, like color correction, color shifting, or blurring, and it's useful for shader effects, too. After all, what's the point of rendering something if you can't see it? It turns out there's a very important point: capturing the data before it gets sent to the screen (and thereby lost). ![]() By default, everything you render in Three.js gets sent to the screen.
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