<p dir="auto">I think that cloning a scene and using the original scene in one renderer and the cloned scene in another renderer should be possible. Currently there is a conflict where the two renderers think they are sharing resources.</p>
<p dir="auto">I have created a fiddle <a href="http://jsfiddle.net/vAxYx/" rel="nofollow">http://jsfiddle.net/vAxYx/</a> to demonstrate. At the bottom, if both renderers are enabled you get in the console a lot of warning messages which boil down to sharing resources between the renderers. If either renderer is used then everything is fine.</p>
<p dir="auto">Hey --</p>
<p dir="auto">Trying to render the same scene to two different (WebGL) renderers with two different cameras. The effect is such that only the first renderer to be asked to render the scene within my draw loop is actually drawn.</p>
<div class="highlight highlight-source-js notranslate position-relative overflow-auto" dir="auto" data-snippet-clipboard-copy-content="function draw() {
debugRenderer.render(scene, debugCamera);
renderer.render(scene, camera);
}"><pre class="notranslate"><span class="pl-k">function</span> <span class="pl-en">draw</span><span class="pl-kos">(</span><span class="pl-kos">)</span> <span class="pl-kos">{</span>
<span class="pl-s1">debugRenderer</span><span class="pl-kos">.</span><span class="pl-en">render</span><span class="pl-kos">(</span><span class="pl-s1">scene</span><span class="pl-kos">,</span> <span class="pl-s1">debugCamera</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-s1">renderer</span><span class="pl-kos">.</span><span class="pl-en">render</span><span class="pl-kos">(</span><span class="pl-s1">scene</span><span class="pl-kos">,</span> <span class="pl-s1">camera</span><span class="pl-kos">)</span><span class="pl-kos">;</span>
<span class="pl-kos">}</span></pre></div>
<p dir="auto">Have you encountered this before?</p>