title: THREE.js Multiple views to Multiple Canvasses by Object Cloning. Pitfalls?
body: <p>In <a href="https://stackoverflow.com/questions/18625858/object-picking-from-small-three-js-viewport">object picking from small three.js viewport</a> I was given a way to mouse-pick objects from a small (not fullscreen) canvas.<br>
  But now I want to display N different views of the same scene and also be able to do object picking.    </p>
  
  <p>To avoid complexity:-<br>
  I prefer not to have N viewports on one canvas (as per <a href="http://webglsamples.googlecode.com/hg/multiple-views/multiple-views.html" rel="nofollow noreferrer">http://webglsamples.googlecode.com/hg/multiple-views/multiple-views.html</a>)<br>
  and I prefer not to do canvas copying (as per gman's nice method in <a href="https://stackoverflow.com/questions/15824840/display-different-scenes-sharing-resources-on-multiple-canvases">Display different scenes sharing resources on multiple canvases</a>).    </p>
  
  <p>I am thinking to create, for each world object, multiple THREE mesh objects (clones), one clone for each scene:renderer:canvas.<br>
  Then I just need to keep-in-synch the properties of the clones. </p>
  
  <p>Has anybody else done this already? Have I overlooked any pitfalls? </p>
  
  <p><strong>Update 20151202</strong></p>
  
  <p>The cloning method worked OK but eventually I went with the multi-viewport multi-renderer solution mentioned in my answer (below). </p>
  
  <p>Nowadays I use one full-screen renderer with multiple viewports fed by multiple cameras all within one scene.</p>