I am wondering if someone has implemented recursive reflections. Of course I am not talking about infinite recursions, one would be enough for my taste.
When using 2 or more dynamic environment cubemaps, I would need different rendertargets for each recursion and organize the order accordingly.
Is there a better approach like copying the textures after (each) recursion?
Example:
Cubemap1 RT needs cubemap2 and cubemap3 textures
Cubemap2 RT needs cubemap1 and cubemap3 textures
Cubemap3 RT needs cubemap1 and cubemap2 textures
...
Scene RT needs cubemap1,cubemap2 and cubemap3 textures
The RT rendering order would be:
- cubemap3
cubemap2
cubemap1
cubemap3
cubemap2
cubemap3
scene with cubemap1, cubemap2 and cubemap3

I chose cubmaps for this example, but I am actually combining different RT effects like ground reflections and fullscreen effects, which makes it a little more confusing to illustrate.
Any theories on this subject would be very helpful, thanks.