I'm working on a nonlinear editing animation system with Three.js as the 3D library. I'd like to render a sequence of frames to memory, then play the frames back at an arbitrary frame rate. The idea is that the scene might be too complex to render in real time, so I want to pre-render the frames, then play them back at the target fps. I don't necessarily need interactivity while the animation is playing, but it's important that I see it at full speed.
From these links (How to Render to a Texture in Three.js, Rendering a scene as a texture), I understand how to render to a framebuffer instead of the canvas. Can I store multiple framebuffers then render each of those to the canvas later at a smooth frame rate?