of course i'm trying to do it without using the wlos lingo imaging tricks
it seems that renderToTexture() method only process opaque textures... i've seen there's a new #alpha blendFunction in shader properties but i cannot make it work, i've an error message saying "handler not found in object"
The 3d world always has a colored background, so how could the renderToTexture method produce a texture with an alpha channel?
most of render-to-texture effects are rendered on an alpha texture ( motion blur, local shadows, etc )
if we cannot render a camera view to a transparent texture, well this new feature is just useless.
i suppose that's why they've added the #alpha blendFunction in shaders, ( render a black & white scene to generate alpha channel )
but i cannot use it, i don't find anything in the livedocs...