It's created in engine. I'm pretty sure that you can re-create it,
with the same name, and it'll still work.

Although when you resize it the monitors in levels will get all messed up.

garry

2008/3/11  <[EMAIL PROTECTED]>:
> This is a multi-part message in MIME format.
>  --
>  I have been trying to increase the size of the mirror window in the Rear 
> view mirror tutorial, I think I need to change the
>
>  resolution of the render target called by:
>
>  ITexture *pRenderTarget = GetCameraTexture();
>
>
>
>  Which calls
>
>
>
>  static CTextureReference s_pCameraTexture;
>  ITexture *GetCameraTexture( void )
>  {
>     if ( !s_pCameraTexture )
>     {
>         s_pCameraTexture.Init( materials->FindTexture( "_rt_Camera", 
> TEXTURE_GROUP_RENDER_TARGET ) );
>         //IMaterial::IsErrorMaterial();
>               // Test texture resolution code
>
>   int test1,test2,test3,test4;
>             test1=s_pCameraTexture->GetMappingWidth() ;
>             test2=s_pCameraTexture->GetMappingHeight();
>             test3=s_pCameraTexture->GetActualWidth() ;
>             test4=s_pCameraTexture->GetActualHeight();
>
>      // Test texture resolution code
>         Assert( !IsErrorTexture( s_pCameraTexture ) );
>         AddReleaseFunc();
>     }
>
>     return s_pCameraTexture;
>
>
>
>  When I look at GetCameraTexture in debug mode is calling the  "_rt_Camera" 
> texture but I cannot find it
>
>  anywhere, is there some other way of generating a Render Target texture?
>
>
>
>  Thanks
>
>
>
>  Carl
>
>
>
>
>  No virus found in this outgoing message.
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> 19:27
>
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>  --
>
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