cc.RenderTexture 报错 glDrawElements: Source and destination textures of the draw are the same

大家好,我想做个截屏,参考的官方文档, 用的cocos creator 2.1.2,下面是我的代码
let node = this.node;
let camera = node.addComponent(cc.Camera);
let texture:cc.RenderTexture = new cc.RenderTexture();
texture.initWithSize(this.node.width, this.node.height);
this.tempSprite.spriteFrame = new cc.SpriteFrame(texture);
camera.targetTexture = texture;

    this.node.addChild(this.tempSprite.node);

上面代码可以正常实现截屏,但是控制台报警告,
[.WebGL-0x7f9780510800]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.

不知道这个怎么解决,求大神指导。看了很多其它截屏的例子,但都是老的API,实在没办法

没人回答,我自己来回答吧,下面是代码,相机和sprite都是动态创建的
let cameraNode = new cc.Node();
let camera = cameraNode.addComponent(cc.Camera);
this.node.addChild(cameraNode);

    //这里是分组,给新建的sprite分组,也可以设置groupIndex
    this.tempSprite.node.group = "layer";
    let texture:cc.RenderTexture = new cc.RenderTexture();

    texture.initWithSize(this.node.width, this.node.height);
    let spriteFrame = new cc.SpriteFrame();
    spriteFrame.setTexture(texture);
    this.tempSprite.spriteFrame = spriteFrame;
    camera.targetTexture = texture;

    console.log(this.tempSprite.node.groupIndex, "groupIndex", this.node.groupIndex);

    //这里告诉相机沉染哪些层,默认会渲染所有的,下面这行代码是渲染除layer层外的所有层
    camera.cullingMask &= ~(1 << this.tempSprite.node.groupIndex);

    this.node.addChild(this.tempSprite.node);

谢谢,必须顶一下,我也遇到这个问题,疑惑得很!