Cocos 无法将sprite3D渲染到rendertexture上

无法将sprite3D在rendertexture上渲染出来。。。cocos就不支持这样的操作吗?

没代码 没真相.

ocal function onTouchesMoved(touches, event)
local start = touches:getLocation()
local ended = touches:getPreviousLocation()

    target:begin()

    local distance = cc.pGetDistance(start, ended)
    if distance > 1 then
        -- brushes = {}
        -- local d = distance
        -- local i = 0

        -- for i = 0,d -1 do
        --     -- create a brush image to draw into the texture with
        --     local sprite = cc.Sprite:create("Images/fire.png")
        --     sprite:setColor(cc.c3b(255, 0, 0))
        --     sprite:setOpacity(20)
        --     brushes* = sprite
        -- end
        local rsprite = cc.Sprite3D:create("Sprite3DTest/girl.c3b")
        rsprite:visit()
        -- for i = 0,d -1 do
        --     local difx = ended.x - start.x
        --     local dify = ended.y - start.y
        --     local delta = i / distance
        --     brushes*:setPosition(cc.p(start.x + (difx * delta), start.y + (dify * delta)))
        --     brushes*:setRotation(math.random(0, 359))
        --     local r = math.random(0, 49) / 50.0 + 0.25
        --     brushes*:setScale(r)

        --     -- Use cc.RANDOM_0_1() will cause error when loading libtests.so on android, I don't know why.
        --     brushes*:setColor(cc.c3b(math.random(0, 126) + 128, 255, 255))
        --     -- Call visit to draw the brush, don't call draw..
        --     brushes*:visit()
        -- end
    end

只是将官方的测试例子改一改就行了,,,sprite3D渲染不到rendertexture上的。。******

有没有人成功过,,,求指点

看了下render的代码,3.9版本是不行的貌似,在visitRenderQueue中,不同的render都被分开了。。。应该就是这个原因了。。。导致3D不能够被渲染到rendertexture上,,,貌似只能自己想办法重写个3D的rendertexture了。。。