//选择渲染目标为纹理
this.renderTargetCamera.renderTarget = new RenderTexture(Laya.stage.width, Laya.stage.height);
//渲染顺序
this.renderTargetCamera.renderingOrder = -1;
//清除标记
this.renderTargetCamera.clearFlag = BaseCamera.CLEARFLAG_SKY;
var rtex = new Texture(((<Texture2D>(this.renderTargetCamera.renderTarget as any))), Texture.DEF_UV);
this.imgSp = new Sprite();
this.imgSp.graphics.clear();
this.imgSp.cacheAs = "bitmap";
Laya.stage.addChild(this.imgSp);
this.imgSp.graphics.drawTexture(rtex);