at some point rtt would need to mesh with the currently theoretical materials system. say your doing a monitor you may want to draw to the glow map and have a static or animated bitmap as the diffuse texture. if your doing a mirror would use the dynamic texture as diffuse and want to overlay specular to make the mirror look dirty when the sun hits it (much like my monitor). another idea, scorch maps. when damage happens you could figure out on which polygon the imact happened, and get the uv position, then draw impact bitmaps to the scortch map, and blend it multiplicatively into the diffuse texture, lts of cool things you can do with this. if your rendering hud gauges to the panel in the cockpit model, such feetures would be needed to improve the appearance of rtt textures.