Hey all,

   I'm trying to create a custom render target texture of the same size 
as the framebuffer and reference it from my shader.  I've tried 
everything I can think of to create the thing, from including 
materials->CreateNamedRenderTargetTexture/Ex/Ex2(...) and calling 
InitRenderTarget.  Whatever I do, when the shader tries to bind the 
texture I get a texture not found error message, and it just uses black.
    The only thing I've been able to do so far that works is to create a 
vmt using the "rendertarget" "1" compile flags, but this creates one 
with of a static size and of a power of 2, which is really not what I 
want at all.  I would use GetFullFrameFrameBufferTexture(1), but it 
returns an error texture. 
I'd really appreciate any help you all could give me with this.

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