Question about Render Textures

Dear All,

I’m trying to handle Collada files which contain render textures. The example file I have has the following code


<technique sid="Render_To_Texture_E0_MP_TECH">
					<pass sid="RenderToTexture">
						<color_target>renderTexture_RenderTarget_Surface</color_target>
						<color_clear>0.192157 0.470588 0.176471 0</color_clear>
						<depth_clear>1</depth_clear>
						<draw>GEOMETRY</draw>
						<shader stage="VERTEXPROGRAM">
							<compiler_target>110</compiler_target>
							<name source="Vertex_Program_E0_P0_VP">main</name>
						</shader>
						<shader stage="FRAGMENTPROGRAM">
							<compiler_target>110</compiler_target>
							<name source="Fragment_Program_E0_P0_FP">main</name>
							<bind symbol="Base">
								<param ref="Base_Sampler"/>
							</bind>
						</shader>
					</pass>
					<pass sid="Final_Render">
						<shader stage="VERTEXPROGRAM">
							<compiler_target>110</compiler_target>
							<name source="Vertex_Program_E0_P1_VP">main</name>
						</shader>
						<shader stage="FRAGMENTPROGRAM">
							<compiler_target>110</compiler_target>
							<name source="Fragment_Program_E0_P1_FP">main</name>
							<bind symbol="Texture0">
								<param ref="Texture0_E0_P1_Sampler"/>
							</bind>
							<bind symbol="Texture1">
								<param ref="Texture1_Sampler"/>
							</bind>
						</shader>
					</pass>
				</technique>
			</profile_GLSL>
			<extra>

Now I’m a little confused about the correct way to handle the <draw> </draw> tag. Surely there needs to be some camera information here? Or at least a default camera matrix needs to be assumed somehow. How am I supposed to handle this?

Regards,
Jesse