BackBufferToTex() /Texture with alphavalues ?

BlitzMax Modules Forums/MiniB3D/BackBufferToTex() /Texture with alphavalues ?

Am I right in thinking, that through grabbing the backbuffer there is no way to write a Texture with alpha values <>255 ?

If so, are there any chances, that in a future version of miniB3D a command like "PixmapToTex()" or similar is added to write arbitrarily alpha values to a Texture ? In my opinion, this would be an important and useful feature for creating Textures on the fly during runtime.

Sorry, well known effect: Minutes after posting a question you find the answer of your post by yourselve:

CreateTexture(width, height, 2)

allows taking a Texture with arbitrarily alpha values. My bad.

So now the current state of my Knowledge is:

You can get a Texture with different alpha values by grabbing the background with BackBufferToTex(), if you created the Texture with flag =2. But where the background should has an alpha of 0, it has the backgrounds ClsColor and gives it to the Texture, so where the Texture should be transparent it has the backgrounds ClsColor instead.

So I my questions from post #1 live again:

Is there a way to get a Texture in parts transparent using BackBufferToTex() ?
If not - shall a future version of MiniB3 has a command to achieve this feature ?