Here, a normal texture is used and works as expected:

Here, I have a canvas texture with the same dimensions as the normal texture. I have drawn the normal texture to it once with no offsetting or scaling. It's quite messed up (the shifting and mirroring not so much, but the black hole at the top I can't think of a way of getting around - I'm guessing the solid colour fade is determined at load time when the canvas texture was empty?):

Is there a way to get the canvas texture to not look like that? Is it a known limitation or a bug? Am I missing the usage of some DrawTexture() tag? Attached is the example map from the screenshots. Pressing Use anywhere switches between the normal (initial) and canvas textures.
If circumventing this issue isn't possible, one idea I've just got would be using canvas textures with GLDEFS Quake 2-style skyboxes - I'll look into that later. My intention is to crossfade between two sky textures smoothly over time. EDIT: I've tried this approach, and it appears to work just fine (save for having to work with six canvas textures instead of one. Here's hoping I don't kill performance with it!
