Hi Paul,
yea, they are all separate objects, but some are flipped. I'm assuming that the flipped object is not considered in the renderToImage() call. I added an Update3D() call to no avail. The camera function is:
function UpdateHulkCam60()
OldCamX#=GetCameraX(1)
OldCamY#=GetCameraY(1)
OldCamZ#=GetCameraZ(1)
OldCamXR#=GetCameraAngleX(1)
OldCamYR#=GetCameraAngleX(1)
OldCamZR#=GetCameraAngleX(1)
SetRenderToImage(HulkCamImageID,HulkCamDepthID)
ClearScreen()
HeadID=GetChildObjectIDByName2("HEAD",_Hulks[1].ChildObjects)
SetCameraPosition(1,getObjectWorlDX(HeadID),GetObjectWorldY(HeadID),GetObjectWorldZ(HeadID))
SetCameraRotation(1,GetObjectWorldAngleX(HeadID),GetObjectWorldAngleY(HeadID)-180,GetObjectWorldAngleZ(HeadID))
SetCameraFOV(1,95)
//Update3D(0)
ClearDepthBuffer()
Render3D()
SetRenderToScreen()
SetCameraFOV(1,70)
SetCameraPosition(1,OldCamX#,OldCamY#,OldCamZ#)
SetCameraRotation(1,OldCamXR#,OldCamYR#,OldCamZR#)
endfunction
The wall (WallFrontID) is made thus, so nothing unusual
WallBackID=CreateObjectPlane(50,_playfieldX)
SetObjectCollisionMode(WallBackID,0)
SetObjectScalePermanent(WallBackID,6.0,6.0,6.0)
SetObjectRotation(WallBackID,0,0,90)
SetObjectPosition(WallBackID,0,(25.0*6.0)-6.0,(_playfieldZ/2)*6.0)
SetObjectTransparency(WallBackID,1)
SetObjectImage(WallBackID,Wall1ID,0)
WallFrontID=CloneObject(WallBackID)
SetObjectPosition(WallFrontID,0,(25.0*6.0)-6.0,-(_playfieldZ/2)*6.0)