1)
renderToImage() ignores the color defined by
setClearColor()
2) Syntax highlighting breaks if a REM comment is followed by a tab character
// Project: test-a
// Created: 19-08-01
SetErrorMode(2)
SetWindowTitle( "SetClearColor don't work with renderToImage" )
SetWindowSize( 1024, 768, 0 )
SetWindowAllowResize( 1 )
SetVirtualResolution( 1024, 768 )
SetOrientationAllowed( 1, 1, 1, 1 )
SetSyncRate( 60, 0 )
SetScissor( 0,0,0,0 )
UseNewDefaultFonts( 1 )
SetClearColor(255,0,0)
/**************************************
CREATING THE RENDER SPRITE
**************************************/
global renderImg as integer = 1 rem pixelart image we render the scene to
CreateRenderImage( renderImg, 640, 480, 0, 0 )
SetImageMagFilter( renderImg, 1 )
SetImageMinFilter( renderImg, 1 )
Global renderSpr as integer rem create sprite to display the render image
renderSpr = createSprite(renderImg)
SetSpriteSize(renderSpr, 640, 480 )
SetSpritePosition(renderSpr, 10,17)
SetSpriteDepth (renderSpr, 3)
/**************************************
RENDER TO IMAGE
**************************************/
setSpriteVisible(renderSpr, 0)
Update(0) rem update sprite positions
SetRenderToImage( renderImg, 0) rem set the world to render to the Texture Image
ClearScreen() rem Clears back buffer and fills it with the chosen clear color (not)
Render() rem render the world to the Texture Image ...
setSpriteImage(renderSpr, renderImg) rem AGKs fix
setSpriteVisible(renderSpr, 1)
SetRenderToScreen()
_mainLoop:
Sync()
goto _mainLoop
EDIT: an easy hack to fix it: just enable skybox with preferred color.
EDIT 2: ...but then it won't render a 3D box.