OJay: I thought 'Texture' is the handle to the internal blitz structure and TextureBuffer(Texture) returns the actual pointer to the buffer. If not, what's the point of the TextureBuffer() function?
Texture buffer returns an internal Blitz pixel buffer. When you lock the texture it creates a pixel buffer and gives it to the user, and when it's unlocked the data is sent back to the texture. The abstraction is what allows you to use WritePixel/etc. on buffers without having to use WriteTexturePixel or WriteImagePixel and whatnot. This is all based on the assumption that Blitz3D works in a logical and abstracted manner. If I'm wrong, then god have mercy on Mark's soul.