;( Hmm, "ImageBuffer" on a texture ? :) Anyway, I've had the same problem creating a transparent texture. The only workaround I know is to save the texture to disk and then loading it using the right flags:
Graphics3D 800, 600, 0, 2 SetBuffer BackBuffer() Sprite = CreateCube();CreateSprite() nImg = CreateImage(256, 256) SetBuffer ImageBuffer(NImg) ClsColor 0,0,0 Cls Color 255, 255, 255 font = LoadFont("Arial", 64) SetFont font Text 0,0, "50" SetBuffer BackBuffer() SaveImage nImg, "tempimage.bmp" nTex = LoadTexture("tempimage.bmp", 2+1) ;nTex = CreateTexture(256, 256, 2+1) EntityTexture Sprite, NTex PositionEntity Sprite, 0,0,0 camera = CreateCamera() CameraClsColor camera, 0, 255, 0 PositionEntity camera, 0, 0, -5 RenderWorld() Flip WaitKey() End