Cool BUT Marks render tweening code is structured like this...
notice the placement of the update_game routine.
Using your technique you would have to move the update to just prior to the capture. Not so good!
While g_main_state = MAIN_STATE_GAME Starttime = MilliSecs() Repeat elapsed=MilliSecs()-frametime Until elapsed ticks=elapsed / period tween=Float(elapsed Mod period)/Float(period) For i=1 To ticks frametime=frametime+period If i=ticks Then CaptureWorld End If game_update() UpdateWorld Next RenderWorld tween Flip Wend
notice the placement of the update_game routine.
Using your technique you would have to move the update to just prior to the capture. Not so good!