ok, i tried what you suggested, but using render2backbuffer just filled the screen pink (my color in the code), so i removed the render2backbuffer bit.
i thought i would have needed to use the backbuffer, but obviously not. anyway, this code doss exactly what i want quickly.
Strict
Import Indiepath.Render2Texture
Graphics 512,512,0
tRender.Initialise()
Local particleX#[36,100]
Local particleY#[36,100]
Local particleVelocity#=2
Local particleRadius#[36,100]
Local particleAngle#[36,100]
Local particleExists[36,100]
Local i=0
Local o=0
Local image1:TImage = tRender.Create(512,512,MIPMAPPEDIMAGE|FILTEREDIMAGE)
For i=0 To 35
For o=0 To 99
particleAngle[i,o] = i*10
particleRadius[i,o] = -o*10
Next
Next
While Not KeyHit(key_escape)
tRender.TextureRender_Begin(image1)
SetColor 255,0,255
SetBlend lightblend
SetRotation MouseX()
DrawImage image1,-10,0
SetRotation 0
For i=0 To 35
For o=0 To 99
particleRadius[i,o]=particleRadius[i,o]+particleVelocity
particleAngle[i,o]:+0.1'=particleAngle[i,o]+particleVelocity*o/2
particleX[i,o]=(Cos(particleAngle[i,o])*particleRadius[i,o])+256
particley[i,o]=(Sin(particleAngle[i,o])*particleRadius[i,o])+256
If particleRadius[i,o]>=320
particleRadius[i,o] = -particleRadius[i,o]
End If
If particleRadius[i,o]>=0
DrawOval particleX[i,o],particley[i,o],3,3
End If
Next
Next
tRender.TextureRender_End()
Flip 0
tRender.Cls()
Wend