I get that problem with my Geforce 2 mx 400 32mb. If you replace the 'BACK TO ORIGINAL CAMERA AND MOVE' section with
control camera using arrowkeys 1,1,1
then move the camera backwards you should see the objects appear on the texture. However the texture never clears, so you just see lots of camera images overwriting one another. I get all the random data appearing, but if you use a moving image then it's easier to see what's going on. If you use a scene that is filled with polygons (no gaps) then the camera image should work properly. Here's a rehash of your code to demonstrate:
sync on
get image 1,0,0,256,256
rem // MAKE THINGS
make object box 1, 100,100,100
make object sphere 2, 215
make object box 3,1000,1000,1000
scale object 3,-100,-100,-100
make object cone 4,100
make light 1
rem // SET UP NEW CAMERA
make camera 1
clear camera view 1, RGB( 255,0,0 )
point camera 1, 0,0,0
position camera 1, 30,30,30
rem // PLACE OBJECTS
position object 1, -10,0,0
position object 2, 300,0,200
position object 4,20,50,400
rem // RENDER
do
a#=wrapvalue(a#+0.1)
set point light 1,cos(a#)*400,0,sin(a#)*400
rem // SHOW CAMERA 1 ON BOX?...
set current camera 1
set camera to image 1, 1, 256,256
texture object 1, 1
rem // BACK TO ORIGINAL CAMERA AND MOVE
`set current camera 0
control camera using arrowkeys 1, 1, 1
position camera 0,sin(a#)*200,0,cos(a#)*200
point camera 0,-10,0,0
rem // UPDATE
sync
Now I'm late for school...