You should
always be using images you've created via
CreateRenderImage( ) with the
SetRenderImage( ) command.
While I know that AppGameKit Classic doesn't strictly require you to do this., it should.
Mind this said, I'd argue the concept of a Render Buffer and Image Buffer can be a little confusing and part of why is because AppGameKit handles them as a single resource.
Dark BASIC Professional handled this much better., as a Render Buffer was a
Bitmap while an Image Buffer was a
Texture.
Now they main difference between the two., is that a Render Buffer needs to be a specific Rendering Format as well as be clearly marked as part of the Rendering Queue (i.e. to support Vertical Sync Buffer Flipping)., where-as an Image Buffer should always be more generic so that it can be converted to whatever format it is needed to be in for whatever you're using it for.
I would as a note suggest you DO NOT use Memblocks., instead just use Render Images with Shader to handle whatever you'd do.
Memblocks in AppGameKit are *VERY* Slow., and ideally you will want to simply use
GetImage( ) once you've performed all of the changes as while this command is also somewhat slow (too slow for every loop) it's still faster than Memblocks.