Does not happen with SaveRenderTexture(). Only the edge of screen is affected, 1 pixel wide.
(Windows 10 x64, PB 5.31+5.50)

Code: Select all
InitKeyboard() : InitEngine3D() : InitSprite()
AntialiasingMode(#PB_AntialiasingMode_x2)
ExamineDesktops()
OpenScreen(DesktopWidth(0),DesktopHeight(0),32,"",#PB_Screen_NoSynchronization)
WorldShadows(#PB_Shadow_Modulative,1000,RGB(64,64,64),512)
AmbientColor(RGB(64,64,64))
a=CreateLight(#PB_Any,RGB(255,255,255),1000,300,00,#PB_Light_Directional) : LightLookAt(a,0,0,0)
CreateCamera(#PB_Any,0,0,100,100)
texture=CreateTexture(#PB_Any,16,16)
StartDrawing(TextureOutput(texture))
Box(0,0,16,16,RGB(255,255,255))
StopDrawing()
material=CreateMaterial(#PB_Any,TextureID(texture)) : mesh=CreateCube(#PB_Any,1)
a=CreateEntity(#PB_Any,MeshID(mesh),MaterialID(material),0,-2,0) : ScaleEntity(a,100,1,100)
entity=CreateEntity(#PB_Any,MeshID(mesh),MaterialID(material),0,0,-8)
Repeat
ExamineKeyboard()
If KeyboardReleased(#PB_Key_Escape)<>0
Break
EndIf
RotateEntity(entity,0.4,0.5,0.6,#PB_Relative)
RenderWorld() : FlipBuffers() : Delay(10)
ForEver
End