The three images show you the issue..
This happened ONLY using this code (not in the editor) that is token by the documentation..
Framework leadwerks.engine
Import "c:leadwerks engine sdkbmxframeworkframework.bmx"
Include "lua-gluefunctions.bmx"
GCSetMode(2)
RegisterAbstractPath ("c:leadwerks engine sdk")
Graphics(800, 600)
'Create a framework instance called 'fw''
Global fw:TFramework = CreateFramework()
If Not fw RuntimeError "Failed to initialize engine."
'Pass to the lua state'
SetScriptObject("fw", fw)
Global scene:TEntity = LoadScene("abstract::deserthighway.sbx")
PositionEntity(fw.Main.camera, StringToVec3(GetEntityKey(scene, "cameraposition")))
'movement variables'
Global move:Float = 0.0
Global strafe:Float = 0.0
Global camrotation:TVec3 = Vec3(0)
Global mx:Float = 0.0
Global my:Float = 0.0
HideMouse()
fw.SetStats(1)
'Main loop'
Repeat
If KeyHit(KEY_ESCAPE) Exit
If AppTerminate() Exit
'camera rotation/movement'
CameraUpdate()
fw.Update()
fw.Render()
SetBlend(1)
DrawText("Use WSAD/Mouse to move/rotate camera",0,20)
SetBlend(0)
Flip(0)
Forever
GCCollect()
ShowMouse()
End
Function CameraUpdate()
mx = Curve(MouseX() - GraphicsWidth() / 2, mx, 6)
my = Curve(MouseY() - GraphicsHeight() / 2, my, 6)
MoveMouse(GraphicsWidth() / 2, GraphicsHeight() / 2)
camrotation.X = camrotation.X + my / 10.0
camrotation.Y = camrotation.Y - mx / 10.0
RotateEntity(fw.Main.camera, camrotation)
move = KeyDown(KEY_W) - KeyDown(KEY_S)
strafe = KeyDown(KEY_D) - KeyDown(KEY_A)
MoveEntity(fw.Main.camera, Vec3(strafe / 10.0, 0, move / 10.0))
End Function
Function StringToVec3:TVec3(text:String, scale:Float = 1.0)
Local t:TVec3 = Vec3(1)
Local sarr:String[]
sarr = text.split(",")
If sarr
If sarr.length > 0 t.x = Float(sarr[0]) * scale
If sarr.length > 1 t.y = Float(sarr[1]) * scale
If sarr.length > 2 t.z = Float(sarr[2]) * scale
EndIf
Return t
EndFunction
'These functions allow you to pass framework to the lua state'
Function SetScriptObject(name:String, o:Object)
Local size:Int=GetStackSize()
lua_pushbmaxobject(luastate.L,o)
lua_setglobal(luastate.L,name)
SetStackSize(size)
EndFunction
Function GetStackSize:Int()
Return lua_gettop(luastate.L)
EndFunction
Function SetStackSize(size:Int)
Local currentsize:Int=GetStackSize()
If size<currentsize
lua_pop(luastate.L, currentsize - size)
EndIf
EndFunction