So what I need to do is either capture the backbuffer to a sprite or find a way to render an entire scene's worth of sprites to another texture so I can utilize that... basically, I need to be able to capture the current frame and utilize it as a sprite. I have been pulling out my non-existant hair for 8 hours now trying to figure out a way to do this and I got nothin'. Everything I have tried either doesn't work or gives me incorrect results. For example, I've tried using sfRenderWindow_capture, which would actually make the most sense, and it returns the total window size (my window at present is 1592x896, which is what the capture grabs, but I only need the backbuffer size of 398x224), which isn't what I need... and then sfTexture_updateFromRenderWindow doesn't even work at all, despite there being a code example in the header. I can't see any functions to copy sprites from one texture to another, and the Image header is of no help either. The reason for all of this? Well, I want to capture the current frame to a sprite so I can create a transition from one scene to the next... basically, I capture the current frame and use it as a fading overlay as the next scene is displaying. I hope that all makes sense. I don't care how expensive a process it is, since it only has to be done once, even if it's just manually copying pixels (which I also don't see any way to do). The header descriptions.... aren't the best, unfortunately. I have read about RenderTexture a bit, and I figured maybe I could just do a second draw of all my sprites to that, but then how do I even utilize the RenderTexture? I see nothing outside of just sfRenderTexture_display, which doesn't look like it will work very well, since I see no options for setting its opacity. What am I missing? Am I a total dunce? I'm really stumped here, and that ain't easy. Any ideas? Thanks a billion in advance.