function inner_draw_2d()
		{
			LS.Renderer.clearBuffer( cam, render_settings );
			/*
			gl.clearColor(cam.background_color[0], cam.background_color[1], cam.background_color[2], cam.background_color[3] );
			if(render_settings.ignore_clear != true)
				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
			*/
			//render scene
			LS.Renderer.renderInstances( render_settings, instances );
		}
Renders a frame into a texture (could be a cubemap, in which case does the six passes)

@method renderInstancesToRT
@param {Camera} cam
@param {Texture} texture
@param {RenderSettings} render_settings