Oh, so my bug topic has been moved that's strange.
> ENAY, you need to rethink your blitzmax strategy.
> If you are mixing and matching modules and
> compiler versions I think maybe it's time
> to consider asking for a refund.
I don't see what the problem is with having various versions of Blitzmax available for usage on my harddrive.
I've been doing the same with B2D and B3D for years, it makes testing, bug hunting that much easier. I don't see why Blitzmax should be any different. If I'm trying to compile someone else's code from years gone that was written using a much older build of Blitz, I can easily load and compile it into older versions if things don't seem to be working. Two of my old B3D games don't work properly with sound in the latest 6-7 B3D updates. So I just use the old versions instead.
Anyway I've finally isolated the problem, seems to be a problem with the DirectX driver, works ok with the OpenGL one. Here's the code to replicate it:-
http://enaysoft.co.uk/parp/BlitzmaxBug.zipThis is what should happen:-

But in DirectX, this is what I get:-

So no idea how to fix that, I suspect it's a bug, I thought it was to do with that jpeg shit thing, but that clearly wasn't the reason as fixing that didn't solve anything.
I suspect it's a problem with SetViewPort. I'm trying to emulate DrawAnimImage using a combination of SetViewPort commands in Blitzmax, I had problems with this before over a year ago but used a different approach instead of trying to figure out what was wrong.
But I need it to work and after trying again I seem to be having the same old problem with randomly corrupt graphics.
My specs are:-
Windows XP Home Edition
Pentium 4 CPU 2.80GHz
512 MB Of Ram
DirectX 9
NVidia GeForce4 MX 440 with AGP8X
And DEFINITELY compiled in the latest version 1.22 with all the sync me bobbins.
Does this qualify to go back into the bug forum? :)