This should be addressed in the latest SVN version, if you can checkout from that it should compile fine. Otherwise you can fix it manually (but I recommend SVN for much less headaches in the long run), the overriding method it's referring to is the draw method on line 200, and it should look like this:
Method Draw( x0#,y0#,x1#,y1#,tx#,ty#,sx#,sy#,sw#,sh# )
Assert seq=GraphicsSeq Else "Image does not exist"
Local u0#=sx * uscale
Local v0#=sy * vscale
Local u1#=(sx+sw) * uscale
Local v1#=(sy+sh) * vscale
EnableTex name
glBegin GL_QUADS
glTexCoord2f u0,v0
glVertex2f x0*ix+y0*iy+tx,x0*jx+y0*jy+ty
glTexCoord2f u1,v0
glVertex2f x1*ix+y0*iy+tx,x1*jx+y0*jy+ty
glTexCoord2f u1,v1
glVertex2f x1*ix+y1*iy+tx,x1*jx+y1*jy+ty
glTexCoord2f u0,v1
glVertex2f x0*ix+y1*iy+tx,x0*jx+y1*jy+ty
glEnd
End Method
And I've got a feeling you might also need to to add the following method into TGLMax2DDriver type of the same mod if it's not there:
Method SetResolution(width:Float, height:Float)
glMatrixMode GL_PROJECTION
glLoadIdentity
glOrtho 0,width,height,0,-1,1
glMatrixMode GL_MODELVIEW
End Method
And finally in wxMax2D mod if it's not there already then you need to add into the type TwxMax2DDriver:
Method SetResolution(width:Float, height:Float)
End Method
This is all because of recent changes to Blitzmax that added a few features like virtual resolution. I'm not sure if I've forgotten anything :)
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