The dialogs are part of windows gui in which will not work well amongst DirectX FullScreen mode out right. This has always been the case and documented somewhere in the DirectX SDK's bloated documentation.
With Blitz3D, we dont have lower level access to DirectX's 7 DirectDraw surfaces where we could blit the dialogs to a seperate surface ( not a mesh surface! A DirectDraw surface ) and render dialogs in a "smoother" way.
The demo also locks up on me. I think it locks up right when a dialog pops up which would make sense to me( ie: cause of the DX thing ). I run off of Win2K and have to ctrl-alt-del , go to task manager and end task the demo.
I would suggest just make your own dialogs with your much "nicer" looking gui! :)
With Blitz3D, we dont have lower level access to DirectX's 7 DirectDraw surfaces where we could blit the dialogs to a seperate surface ( not a mesh surface! A DirectDraw surface ) and render dialogs in a "smoother" way.
The demo also locks up on me. I think it locks up right when a dialog pops up which would make sense to me( ie: cause of the DX thing ). I run off of Win2K and have to ctrl-alt-del , go to task manager and end task the demo.
I would suggest just make your own dialogs with your much "nicer" looking gui! :)