screen_w and _h is defined to 640 and 480. I knew that wasn't the problem since the unmodified code works just great on my mac. :)
The resolution is supported and I do think the driver can handle OpenGL since the GLBlurr demo that comes with BlitzMax uses the same resolution and works just fine.
All textures are loaded after the call to graphics. Switching to GlGraphics does not solve the problem. :/
The resolution is supported and I do think the driver can handle OpenGL since the GLBlurr demo that comes with BlitzMax uses the same resolution and works just fine.
All textures are loaded after the call to graphics. Switching to GlGraphics does not solve the problem. :/