Well, it cures the lag here. I haven't compared the speed hit though.
You'll need to change Pub.Mod\DirectX.Mod\dd.bmx (line 1659) to: Method GetBltStatus(flags)
You'll need to change Pub.Mod\DirectX.Mod\dd.bmx (line 1659) to: Method GetBltStatus(flags)
'low poly and high fill rate causes the issue, solvable by flushing the driver's 'buffered frames using grab pixmap or locking a buffer with a large speed penalty. 'opengl is unaffected. 'change how many loops you do till you see the lag and not general slowdown 'this will vary from pc to pc 'SetGraphicsDriver GLMax2DDriver() Graphics 800,600,0,0 AutoMidHandle True image:TImage = LoadImage("lagimg.png") 'any 32x32 image Local fix = 0 While Not KeyHit(KEY_ESCAPE) Cls If KeyHit(KEY_SPACE) Then fix = 1 - fix mx = MouseX() my = MouseY() SetScale 8,8 For i = 0 To 1000 DrawImage image,mx,my Next SetScale 1, 1 DrawText "Fix = " + fix, 12, 12 Flip 0 If fix If TD3D7Max2DDriver(_max2dDriver) While DDERR_WASSTILLDRAWING = PrimaryDevice.PrimarySurface.GetBltStatus(DDGBS_ISBLTDONE) ; Wend EndIf EndIf Wend End