By the way, here's a tip how you can 'unhook' the runtime window and sticking into any other window (or gadget) so you're not stuck with the full screen 3d in the background:
Here's a sample of what I mean:

Hope this helps,
Danny
;create WinBlitz3D runtime & make it an orfan by removing WS_CHILD from it's style runtimeWindow = WB3D_InitializeGUI(SystemProperty("AppHwnd"),0,0,1280,800) WB3D_SetGadgetStyle runtimeWindow, WS_VISIBLE Or WS_CLIPSIBLINGS ;then just parent/size it to whatever window (gadget) you want like: WB3D_SetParent runtimeWindow, gadgetBut be carefull because if you try to scale the runtimewindow to a size LARGER than the size you gave to Graphics3D width,height,0,2 then it will hang! So you'll have to prevent that. Here's an example function from my own editor that I use for different sub-editors (particles, set, ragdoll, etc.):
Function gui_set3dviewportGadget( gadget ) ;| This function stuff the Blitz3D runtimewindow inside the given gadget, using it's dimensions w = WB3D_GadgetWidth(gadget) h = WB3D_GadgetHeight(gadget) winBlitzCurParent = gadget WB3D_SetParent winBlitz, gadget ;check if Blitz Graphics are smaller than the gadget! If (GraphicsWidth()<w) Or (GraphicsHeight()<h) Then wNew = GraphicsWidth() : hNew=GraphicsHeight() x = w/2 - wNew/2 y = h/2 - hNew/2 -1 w = wNew h = hNew WB3D_SetGadgetShape winBlitz, x,y, w,h Else x=0 y=0 WB3D_SetGadgetShape winBlitz, 0,0, w,h EndIf WB3D_ShowGadget gadget WB3D_ShowGadget winBlitz If camera <> 0 Then Viewport 0,0, w,h CameraViewport camera, 0,0, w,h CAMERA_WIDTH = w CAMERA_HEIGHT = h EndIf SetBuffer BackBuffer() End Function
Here's a sample of what I mean:

Hope this helps,
Danny