Delta Timing keeps giving me shaky graphics

BlitzMax Forums/BlitzMax Beginners Area/Delta Timing keeps giving me shaky graphics

"please search the forums before you pose a relatively common question such as yours"

Seriously, i have spent most of the afternoon searching for a solution on the forum. 80% of the topics i found said what you say "look in the forum". The relevant topics are very old and i tried those but none really adress the shaky graphics.
Have you tried a google search? Damn near impossible to find even a relevant site. Thanx for the site though, i'll dive right in. Retracing my steps i saw i looked over the same suggestion made by Muttley. A lot of people have a lot of links beneath their posts, i must have mistaken his suggestion for a personal link (can't find the right word for it). But seriously, i actually do some research before i post a question.

"Errrr... nobody uses Max3D ..."

Yeah sorry Max3D should be Blitz3D. About the code examples, most i found were different variablenames but the same idea:

Local starttime:Int = MilliSecs()

Local endtime:Int = MilliSecs()
     Local diff:Int = endtime - starttime
        ' Our target framerate is 60 frame per second, it means take each frame must
        ' last for 1/60 of a second, which is 16.666 millisecond.
        ' We are going to round that to 17.
     Local pausedelay:Int = 17-diff
     If pausedelay > 0 Then
        Delay(pausedelay)
     Else
        pausedelay = 4
     End If
     starttime = endtime+pausedelay

Flip(0)

*Many variations found on this one

or

;place this in initialization
Global SpeedFactor#=1.0
Global GameTime=5
Global FrameTime=MilliSecs()

;place this in main loop
SpeedFactor#=Float(MilliSecs()-FrameTime)/Float(GameTime)
FrameTime=MilliSecs()

;multiply every addition equation by SpeedFactor#
x=x+1*SpeedFactor#

*Also tried this one but seriously, using the speedfactor on all equations? There must be an easier way.

All shaky graphics :(

I'll go read gaffer now.