| This should be addressed in the latest SVN version, if you can checkout from that it should compile fine. Otherwise you can fix it manually (but I recommend SVN for much less headaches in the long run), the overriding method it's referring to is the draw method on line 200, and it should look like this: 
 
 
	Method Draw( x0#,y0#,x1#,y1#,tx#,ty#,sx#,sy#,sw#,sh# )
		Assert seq=GraphicsSeq Else "Image does not exist"
		Local u0#=sx * uscale
		Local v0#=sy * vscale
		Local u1#=(sx+sw) * uscale
		Local v1#=(sy+sh) * vscale
		
		EnableTex name
		glBegin GL_QUADS
		glTexCoord2f u0,v0
		glVertex2f x0*ix+y0*iy+tx,x0*jx+y0*jy+ty
		glTexCoord2f u1,v0
		glVertex2f x1*ix+y0*iy+tx,x1*jx+y0*jy+ty
		glTexCoord2f u1,v1
		glVertex2f x1*ix+y1*iy+tx,x1*jx+y1*jy+ty
		glTexCoord2f u0,v1
		glVertex2f x0*ix+y1*iy+tx,x0*jx+y1*jy+ty
		glEnd
	End Method
 
 
 And I've got a feeling you might also need to to add the following method into TGLMax2DDriver type of the same mod if it's not there:
 
 
 
	Method SetResolution(width:Float, height:Float)
		glMatrixMode GL_PROJECTION
		glLoadIdentity
		glOrtho 0,width,height,0,-1,1
		glMatrixMode GL_MODELVIEW
	End Method
 
 And finally in wxMax2D mod if it's not there already then you need to add into the type TwxMax2DDriver:
 
 
 
	Method SetResolution(width:Float, height:Float)
	End Method
 
 This is all because of recent changes to Blitzmax that added a few features like virtual resolution. I'm not sure if I've forgotten anything :)
 
 
 |