This means it's using some sort of graphics chip on the motherboard which is not powerful enough to run Deflemask. This is exactly the same as in my case.
I tested DefleMask on many onboard low end video cards and all executed DefleMask fine.
DefleMask don't require lot of processing power, only some compatibility stuff that can be obtained by software, so if the video card is not fast enough, OpenGL will load the PC CPU (for example, I'm developing DefleMask for Linux, Mac OS X and Windows powered by an onboard "Intel HD Graphics" ). I don't know what is your case, but seems that you can run DefleMask re-installing/updating the drivers too. What onboard video card do you have?
This may have been addressed before, but man...you should make it impossible to click "through" the instrument/wave/whatever editors because it's very annoying. Or at least make it optional. I can't tell how many times I've messe dup other instruments because I accidentally clicked on them as I was editing something else.
Much appreciated
Happy new year guys!, and as promised, here is DefleMask 9 with lot of news, MAC OS X build and SID 6580 & 8550 support.
DefleMask 9 NEWS:
Mac OS X Build!
Soundchip Added: MOS Technology SID 6581.
Soundchip Added: MOS Technology SID 8580.
System Added: Commodore 64.
Added sample banks, so the limit of the samples was increased to 144, 12 samples per bank and 12 max bank samples.
Added lot of effects exclusively to the Commodore 64 (Change Wave, Filter Cutoff Reset, Pulse Width, etc).
Added Progressive Duty Cycle Macro to the Commodore 64.
Added Progressive Filter Cutoff-Freq Macro to the Commodore 64.
Added Global Play/Stop Shortcut: Ctrl+Enter, it will play/stop all Opened DefleMask in the OS.
Added Fixed mode to the Arpeggio Macro (very useful for bass and drums in SMS, Game Boy, NES, C64, etc).
Added basic .SID exporting to Commodore 64.
Added control to the special noise mode for SMS in the Noise Macro too (now it have 4 usable values).
Added a Filename display, it will display also if the current module was modified and not saved (Ctrl+S quicksave).
Shortcut added: Ctrl+Up/Down, move between patterns.
Standard Effect Added: E1xy - Note Slide Up.
Standard Effect Added: E2xy - Note Slide Down.
Standard Effect Added: EBxx - Set Samples Bank.
Updated in_vgm to the latest version (RAW PCM Samples in NES, Full PC-Engine Support, and more).
Now vibratos do not cancel Portamentos.
Now Portamentos do not cancel Vibratos.
Now a NOTE-OFF will not cancel arpeggios and other effects, useful with systems that have hardware envelopes.
Now if you click a file on the save file window, you can get that name file.
Fixed the 512kb limit of samples in the NSF exporter, now you can use the full 1MB of samples without problems in NES.
Fixed the phase reset on NES Squares on starting portamentos.
Fixed the Undo/Redo while interpolating/shrinking/expanding.
Fixed a display bug with the Algorithms of FM soundchips.
Fixed the 0Axy effect behavior.
Fixed strange jumps while doing long portamentos down.
Fixed a crash bug regarding to load a new key layout.
Demo Song Added for NEC PC-Engine: jrlepage - The Adventures of Claude Vorilhon
Demo Song Added for SEGA Master System: Ultrasonic Madness - Monday
Many Demo Songs and examples added to Commodore 64.
Some GUI changes to improve the workflow.
Many bugs fixed.
Mac OS X, Linux and Windows builds updated.
Manual Updated.
Love the new functions, love the C64 support, although I'm not sure why there's no sound from any instruments once I get to the second frame...
The filter setting doesn't change and even instruments that bypass it are mute then completely.
Alright, here it is, as you can hear (or not hear rather, haha) there's no sound in the second frame.
Also, sometimes Deflemask seems to close for no reason during playback...