Parallels 8 has just been released for OSX. It appears to have a bug in its graphics driver for Windows that show up in MMF HWA applications. I'm posting here because it will likely only affect iOS developers who are running MMF from within a Windows VM.
It looks like this particular bug is specific to the GeForce 320M graphics in my MacBook.
The bug only occurs so far with MMF games created with Direct3D HWA mode. All background graphics are displayed normally, but any object that is classed as an active object will be displayed half off the right of the window. It seems that the x origin of zero is the dead centre of the window instead of the left edge of the window and all actives are drawn starting from this center point.
It doesn't happen in every MMF HWA app, but I have found after adding so many active objects to a frame (could also be counters or strings etc) this behaviour will trigger and the graphics are drawn halfway across the window. Take some active objects away and they are drawn in the correct place.
When they are drawn incorrectly halfway off the screen the collisions, mouse click locations etc register in the positions they should be in.
I was wondering if you can offer me any information about how active objects are drawn in HWA render mode that is different t background objects which are not affected, that I can pass along to Parallels support to help them fix this problem? Or if you have any ideas on why they might be positioned from the centre of the Window instead of the left edge?
Parallels first line support have confirmed it does not happen on a recent iMac (Intel graphics) and have forwarded my issue on to their development team. Any additional information I can give them will help greatly.
Here is an video showing what is happening on the Mac running Windows 7 in a VM and a PC: http://www.youtube.com/watch?v=cYGqfLP-WD0&sns=em
In the mean time I am having to run my MMF games in DirectX or standard render modes.