D3D vs OGL fullscreen sprite size
by Jason McIntosh · in Torque Game Builder · 03/28/2005 (11:54 pm) · 1 replies
I have an overlay image which is supposed to cover the entire screen. It's a static sprite with the size set to the exact dimensions of the camera/scenegraph settings (100, 75) so it covers the entire screen.
Except it doesn't.
Under OpenGL, it looks fine. But under D3D, the right and bottom edges have a gap roughly 1 world unit wide. I fixed this by stretching the sprite 1 extra world unit (101, 76).
Am I doing something wrong? Fullscreen and windowed has the same behavior. Nothing changes except the renderer settings.
Except it doesn't.
Under OpenGL, it looks fine. But under D3D, the right and bottom edges have a gap roughly 1 world unit wide. I fixed this by stretching the sprite 1 extra world unit (101, 76).
Am I doing something wrong? Fullscreen and windowed has the same behavior. Nothing changes except the renderer settings.
About the author
Associate Melv May
Thank you for the heads-up.
- Melv.