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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.

#1
03/30/2005 (7:53 am)
I remember this being a problem in TGE a while ago and was related to GUI controls in D3D but I thought it was fixed. I am checking the solution to this problem now.

Thank you for the heads-up.

- Melv.