Comments (2)
Hm, what does this look like in XNA4?
I would compare the ClientBounds, GraphicsDevice.DisplayMode, and GraphicsDevice.Viewport.
I recently made some changes to the DisplayMode that fixed an accuracy issue for TowerFall, so behavior might have changed here.
from fna-mghistory.
This project would never compile in XNA4 - it doesn't use the content pipeline for any of the graphics.
I figured it out though.... It turns out I had at some point commented out the code in my window resize handler that sets the true backbuffer width/height, because it had previously worked without it (which I found confusing at the time).
So, even though the window size was changing, MG-SDL2 was transparently and automagically scaling my still 672x768 render buffer to the window size. Duh.... :p
from fna-mghistory.
Related Issues (20)
- shader normalmap not work HOT 3
- Can't run on machine without audio device HOT 9
- [OpenGL] VMware/VBox Support? HOT 7
- [MojoShader] MOJOSHADER_glSetVertexAttribDivisor causes 'System.AccessViolationException' on some computers HOT 3
- [Keyboard] Proposal for Keyboard.GetLayoutEXT() HOT 1
- Microsoft.Xna.Framework.Input.GamePad.INTERNAL_AddInstance throws "An element with the same key already exists in the dictionary" HOT 2
- Triangle color is wrong with fairly simple shader + access violation exception HOT 7
- Unable to load a texture (.PNG) from stream HOT 9
- Initialization order mishap HOT 3
- GraphicsDeviceManager never set in Game HOT 1
- GL Object Disposal Wrappers are not thread-safe HOT 3
- DynamicSoundEffectInstance behavior incompatible with XNA4 HOT 8
- OpenGL 3.2+ Core Profile support HOT 4
- Starting game in full screen bug HOT 8
- Null reference when disposing sound effect after checking sound device exists HOT 5
- [QUESTIONS] learning, using FNA HOT 3
- More spec-compliant Touch Support HOT 34
- FNA Binary Release HOT 1
- RasterizerState.MultiSampleAntiAlias not implemented HOT 8
- Set Render Target to Another Window HOT 2
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