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flibitijibibo avatar flibitijibibo commented on August 20, 2024

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.

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3vi1 avatar 3vi1 commented on August 20, 2024

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

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