rendering to texture is clipped to clientsize inwindowed mode?

I posted this already in the W32 Graphics discussion section, but since I am pretty hard pressed with the problem I am also posting it here:

I wrote a small application using managed DX9 in an application running in
windowed mode. The clientsize of the window is 800x600. In this application
text (and sprites) are rendered to a 1024x512 pixel texture. The viewport
settings seem to be correct after the SetRenderTarget call (1024x512), and I activated no clipping whatsoever, but the text and sprites drawn to the texture still
are clipped to the size of the client area of the windows form and I cannot
find any reference to such a clipping in the documentation or in tutorials.
The only method that seems to "see" the whole texture is the device.clear call. I checked the device settings while debugging the application, but I could not find any hint to why the output on the texture is clipped to 800x600.
Is this somehow connected to the size of the back buffer (
There is no back buffer in a windowed application as far as I know.) If this is so: Is
is possible to change the size of the back buffer in a windowed mode
application

Any help or hint is being appreciated.

Thanks a lot

Stephan



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rendering to texture is clipped to clientsize inwindowed mode?

  • Alan Grosz

    Replying to Myself: The z-buffer seems to interfere even with 2d operations. Disabling the z-Buffer removed the clipping effect.

    Thanks for reading.

    Best regards

  • rendering to texture is clipped to clientsize inwindowed mode?