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For example:
render taeget bounds (0, 0, 544 416) (rendertarget2D for example)
viewport bounds ( 416, 288, 544, 128) (Change the GraphicsDevice.Viewport)
Then, we draw something under such viewport: (Sprite.draw)
On Windows, WP8.1 Simulator:
The content ouside the redner tagert will just be clipped ( The first result in below image)
On WP8.1 real device:
All of contents on such viewport can be shown on the target, but are shrinked even if all the contents are in the render target bound. I guess, the viewport will be shrinked first, and then content on it.. ( The second result in below image)
So it is the issue of Monogame or it is desided by actual GPUs on the devices?
The text was updated successfully, but these errors were encountered:
http://monogame.codeplex.com/workitem/7798 here is the simular issues
For example:
render taeget bounds (0, 0, 544 416) (rendertarget2D for example)
viewport bounds ( 416, 288, 544, 128) (Change the GraphicsDevice.Viewport)
Then, we draw something under such viewport: (Sprite.draw)
The content ouside the redner tagert will just be clipped ( The first result in below image)
All of contents on such viewport can be shown on the target, but are shrinked even if all the contents are in the render target bound. I guess, the viewport will be shrinked first, and then content on it.. ( The second result in below image)
So it is the issue of Monogame or it is desided by actual GPUs on the devices?
The text was updated successfully, but these errors were encountered: