   Backbuffer size and window size when fullscreen
  Hello, I'm curious to know if this is normal when in fullscreen mode.GetWindowRect() shows 1920x1200GetClientRect() shows 1920x1180The backbuffer size is 1920x1200Whats up with the missing 20 pixels?Will this cause scaling of anything I draw in fullscreen mode?   
  In fullscreen mode, the window, client and backbuffer sizes should all be the same. Are you in actual fullscreen mode, or have you just set the client size to the fullscreen dimensions? I.e, do you have the present parameters Windowed parameter set to true?   ;  Yes, thePresentParams.Windowed is set to true.The window style is setup to WS_POPUP   ;  I found the culprit.Having a menu is cutting it by 20 pixels. How can I workaround this without having to remove the menu bar.Let me clarify:I have a menu when in windowed mode. This menu is no longer present in fullscreen mode, but for some reason it still cuts the client rect by 20 pixels. How can I disable the menu cutting the client rect when in fullscreen mode without removing the menu entirely. Is there a function to disable/enable the menu after having created a window?   ;  You can call SetMenu( hWnd, NULL ). Note that the previous menu (HMENU) is not destroyed, so you need to clean it up yourself.   ;  How do I get the menu back after doingGoFullscreen(){//fullscreen codeSetMenu(hwnd, NULL);}GoWindowed(){//windowed codeSetMenu(hwnd, ???);}EDIT:Nevermind, guessed it.GetMenu returns the handle to the previous menu.Thanks!   ;  LoadMenu(hInstance,(LPCSTR)IDC_YOUR_MENU_RESOURCE);;  Why do you have a menu on a fullscreen window? Does that actually work? I thought D3D would furiously fight with GDI for control of the screen?   ;  You should normally call AdjustWindowRect (or AdjustWindowRectEx if using CreateWindowEx) when creating your window, passing it a rect equal to the desired backbuffer size, then create the window using the rect dimensions that gives you back.   ;Quote:Why do you have a menu on a fullscreen window? Does that actually work? I thought D3D would furiously fight with GDI for control of the screen?Yeah, it works. I do it frequently to do debugging in fullscreen. The menu isn't shown unless ALT is down, and then only a portion of the menu.I trap WM_ENTERMENULOOP/WM_EXITMENULOOP and disable/enable Present*.EDIT: As noted, that messes with the aspect ratio, picking, etc., but, in Release I clear the menu. I haven't tested that thoroughly, though. (see Edit4)*EDIT2: Actually, I pause the app entirely. Don't know if that's necessary.EDIT3: Also, that "About.." is disabled. Generally, not a good idea to bring up MessageBoxes in fullscreen [wink]EDIT4: Actually, I just tested it and, in fullscreen: windowrect, clientrect and backbuffer size are all the same. What you learn![Edited by - Buckeye on September 6, 2010 9:14:02 AM]