   2D graphics allowing fullscreen and widscreen resolutions
  so I went out and got a widescreen monitor, and am now realising the need to allow for different resolutions in my renderer. As of now I've only made programs that would look right in the standard fullscreen (4:3) aspect. But what if I want my games to be able to run on both Full and Wide screen?I'm comtemplating the hard way of making two different versions one for full and one for wide. But I'm curious what are some ways to do this. I'm assuming its going to be some way of basing every thing off of percentages rather than screen coordinates?   
  In my game UI, I do two things: first, center the top-level screens (like the main menu). My main menu is 800x600, and my default resolution is 1024x768, with main menu centered on a black background. If user sets widescreen resolution, main menu will still be nicely centered. If user selects 800x600, main menu will nicely take up the whole screen (if user selects less, it will get cut off, but there is no reason anybody would want to run the game with lower than 800x600).Second, for screens that should take up all space (such as the console, when it is fully open), I take advantage of ID3DXSprite's default texture mode (which is clamp) to repeat edge pixels. My console backgrounds are designed so that they will still look good with edge pixels repeated to take up the rest of screen. And if some part gets cut off, they look good anyway.Here's another thing you can do. I am pretty sure it's possible to specify the size a texture actually gets loaded at, no matter what the size of the texture is. For example, if you have 2048x2048 texture, you can choose to load it at 512x512 instead (see D3DX's texture loading functions). You can use this to your advantage : create two textures for all your full-screen stuff: one ultra-high res widescreen, and one ultra-high res non-widescreen. Depending on widescreen setting and exact resolution selected, choose the appropriate texture and load it at an appropriate size.   ;Quote:Original post by freeworldAs of now I've only made programs that would look right in the standard fullscreen (4:3) aspect.This isn't directly related to your question, but the standard aspect ratio for LCD monitors is 5:4. This means that if you're rendering at 800x600 or 1024x768 or some other 4:3 resolution on an LCD screen, then you should actually be using an aspect of 5:4.   ;Quote:Original post by Hodgman... but the standard aspect ratio for LCD monitors is 5:4 ...I have 3 widescreen LCD monitors, and all of them are 16:10. I've never actually seen a 5:4, so I'm curious where these figures come from?   ;Quote:Original post by RompaQuote:Original post by Hodgman... but the standard aspect ratio for LCD monitors is 5:4 ...I have 3 widescreen LCD monitors, and all of them are 16:10. I've never actually seen a 5:4, so I'm curious where these figures come from?There are two standard versions of LCD monitors. One with an aspect ratio of 5:4 (mostly 17" and 19" because their native resolution is 1280x1024) and second with an aspect ratio of 16:10 (widescreen models; 20" and bigger models because their native resolution is 1440x900, 1680x1050 etc.).An 4:3 aspect ratio is typical for CRT monitors, because their recommended resolution was like 1024x768, 1280x960...   