   Aspect ratio in D3DXProjectionFovLH
  Today I tried my first fullscreen app on my laptop and I've noticed tht the image is stretched. Basicly it is because resolution is 1280x800 or 16:10 ratio. Since my code is same code used on an ordinary 4:3 screen I've noticed that little fAspect variable in D3DXPerspectiveFovLH.But, in documentation it says that it is width/height while in my code it is set to 1.0f and it functions perfectly.My question is, how do I fix the problem?   
  I was a little confused by your problem mainly the...Quote:... in my code it is set to 1.0f and it functions perfectly.My question is, how do I fix the problem?If its working fine, whats the problem? ^_^ Anyway, the aspect ratio should be set to the current window width divided by height. For example, in 800x600, our aspect ratio is 800/600 = 4/3 = 1.3333. Same applies to 16:10.Hth,   ;  Sorry if I wasn't clear. This is my old code where aspect is 1.0f and it worked on 4:3 monitor. However, on my 16:10 monitor it is kinda stretched with aspect being 1.0, not 4/3.Maybe the problem is in fov. I tried to increase it (120 degrees) but it is still stretched.   ;  My Code is this:void SetupMatrices(HWND hWnd, LPDIRECT3DDEVICE9 Dev){   D3DXMATRIXA16 matProj;   RECT Rect;   GetWindowRect(hWnd, &Rect);   D3DXPerspectiveFovLH(&matProj, D3DX_PI/4.0f, static_cast<float>(Rect.right)/Rect.bottom, 1.0f, 1000.0f);   Dev->SetTransform(D3DTS_WORLD, &matProj); }I have a laptop and i use the same resolution as you do and with this coderuns perfectly.I holpe i this will do for your laptop two.;  Or Try this one.void SetupMatrices(HWND hWnd, LPDIRECT3DDEVICE9 Dev){RECT Rect;D3DXMATRIXA16 matWorld, matView;D3DXMATRIX    matProj;D3DXMatrixIdentity(&matWorld);Dev->SetTransform(D3DTS_WORLD, &matWorld);D3DXVECTOR3 vEye(0.0f, 0.0f, -1.0f), vAt(0.0f, 0.0f, 0.0f),   vUp(0.0f, 1.0f ,0.0f);D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp);Dev->SetTransform(D3DTS_VIEW, &matView);GetClientRect(hWnd, &Rect);D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4.0f,   static_cast<float>(Rect.right)/  static_cast<float>(Rect.bottom), 1.0f, 1000.0f);Dev->SetTransform(D3DTS_PROJECTION, &matProj);}In the previews example i've made a mistake the matProj is a D3DXMATRIX and not a D3DXMATRIXA16 type.Good luck i holpe this will work.