   Screen resolution problem!!!!
  hiii,I am developing a small game using directx and c++.The game is working fine when in 3D space.But in the menu mode,the menus are not being displayed completely........I have used images of 1024*768 and the game resolution and the presentation parameters are set to 1024*768 resolution....but still i get only a part of image as display......i am posting some code bits.....#define SCREEN_WIDTH 1024#define SCREEN_HEIGHT 768hWnd = CreateWindowEx(NULL, L"WindowClass1", L"The Rummage...",  WS_EX_TOPMOST | WS_POPUP, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL);    D3DPRESENT_PARAMETERS d3dpp;    ZeroMemory(&d3dpp, sizeof(d3dpp));    d3dpp.Windowed = FALSE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.hDeviceWindow = h;    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;    d3dpp.BackBufferWidth = SCREEN_WIDTH;    d3dpp.BackBufferHeight = SCREEN_HEIGHT;D3DXMatrixPerspectiveFovLH(&matProjection, D3DXToRadian(45),SCREEN_WIDTH / SCREEN_HEIGHT,..................i think i have set all the parameters....anyone...any idea wats wrong?????....Thanksss   
  Perspective projection matrices or not the best to render menus. Try ortho projection instead (using the correct width and height parameters).If that doesn't help, you should post some of your menu rendering code between "source" tags.   ;Quote:Original post by findankur247hiii,[...]i think i have set all the parameters....anyone...any idea wats wrong?????....Apart from that your spelling is wrong, maybe post a fullscreen screenshot of your buggy session.   ; D3DXCreateTextureFromFileEx(d3ddev,    // the device pointer  texname,    // the file name  D3DX_DEFAULT_NONPOW2 ,    // default width  D3DX_DEFAULT_NONPOW2  ,    // actual   D3DX_FROM_FILE ,    // no mip mapping  NULL,    // regular usage  D3DFMT_A8R8G8B8,    // 32-bit pixels with alpha  D3DPOOL_MANAGED,    // typical memory handling  D3DX_DEFAULT,    // no filtering  D3DX_DEFAULT,    // no mip filtering  D3DX_DEFAULT,    // no key  NULL,    // no image info struct  NULL,    // not using 256 colors  &tex;    // load to texture_1 I got the problem,DX automatically maps the textures to powers of two...i.e 1024*768 was mapped to 1024*1024 as 768 is not a power of two.D3DX_DEFAULT_NONPOW2  flag allows not mapping the textures automatically.But...if i use D3DX_DEFAULT for mip mapping value....the textures arent rendered....wheras if i use D3DX_FROM_FILE  flag...i get a slightly dithered textures of correct dimensions.i know nothing about mip maps.Plz help   ;Quote:Original post by findankur247...I got the problem,DX automatically maps the textures to powers of two...i.e 1024*768 was mapped to 1024*1024 as 768 is not a power of two.D3DX_DEFAULT_NONPOW2  flag allows not mapping the textures automatically.But...if i use D3DX_DEFAULT for mip mapping value....the textures arent rendered....wheras if i use D3DX_FROM_FILE  flag...i get a slightly dithered textures of correct dimensions.i know nothing about mip maps.Plz helpQuote:Original post by Lord_Evil[...] code between "source" tags.