   ID3DXFont DrawText draws to different areas in fullscreen and windowed
  In windowed mode DrawText is drawing the text a lot higher than it does in fullscreen mode for some reason.  Here's my code that does the DrawText call:rectFont.top = y;rectFont.bottom = 2000;rectFont.left = x;rectFont.right = 2000;intHeight = m_pFont->DrawText(NULL,stringText,-1,&rectFont,DT_LEFT|DT_NOCLIPd3dargbcolor);x,y in the rectFont are the coordinates I want to write at on the screen.  In fullscreen mode, x and y seem to be per pixel values, but in windowed they seem to get smaller so stuff gets pushed more up and left.    For instance, in a fullscreen window that's 800x600, if I set x and y to like 700 and 590, it will write the text clear down at the bottom right corner.  However, if I use the same x and y values in a windowed app that's also 800x600, the text shows up about in the middle of the screen.  Any ideas what's going on?   
  Maybe you're drawing relative to the window coordinates?   ;  what are you doing before calling DrawText, What are your options in Sprite->BeginScene(??), what matrices are you settings (if any), you might be drawing another object befor ethe font and the font might be getting effected by the object's world matrices.   