   Resolution Effects 3D World & How Can I Stop Player Jitters?
  Can the resolution of your screen effect how the world is displayed? I got a collision system going and when I tried my game on my wide screen laptop the player was in the floor a little bit and the size on any screen except my wide screen laptop is 7, but on my wide-screen its 9 where the player doesn't seem to be showing that shes in the floor.I also have a rotating camera around the player like a 3rd Person Camera, but the problem is when the user hold down right click the player seems to jitters when he moves around. I'm using NeHe's method on getting a right click and drag. Here is what I have: if(!isDragging && isRClicked)   {isDragging = true;   }else{isDragging = false;   }if(!GameOver && isDragging){static int iMouseX = m_iWidth >> 1;static int iMouseY = m_iHeight >> 1;static float fScaleFactor = 0.0500f;static Vector3 v3Position;v3Position = m_Player.GetPosition();if((m_bActive) || (!GameOver)){if(!fullscreen) {POINT mousePosition;GetCursorPos(&mousePosition);static Vector3 v3Position;v3Position = m_Player.GetPosition();if(!Paused){   if(isDragging){float MouseMovement = (mousePosition.x-iMouseX)*fScaleFactor;m_Camera.MOVE(MouseMovement, v3Position, 50, LOOK_SIDES);   MouseMovement = (mousePosition.y-iMouseY)*fScaleFactor;m_Camera.MOVE(MouseMovement, v3Position, 50, LOOK_UP); //How Long Should We Move, Get Position To Look At, Radius, Where to Rotate The Camera}}I don't seem to get the jitters when I don't right click and just move the player, FYI.Project Details:C++ Win32 OpenGL VS2008Windows Vista TestedThanks, Andrew.   