D3DXMATRIXA16 projection; D3DXMatrixPerspectiveFovLH(&projection, D3DX_PI/4, (float)width / (float)height, 0.0f, 100.0f); d3d9Device->SetTransform(D3DTS_PROJECTION,&projection);Okay, so I have the same fov like in my Init().
Yeah, thanks for the tipp.
I found the problem, namely that for the aspect I don't have to write
Now the quad fills the entire screen.
Thank you for helping!