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Direct3D Surfaces will not draw the whole window.

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I thought I was starting to get the hang of this, but I guess not :D. Anyways, I'm sort of lost as to what my problem is here. As my topic says, I can't get tiles to consume the entire window. I do not have this problem in Full Screen mode. I've read something about the difference between width and pitch, is that what's going on in my case? This is a pic my my problem. www.everyrpg.com/showExp.jpg This code is crammed into my message loop.
[source lang=c++]{
	int x = 10;
	int y = 10;
	d3ddev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,255,255), 1.0f,0);
	RECT dest;
	RECT src;
	src.bottom	= 64;
	src.top		= 0;
	src.left	= 0;
	src.right	= 64;
	dest.bottom = 64;
	dest.top	= 0;
	dest.left	= 0;
	dest.right	= 64;
	
	d3ddev->BeginScene();
	for(int j=0; j<=y; j++)
	{
		for(int i =0 ; i<=x; i++)
		{
			d3ddev->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&backbuffer);
			d3ddev->StretchRect(surface,&src,backbuffer,&dest,D3DTEXF_NONE);	

			dest.left	+= 64;
			dest.right	+= 64;
		
		}
		dest.top	+=64;
		dest.bottom +=64;
		dest.left	= 0;
		dest.right	= 64;
	}

	d3ddev->EndScene();
	d3ddev->Present(NULL,NULL,NULL,NULL);

}

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I had a similar problem, when drawing to a picture in window mode.
Keep in mind, that also your window has a size of 640x480 your surface is something smaller, and stretchRect seems not to draw pictures, which have a part out of the surface boundaries...
For one thing just try to change your offset of 64 to 62 and see how it looks then...

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Well, I'm not sure what the problem was with what I was doing really. However, I got to thinkin I'm eventually going to want it scroll, so why not draw to a surface that's bigger than my display area. That the only way I could see to accomplish that, turns out that fixed my problem as well :D. Here my updated code, I just created a new temp surface to build up in the for loops then grabbed the portion I needed from that and then displayed that to the backbuffer. It liked that :D. Don't know why I couldn't just write to the backbuffer, oh well. I was probably doing something wrong and I'll figure it out weeks from now, but I'll live with this solution for now :D. Thanks for your tip, got me thinkin'.

[source lang=c++]
{
int x = 19;
int y = 15;
d3ddev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,255,255), 1.0f,0);
d3ddev->ColorFill(worldDraw,NULL,D3DCOLOR_XRGB(255,0,255));
d3ddev->ColorFill(backbuffer, NULL, D3DCOLOR_XRGB(255,0,255));
RECT dest;
RECT src;
src.bottom = 64;
src.top = 0;
src.left = 0;
src.right = 64;
dest.bottom = 64;
dest.top = 0;
dest.left = 0;
dest.right = 64;

d3ddev->BeginScene();
for(int j=0; j<=y; j++)
{
for(int i =0 ; i<=x; i++)
{
d3ddev->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&backbuffer);
d3ddev->StretchRect(surface,&src,worldDraw,&dest,D3DTEXF_NONE);

dest.left += 64;
dest.right += 64;

}
dest.top +=64;
dest.bottom +=64;
dest.left = 0;
dest.right = 64;
}

RECT newsrc;
newsrc.bottom = 1024;
newsrc.top = 0;
newsrc.left = 0;
newsrc.right = 1280;


d3ddev->StretchRect(worldDraw, &newsrc, backbuffer, NULL, D3DTEXF_NONE);
d3ddev->EndScene();
d3ddev->Present(NULL,NULL,NULL,NULL);

}

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