Quote:In fullscreen mode, you don't need to resize the window to match D3D's size, but you will in windowed mode.
If your run loop has a good ResetDevice() routine, you don't have do anything in windowed mode or full screen.
if( bWindowed ) { m_PresentParameters.Windowed = TRUE; m_PresentParameters.BackBufferWidth = windowClientWidth; m_PresentParameters.BackBufferHeight = windowClientHeight; ...} else { //Find out desktop resolution: D3DDISPLAYMODE DisplayMode; m_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &DisplayMode); //set fullscreen parameters m_PresentParameters.BackBufferFormat = D3DFMT_A8R8G8B8; m_PresentParameters.Windowed = FALSE; m_PresentParameters.BackBufferWidth = DisplayMode.Width; m_PresentParameters.BackBufferHeight = DisplayMode.Height; ...}
EDIT: IMHO, in windowed mode, the window belongs to the user and if he wants to resize it, that's up to him.
A recalculation of fAspect should be done in any case and that should take care of the presentation in most apps.