Hello,
I just stepped onto a really annoying bug that always clips render
targets to the current size of the backbuffer. I didn't even notice
this before, as I am normally using render targets that are smaller
than the backbuffer, but I just tested the rendering at lower
resolutions and then that strange clipping behavior appeared. The
rendertarget has a resolution of 512x512 pixels and when I set the
screen size to 256x256 and render the scene into the rendertarget and
then that texture sized down to my screen, I just see one quarter of
the screen (and the render target) filled and the rest is clipped. The
viewports are adjusted correctly and I even checked their size directly
before rendering onto the texture with the debugger. I can also see
that the viewports are correctly set, because the scene is not streched
to the clipped size, as it would happen with a smaller viewport. The
rest of the scene is just missing. When I disable the
z-buffer, the scene is correctly drawn without that clipping effect, so I think the
bug is somwhere located there. Changing the z-func to "always" with
z-buffering enabled will still clip the scene... As the scene is 3D I can't
render it without z-buffering enabled.
I am not the only person who ran into this problem, but my problem can't be solved by disabling the z-buffer. Can anyone else prove this to be a bug

BUG: RenderTarget gets clipped to backbuffer size
Michael Rodrigues