BUG: RenderTarget gets clipped to backbuffer size

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


Answer this question

BUG: RenderTarget gets clipped to backbuffer size

  • Michael Rodrigues

    Ok, like most cases this was my fault ;) I didn't switch back to the debug runtime, after playing another game so I didn't get the error output for this one. The reason was, that I didn't change the depth-stencil-surface so the main z-buffer was used, which was obviously too small. Got me a whole night to figure this out...

  • BUG: RenderTarget gets clipped to backbuffer size