I've got some different controls I have that I'm drawing to different size render targets.
If I draw a 64x64 textureA
to an 800x600 render target like this.
Graphics.SetRenderTarget(Canvas);
_spriteBatch.Draw(textureA, new Rectangle(0, 0, 64, 64), srcRectangle, Color.White)
And then draw the 800x600 render target to a 1600x900 screen with a call like this
Graphics.SetRenderTarget(null);
_spriteBatch.Draw(Canvas, new Rectangle(100,100,800,600), Color.White
Why is it drawing my textureA
very warped and small on the screen.
If I make my Canvas
the same size as the backbuffer then it shows up fine, but I'm wondering why this thinks it should shrink my texture, and is there a way to turn this off?
I want to able to create render targets of arbitrary sizes, and then draw them to the screen at their original sizes. Is this possible?