I've looked for this and I am so sure it can be done.
Does anyone know how I can stop a texture being stretched over an oversized facet?
I remember in some game designs you would have the option of either stretching the image over the object or running a repeat.
EDIT: Okay, so I have used pixel coordinates and the issue still remains. The vertices are fine. What I am trying to do is load a bitmap and keep the size the same regardless of what the resolution is, or the size of the image. I want the image to only use 20x20 physical pixels.
I hope that makes sense because I don't think my previous explaination did.
Texture2D Texture;
SamplerState SampleType
{
Filter = TEXT_1BIT;
// AddressU = Clamp;
// AddressV = Clamp;
};
struct Vertex
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct Pixel
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
Pixel FontVertexShader(Vertex input)
{
return input;
}
float4 FPS(Pixel input) : SV_Target
{
return Texture.Sample(SampleType, input.tex);
}
...
The answer is in hwnd = CreateWindow(...);
Using WS_POPUP meant I removed the borders and my texture was able to map itself correctly.
You need to use GetClientRect();
Thankyou to everyone for your help. :)