MonoGame Android Spritebatch Position

Newbie question (I hope), but I’m somewhat confused. I’ve created a new Monogame Android project. Loaded a Texture2D. Then proceed to draw it at 0,0 via spritebatch.Draw. Problem is, when viewing this in an emulator, the texture is not drawn at 0,0 (aka the upper left corner, left and top aligned). It seems to be about 40 pixels indented from the left, and I’m unable to draw anything further to the left. However, the entire screen is Color.CornflowerBlue.

I’ve checked to make sure of the width and height of the screen by using:


I’ve set these values to the PreferredBackBuffer:

        graphics.PreferredBackBufferWidth = 2560;
        graphics.PreferredBackBufferHeight = 1600;

My draw method is simple enough, and should draw at 0,0 in the upper left:

        spriteBatch.Draw(_texture2D, new Rectangle(0,0,300,100), Color.White);

Still no dice. What’s really odd is if I fudge the back buffer it then goes further to left.
I’ll change it to something like this:

        graphics.PreferredBackBufferWidth = 2660;  // 100 pixels more
        graphics.PreferredBackBufferHeight = 1600;

Then the 0,0 draw is a bit more to the left. This isn’t perfect though, and it certainly isn’t something that would scale.

Seems like the viewport that the spirtebatch is relying on isn’t right.
Ultimate I just want to be able to use spritebatch to draw things on the entire width and height of the screen.

I’m not sure what the approach is to make something like this work for spritebatch - but I suspect this should just work out of the box.

I am running a development version of Monogame: