Before I raise this as a bug in github I wanted to check opinions here. Maybe it has always been like this, or is a “feature” inherited from XNA, but it certainly seems wrong to me. I’m using the 3.3 release.
GraphicsDevice.Viewport is reporting a width and height that are 1 pixel too small.
For example: on my Surface Pro 3, the default resolution is 2160x1440 but GraphicsDevice.Viewport.Width = 2159 and .Height=1439
TitleSafeArea is reporting the same figures.
Now, I’d expect bounds.Right to be 2159 and .Bottom to be 1439 as these are the “last pixels” - but the width and height should be the “whole numbers”. Just because we are zero-indexed doesn’t mean the width and height should be 1 pixel shorter than they actually are.
This problem is ruining my graphics scaling… I could compensate for it easily enough, but frankly I think this is wrong and would rather it was right at source (and so I’m not going to get any surprises when MonoGame fixes this in the future).