From my understanding, setting the Width and Height should make the window the assigned size (1280 x 720). But when I start the program, it still runs on the default size of 800x480.
I verified that the code is called by setting a breakpoint in Visual Studio.
Google said to use ApplyChanges(), but apparently that causes an infinite loop when called inside PreparingDeviceSettings-Handler.
So why does the code not set my window size correctly? Is it not supported by my graphics card or something? Or am I overlooking something that also sets the size?
Not sure if that’s related to your problem here, but there are some implementation issues in MG itself too. I know that this at least does not work exactly the same as it does in XNA.
I got to try it out today and the window was the same size as in my other project, definitely not 1280x720.
It worked fine, displaying the “Hello World”, but it was 800x480 big, the default size.
To get the demo project working, I had to re-install all the EmptyKeys NuGet packages because the packages didn’t work correctly out-of-the-box, but I don’t think this has an impact on this matter.
But if I set the Height in the PreparingDeviceSettings, it gets ignored. @filcon May I ask why the nativeScreenHeight/Width from your example is needed to create the monogame engine?
It seems to work just fine when creating the Engine with the 1280/720.
Ok, that means if I don’t plan on doing the thing with the different backbuffers in full-screen mode (or full-screen mode in general), I can omit those, right?
If so, I’m just going to set it in the constructor and not worry about it not working in PreparingDeviceSettings.