I’m having a hard time dealing with “ClientBounds” mismatch on Stride Windows (Texture, Scene…)
Basically I’m saving the bounds in a document and apply it on project load.
It used to work without any issues in the past (don’t remember exactly when it start to fail), but currently there is something wrong when the screen DIP is different to 100%.
in any case it would be helpfull that the devvvvs put a bit of light on this topic, I don’t see a clear way to solve it based on the existing information
The render windows were built at a time where multi monitor scaling wasn’t a thing yet, so the main focus was that the window opens the same way on different machines with different scaling → they save their bounds in device independent pixels.
However that does not work well for multi monitor setups with different scaling factors - what scaling factor to use? For that scenario using device pixels would be much easier. That would however mean to store the scaling factor as well (as @antokhio pointed out) and on open compare it to the current one and adjust accordingly (use stored bounds in device pixel to determine monitor, compare scaling factor and translate the remaining pixels / scale size).
Thank you @Elias for bringing the light to this corner.
I hope we can have soon a solution for multiple monitors with different resolutions and DPI, the current scenario makes sharing projects between users/machines quite tedious.