Original Post
I am using direct3d with c#, I have problem with setting my device to fullscreen. So i set it manually before creating the device i added those lines: this.FormBorderstyle = FormBorderstyle.None; this.WindowState = FormWindowState.Maximized; this.Height = Screen.PrimaryScreen.Bounds.Height; this.Width = Screen.PrimaryScreen.Bounds.Width; Then i create the device.. Then i loaded a texture from a Bitmap 800x600 and i used MemoryStream to create it because i wanted to set a color key for transparency.. MemoryStream ms = new MemoryStream(); Bitmap bmp = new Bitmap("example.bmp"); bmp.Save(ms, System.Drawing.Imaging.ImageFormat.Bmp); ms.Seek(0, 0); Color c = Color.FromArgb(255, 0, 255, 0); Texture texture = TextureLoader.FromStream(device, ms, bmp.Width, bmp.Height, 1, Usage.None, Format.Unknown, Pool.Managed, Filter.None, Filter.None, c.ToArgb()); Then i use this function to draw: sprite.Draw2D(texture, new Rectangle(0, 0, bmp.Width, bmp.Height), new Rectangle(0, 0, bmp.Width, bmp.Height), new Point(0, 0), Color.White); It works, but the image seems blurry a little bit, as if it is stretched.. And a part of it is not present on screen. The boxes at the bottom right corner should be shown in screen like the original bitmap..