So if I say draw a bitmap to a larger surface or VirtualSurfaceImageSource to be specific I get blank white areas toward the bottom. So on my system with an NVidia 660GT
card DirectX 11.0 when I make the surface 2048 x 2048 or 4096 x 4096 it works great. It starts messing up at about 7000x7000+. The Maximum Texture Size limit on DirectX 11 machines is 16,384x16,384 so it is not hitting this limit also it is
not getting the out of memory error that happens when the limit is hit.
On lower end machines that are DirectX 10 the problems start to happen at about 3000x3000+ and I get other weird artifacts sometimes.
The Maximum Texture Size on DX10 is 8192x8192.
Note:
This also happens when I break up the update into rectangles to a say 1024x1024 and render then 1 by 1 from top to bottom in order as well.
(Not Multithreading, 1 by 1)
Anyone know why this is happening?
Thanks in advance!
SB Software Developer