Author Topic:  Blue Screen because of resolution and fullscreen.  (Read 34 times)

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Blue Screen because of resolution and fullscreen.
« on: May 29, 2018, 07:36:04 PM »
I had done so much progress in a soon to be server when I found a message didn't quite fit in the screen size so I started to mess with the screen size, I turned on fullscreen realized that was a mistake when everything was really bad looking so I turned up the resolution and exited fullscreen then edited the resolution some more then I got a blue screen. This is what it showed me.

System.InvalidOperationException: A previous Draw call threw an unhandled exception. See InnerException for details. ---> System.ArgumentException: The viewport is invalid. The viewport cannot be larger than or outside of the current render target bounds. The MinDepth and MaxDepth must be between 0 and 1.
Parameter name: value
   at Microsoft.Xna.Framework.Graphics.GraphicsDevice.set_Viewport(Viewport value)
   at StudioForge.Engine.GameState.ScreenManager.FixViewport()
   at StudioForge.Engine.GameState.ScreenManager.SetViewport(Viewport vp)
   at StudioForge.Engine.GameState.ScreenManager.Draw(Boolean msgbox)
   at StudioForge.Engine.GameState.ScreenManager.Draw(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Draw(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Draw(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameWindow.OnPaint()
   at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
   --- End of inner exception stack trace ---
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Game.BaseGame.Run[T]()