I'm having the same problem but here is what I noticed :
I loaded my mainmenu.png screen which is a 1024x768 image
Example 1:
// Includes, namespace and prototypes
#include "template.h"
using namespace AGK;
app App;
// Begin app, called once at the start
void app::Begin( void )
{
agk::SetVirtualResolution ( 800, 600 );
agk::LoadImage ( 1, "mainmenu.png" );
agk::CreateSprite ( 1, 1 );
agk::SetSpriteSize ( 1, 100, 100 );
}
// Main loop, called every frame
void app::Loop ( void )
{
agk::Sync();
}
// Called when the app ends
void app::End ( void )
{
}
Expected Result: I put 100,100 it should scale to 100% of the 800x600 virtual resolution.
Actual Result: Example 1 code results in a 100x100 stamp sized main menu in the upper left
Example 2:
// Includes, namespace and prototypes
#include "template.h"
using namespace AGK;
app App;
// Begin app, called once at the start
void app::Begin( void )
{
agk::SetVirtualResolution ( 800, 600 );
agk::LoadImage ( 1, "mainmenu.png" );
agk::CreateSprite ( 1, 1 );
agk::SetSpriteSize ( 1, 100, -1 );
}
// Main loop, called every frame
void app::Loop ( void )
{
agk::Sync();
}
// Called when the app ends
void app::End ( void )
{
}
Expected Result: I put 100,-1 it should scale to 100% of the 800 virtual resolution and scale the 600 proportionately.
Actual Result: Example 2 also results in what looks like a 100x100 stamp sized image in the upper left corner
Example 3: *This should not work like this AT ALL according to the documentation*
// Includes, namespace and prototypes
#include "template.h"
using namespace AGK;
app App;
// Begin app, called once at the start
void app::Begin( void )
{
agk::SetVirtualResolution ( 800, 600 );
agk::LoadImage ( 1, "mainmenu.png" );
agk::CreateSprite ( 1, 1 );
agk::SetSpriteSize ( 1, 800, 600 );
}
// Main loop, called every frame
void app::Loop ( void )
{
agk::Sync();
}
// Called when the app ends
void app::End ( void )
{
}
Expected Result: I put 800,600 it should not work at all, this is outside of the documented parameters acceptable for this command
Actual Result: In example 3 now it scales my image to 800x600 to match the virtual resolution fitting the screen perfectly!
This is either incorrectly documented or a bug.