Yes, I have also a 1360 in display settings, but, but....

The thing is that, I'm setting my game to use 1024x768 sized backbuffer for fullscreen mode (for the speed reasons, because it has made only using Windows GDI). So, the game resolution is locked to that and I don't want it to be streched when display device is something else than 4:3 ratio as the game resolution is.

I'm also trying to take a count 16:10 and 16:9 ratio display devices and set the game letterboxed to the center of the display device (might be a HD-TV for example).

That's why I try to calculate not streched mode for each one of those different display devices with 768 pixel height resolution and as near as possible width with that 1024.

Of course it doesn't matter what the width of the screen resolution is, as long as it is 1024 or more and the height is 768. I could strech the drawing surface (window) over the display area (whatever the width is) and then render backbuffer to the center of that. Then it's letterboxed no matter of width.

But still I like to set the resolution as near as possible to 1024 width to make game cover the most of the display area, and not to strech it to any direction.

That's why I'm phondering those aspect ratios.

I also noticed that, in my laptop, which has 16:10 ratio 17" display and native resolution is 1680x1050. The 16 divided by 10 gives exact 1.6 aspect ratio (as does 1680/1050 too). But when 768 is multiplied with 1.6 it gives something like ~1228 and that is not correct (or yes, yes it's correct for the display device but...). There's no that kind of resolution to set in display adapter settings. But there's 1280 by 768 which can be calculated by setting aspect ratio to 1,666 and round result to up. It will be somehow streched mode, but not noticeable.

My conclusion is that display devices aspect ratios and display adapters actual resolutions doesn't match or some sort of standard is breaking the law of hardware itself (like that 1366 wide display mode on 16:9 ratio device which actually should be, in my opinion, 1365 wide display mode). The difference is not big, but anyway it's difference and that's not correct.

Exception is 4:3 displays which has accurate display ratio and aspect ratio. It gives correct resolutions every time no matter how they are calculated and twisted each to another. Only downside is displaying them on widescreen device.

In 3D that's no problem at all, but in 2D....

But my problem is solved by this. Back to the code so I can finish my game (updating it's status soon on 'your projects' section )