Yeah I see your point but it's all well and good if you do not want to use screen shaders and release a game with display mode changes and anti-aliasing as well...
Something is conflicting with it. Even with a minimal Dark Shader source export; setting the display mode shows this:
I don't think I'm allowed to upload the media for this project, but here is the source which reproduces the problem I experience in my game engine.
rem Initialise
sync on
sync rate 60
set display mode Screen Width(), Screen Height(), 32, 0, 4, 0
//show message sp get system camera(sys2)
rem Load model and shader effect
load object "Sphere.dbo",1
autocam off
load effect "BlendShader.dbs",1,1
set object effect 1,1
rem Make fullscreen shader camera and effect
make camera 1 : color backdrop 1,rgb(0,0,128)
load camera effect "GreyScale.dbs",1,0
set camera effect 1,1,2
rem Make fullscreen plane
make object plain 2,2,2,1
load effect "quad.fx",2,0
set object effect 2,2
null = make vector4(1)
set vector4 1,screen width(),screen height(),0,0
set effect constant vector 1,"ViewSize",1
null = delete vector4(1)
texture object 2,0,2
remstart
sp init
sys = sp load system ("G:\TGC\Projects\Fire.xml",1000)
sys2 = sp copy system(sys, 0,5,0)
sp scale system sys2, 20
//sp set system camera sys2, 0
remend
do
rem Position camera to main camera location
control camera using arrowkeys 0, 3.3, 1.7
position camera 1,camera position x(0),camera position y(0),camera position z(0)
rotate camera 1,camera angle x(0),camera angle y(0),camera angle z(0)
rem Draw fullscreen shader camera
show object 1
hide object 2
sync camera 1
show object 2
hide object 1
rem Draw main camera
sync mask %001 : sync
rem Hide fullscreen plane
hide object 2
loop
This issue is the same one two seperate PCs.
Dark Shader can set its display resolution and apply the shader with no issue, but I can't do the same thing in the engine. This problem is the same with all screen shaders; pasted by image or drawn with the quad.