# Textures drawn with visible missing lines of pixels

I am making a game in monogame and have encountered the following problem:

The black arrows mark the places where the rendering is "off". As you can see the gray lines aren't "flush" or "smooth". Instead they have a "cut".

The two cuts at the top is at the same height, suggesting that an error happens with the positioning during drawing in that height. The two topmost cuts are 1 pixel off (from the cut and down) and the bottom cut is 1 pixel off compared to the texture but 2 pixels in total (again from cut and down). Furthermore, the cuts are always in the same place. The topmost cuts and the bottom cut are part of two different "draws" and happens even if the other is removed.

The background experiences this too some other places, but vertically and not horizontally as with the HUD.

This only happens in the resolution of 1920x1080 and not in any other I've tried. The problem fixes itself in fullscreen though.

What causes this and how do I fix it?

EDIT

The resolution is certainly 1920x1080. I've double checked that.

This is how i draw the gray frame at the top

spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);

spriteBatch.Draw(txtExpFrameLeft, new Vector2(0, 7), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.81f);

spriteBatch.End();


No resizing at all.

EDIT 2

Here is the result from the checker board:

As said, there are missing lines spread evenly around. When i move the gamecursor onto one of those "lines", it itself is also affected. Everything is still fine in fullscreen

• Do you modify the state of these textures/objects between frames ? – Mateusz Feb 24 '17 at 16:52
• No. The drawing is always the same. Nothin regarding the drawing changes between the frames. Even if I only draw the top-part with the two cuts (a single texture with no effects) and nothing else, the problem still persists. Do remember it only happens in one resolution without fullscreen – MasterXD Feb 24 '17 at 17:07
• See this answer about scaling pixel art – DMGregory Feb 24 '17 at 20:16
• As I've now added to the question, then I'm not scaling any of the textures. This should not result in any non-integer ratios for the scaling. Thank you for the link though, I lerned something new :D – MasterXD Feb 24 '17 at 23:40