Strange behavior using effects

Hi,
I’m having some strange behavior using effects, liquid or waves effects, when the resolution size is different from the design resolution.
For test purposes I animated the background sprite from the sample application, when the resolution is the same, all works well, but when is different I get a small box on the left corner with this sprite and all around is black.

I’m using cocos2dx 2.2.2 in windows.

Windows application is built with a 480x320 frame size.

To reproduce this behavior I’ve created a new project with project-creator.
In my AppDelegate.cpp after

pDirector->setOpenGLView(pEGLView);

Added this lines

CCSize designResolutionSize = cocos2d::CCSizeMake(800, 480);
pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionExactFit);
CCSize frameSize = pEGLView->getFrameSize();
pDirector->setContentScaleFactor( frameSize.height / designResolutionSize.height);

And in HelloWorldScene.cpp replaced

this->addChild(pSprite, 0);

with

CCNode* node = CCNode::create();
node->addChild(pSprite, 0);
CCLiquid* effect = CCLiquid::create(5, CCSizeMake(16,12), 2, 5);	
node->runAction( CCRepeatForever::create( effect ) );
this->addChild(node, 0);

Is there any way to fix this?

I have simular trouble. This bug is related with factor content which not equal 1.
Try my fix:
In
CCGrid3D::calculateVertexPoints(void)
{

int tex1[4] = {a*2, b*2, c*2, d*2}; CCPoint tex2[4] = {ccp(x1, y1), ccp(x2, y1), ccp(x2, y2), ccp(x1, y2)}; for (i = 0; i < 4; ++i) {

}
Change to:
CCGrid3D::calculateVertexPoints(void)
{

int tex1[4] = {a*2, b*2, c*2, d*2}; //start fix const float scaleFactor = CC_CONTENT_SCALE_FACTOR(); const cocos2d::CCPoint texPoint1 = ccp(x1, y1)*scaleFactor; const cocos2d::CCPoint texPoint2 = ccp(x2, y1)*scaleFactor; const cocos2d::CCPoint texPoint3 = ccp(x2, y2)*scaleFactor; const cocos2d::CCPoint texPoint4 = ccp(x1, y2)*scaleFactor; CCPoint tex2[4] = {texPoint1, texPoint2, texPoint3, texPoint4}; //end fix for (i = 0; i < 4; ++i) {

}

Thanks.

Your solution increases the visible area, but the texture is not completely shown, texture is cropped.

I’ve been trying to fix it, but unfortunately without success.
This only happens if the design resolution is greater than the real size.

Anyone knows if this is a known bug? And if version 3 has this fixed?

Thanks

v3.0 final not fixed this issue.