Problem with BackBuffer and CopyRect

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Yes, but this is going to happen anyway, no matter if it's 512*256 or 512*512.

What you can do is: use 512*256, but copyrect only 320*240, then set the UV Coords of the mesh in a way that will use the 320*240 area only. So it won't be stretched.

u2#=(320.0/512.0)
v2#=(240.0/256.0)

where a quad would use:
u0,v0____u1,v1
¦            ¦
¦            ¦
¦            ¦
u3,v3____u2,v2