What I want to do, is render a scene to a 512x512 offscreen texture, then render that texture scaled to screen. However, when I try that, it seems the rendering is scissored to the screen buffer size, which ends up looking like this:
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I already tried setting sceGuScissor, completely disabling it and also tried setting sceGuOffset and sceGuViewport according, but it doesn't make any difference it seems.
Everything works fine if I use a 256x256 texture and also everything up to 480x272. Everything above just gets clipped away. Is there anything I miss?
SOLUTION: Setup the displaybuffer to 512x512 resolution (though it need not really be 512 pixels high). Rather stupid solution, but that's how it works.