Ahh resizeable client. I forgot to adjust the offset. In fixed mode, all the keys should work. Also by the sounds of it, that sounds perfect. Why? Because models are drawn with different "Strides". A stride is the distance from one vertex to get to another of that same kind.
X to X = Stride + pointer;
Y to Y = Stride + pointer * sizeof(...)
etc.. That is why some strides only display some models. I think NPC's are 24, etc.. F8 is supposed to show the 0's on all models. Also yes when debugging, strides can change which is why F3 fixes itself.
Some of the strides like F4 - F7 are for higher detail modes. Ones with Fog and stuff. Wondering why your pic doesn't have the 0's for the ID's though.. Does fixed actually show these ID's? Also what graphics card do you have?
ATI? NV?
C++ Code:
case VK_F1: Stride = 12; break;
case VK_F2: Stride = 16; break;
case VK_F3: Stride = 20; break;
case VK_F4: Stride = 24; break;
case VK_F5: Stride = 28; break;
case VK_F6: Stride = 36; break;
case VK_F7: Stride = 40; break;
case VK_F8: DrawAllStrides = !DrawAllStrides; break;
case VK_F9: InfoDisplayed++; break;
case VK_F10: LogCalls = !LogCalls; break;
case VK_F11: Overlay = !Overlay; break;
F9 will not do anything atm.. F10 might not lag you because the file is set to be created on my desktop. I guess it just catches an exception instead but on my comp, it'll lag me till kingdom come. It logs 37k calls per buffer swap. F5 - F7 should only work on super high detail. F8 should really display ALL Id's. I'm glad it's at least showing models but disappointed that I see no ID's :c I'll test it on resizeable.
EDIT: Figured it out. The offset is different in resizeable. That's ok. I'll fix it for the next test release whenever that is.