LibGDX Resizing bug?

Hey guys, I have this kinda interesting problem with my game…

So I render a lot of rectangles over my entire screen using ShapeRenderer (fading in/out effects, day/night cycle, pause menu background, etc…). I’ve found that
when I resize the window down, the rectangle no longer covers the entire screen. I’m updating the projection matrix of the ShapeRenderer thinking that would do it.
I even tried substituting in different values for the rectangle width and height (Gdx.graphics.getWidth()/getHeight() and the dimensions of my viewport), but they seem to be reading correctly. I’m not sure why it isn’t responding to the resizing correctly…

Any ideas?

Try viewport width and height:

viewport.getWorldWidth();
viewport.getWorldHeight();

Are you updating the viewport in your resize()?

viewport.update(width, height);
..
stage.getViewport().update(width, height);

Ok, correct me if I’m wrong, but the viewport.getWorldWidth()/Height() methods return the dimensions of your monitor, while viewport.getScreenWidth()/Height() return the actual size of the window. Now why, when I render a rectangle over the entire screen (using the latter methods) does it not cover the ENTIRE screen/window when they return the window dimensions?!?!
Again this is with ShapeRenderer, so I’m thinking that there’s some method in there that I’m not calling when I resize.