GL 3.1’s spec says:
Quadrilateral and polygon primitives - vertex array drawing modes
POLYGON, QUADS, and QUAD STRIP, related descriptions of rasterization
of non-triangle polygons, and all associated state.
(have been deprecated)
I want to render a background image use texture (think about a 2D game with a colorful background). Do I have to draw 2 triangle to fill the window?
I’ve considered the POINT_SPRITE extension. It is now a core feature in GL3. It allow me to draw a big “point” and I can render my texture on it. However, points have to be square but window is rectangle, and more serious, in NV’s implementation, POINT_SPRITE is disabled by default, and it doesn’t allow me to call “glEnable(GL_POINT_SPRITE);” in a forward compatible context.