Wouldn’t the triangle have to be very large, compared to the size of the screen?
does it for matter?, surely clipping a small part of the tri aint much better than clipping a lot of it. (my mentioning of adding one offset was more for safety with rounding)
I’m not sure if there’s a “best” method. As long as it covers the entire [-1, 1] range in clip space it’s fine. Two layout’s I’ve been using are:
(-1, -1), (3, -1), (-1, 3)
and
(0, 2), (3, -1), (-3, -1)
related to the above, method A clips less than method B (though ultimately does it matter?), method A seems more natural as well since u align a tris edge with the screens edge
sqrt[-1] mentioned something though about divided the screen up into smaller quads ( + i think ive heard something similar as well ) personally it seems not logical (but what would i know, ok the card processes everything in chunks, so perhaps theres something)
in my game i have (at least)
draw fullscreen quad depth pass
draw fullscreen quad horizontal bloom
draw fullscreen quad vertical bloom
draw fullscreen quad horizontal bloom
draw fullscreen quad vertical bloom
draw fullscreen quad horizontal DOF
draw fullscreen quad vertical DOF
draw fullscreen quad horizontal DOF
draw fullscreen quad vertical DOF
plus i think particle buffer + another depth pass
so thats quite a few fullscreen(*) quads im drawing, so improving this even by a single percent is worthwhile, since its a hell of a lot of pixels (more at lesser resolutions, then again the trend is for higher res’s so importance is less though the counterpunch is postprocessing something new )
(*)note fullscreen is actually 1:1 or 1:4 or 1:16 sized
depending on the rendering buffers mapping
btw wizard 3 posts in 6 years
great,
still trying to decifier that last one though.
(rant mode)
deleted
(/rant)
(edit) actually this would be a great topic for a pdf from nvidia or amd ‘how to draw a fullscreen quad’ which today is more pertinent then ever.
what’s funny is, theres no consensus here + its prolly the simpliest thing that a person can do in graphics