4 ms·
This is interesting, but also wouldn't the texture mapping / UVs be more confusing and possibly outweigh the benefit of micro-optimisation? The good thing abou
by lukko 4y ago
This is interesting, but also wouldn't the texture mapping / UVs be more confusing and possibly outweigh the benefit of micro-optimisation?
The good thing about having 4 vertices is can just use a vertex position and set of texture coordinates (x,y) on each one and the texture can just be mapped exactly.
- account42 4y agoWhat UVs would you use for full-screen effects? Typically you are only interested on the screen position to sample relevant buffers, i.e. gl_FragCoord or interpolated vertex positions depending on what scale you want.
- lukko 4y agoThat’s true - not so much UVs, but texture coords I find are useful for quickly flipping the screen horizontally or vertically - so storing both a vertex position and a x,y value 0-1 for sampling a texture. I guess could just interpolate the vertex positions directly, just it’s less intuitive with a large triangle.