Vulkan tip on rendering a fullscreen quad without buffers

fullscreentriangle_clipped

Rendering a fullscreen quad is a common task in 3D realtime graphics, especially with shaders making post processing a common functionality and other techniques like deferred shading also relying on having a quad with uv coordinates cover the whole screen.

While doing some refactoring on my Vulkan examples I removed some code that used vertex and index buffers for rendering such a quad and replaced it with a simple way that generates vertices and uvs in the vertex shader, saving some lines of code.

You can find the article on rendering a fullscreen quad (without buffers) here.

Leave a Reply

Your email address will not be published. Required fields are marked *