Optimizing Triangles for a Full-screen Pass: Two Triangles or one Big Triangle?
added on 2021/04/19 @ 16:25:47 | 816 views| category: programming

Something that comes up often in real-time rendering engines is the need to run a full-screen pixel shader. It’s pretty common for screen space effects, to name the big ones: screen-space reflections and screen-space ambient occlusion. However, in order to render a full-screen pixel shader pass, you need to fill the screen with geometry. And so the big question I want to talk about is…

Should you render with 2 triangles that fit the viewport perfectly?
Or 1 massive triangle that spills over the sides of the viewport?

tags: #gamedev #programming