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Posted 15 February 2013 - 04:27 AM

Hello dudes,

I've got a little problem, but maybe I am only too silly to solve it.

I've got a window (1280x720) and a perspective from 0.01f till 1000.0f.
So, when I will render a normal quad with the width and height of the whole screen, I don't know where the vertices of the quad must be.
I try with (-1/-1), (-1/1), (1/-1), (1/1) and for each z-Axis coordinate 1 (I'm rendering with trianglestrips!), but then it is way too big!

So my question is, how I could know the true coordinates of each vertex for rendering a quad which is as big as the screen?
Are there any mathematical tricks or something like that?

: Fixed tags.

### #1N1ghtDr34m3r

Posted 06 September 2012 - 10:56 AM

Hello dudes,

I've got a little problem, but maybe I am only too silly to solve it.

I've got a window (1280x720) and a perspective from 0.01f till 1000.0f.
So, when I will render a normal quad with the width and height of the whole screen, I don't know where the vertices of the quad must be.
I try with (-1/-1), (-1/1), (1/-1), (1/1) and for each z-Axis coordinate 1 (I'm rendering with trianglestrips!), but then it is way too big!

So my question is, how I could know the true coordinates of each vertex for rendering a quad which is as big as the screen?
Are there any mathematical tricks or something like that?

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