Original Post
How do people generally render full screen quads (such as for deferred shading)? Do you actually upload a quad in your vertex buffer along with all of your other geometry? Do you have a separate vertex buffer just for the quad, since it doesn't need all of the vertex attributes that the rest of your geometry uses? Do you use old-school immediate mode commands to render the quad without a vertex buffer? Or is there a way to simulate quad vertices within a vertex shader without uploading anything?
I'm curious how other people typically handle this.
I'm curious how other people typically handle this.