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?







