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C# XNA 4 How to control in the vertex shader where pixel ends up in the renderTarget?

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what if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel region? Nomatter what I do, they all seem to get culled at some point, though GraphicDevise.Clear() works OK.

Where is the top left corner of the renderTarget Vertex-shader-vise? I tried output.Position = (0,0,0,0)/(0,0,0,1)/(1,1,1,1)/(-0.5,0.5,0,1) NOTHING works!


Fullscreen quad is not an option cuz I actually need to process geometry in the shaders to get the results I need.

Edited by cubrman

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