Should the full screen quad be broken into more triangles?
Open
question
- Dominant language
- Rust
- Stars
- 32
- Forks
- 2
- PR merge metrics
- No merged PRs in 30d
Description
This would mean more work for the vertex shader and rasterizer, but would allow more per-vertex calculations.
Contributor guide
Research direction
The issue names no file, test, or entry point. Start by locating the full-screen quad and its vertex-shader path, then determine whether subdividing it provides a measurable benefit; done requires an agreed design, scope, and validation criteria.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100