casey / casey/pxl

Should the full screen quad be broken into more triangles?

Open
#111 0 comments 0 reactions 0 assignees View on GitHub
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

Open the contributing 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

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