This is mostly theoretical; I've never been able to measure any
sort of real change from this. But according to popular cargo-culting,
it might have an effect since there are fewer edge pixels to shade.
// Now draw!
float vertices[] = {
// Now draw!
float vertices[] = {
- 1.0f, 1.0f,
- 1.0f, 0.0f
GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
check_error();
cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
check_error();
cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);