Core fullscreen-pass API (mk_fullscreen_*) — no quad, no present VS.
← All examples46_fullscreen
Pass 1 draws a colorful 2D scene into an offscreen render target. Pass 2 presents that target to the backbuffer through one of the core fullscreen helpers — cycle with SPACE: - mk_fullscreen_blit : straight present/copy (sampled) - mk_fullscreen_pass + custom : an invert effect (built-in VS + user FS) - mk_fullscreen_debug : R / G / B / luma channel inspector None of these need a vertex buffer or a hand-written present vertex shader: the built-in fullscreen triangle (mk_draw_desc.vertex_count = 3) covers the screen from gl_VertexID.

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- Number
- 46
- Tags
- Source
examples/46_fullscreen/main.c
Build and run
./scripts/build-linux.sh release --target=46_fullscreen --run