perfect screen quad aligned and GL_NEAREST
I am trying to improve my yuv->rgb convert .. Now I only draw quad (scaled, rotate, ..) in my scene with a texture with GL_NEAREST, GL_CLAMP_TO_EDGE and a shader that do yuv->rgb and the bilinear filtering.
but it seems it's not perfect.
It's perhaps better to render a screen aligned quad in an fbo with GL_NEAREST with a basic yuv->rgb shader, then render use the texture of the fbo in RGB space.
What is the exact correct definition (hardware independant) of a a screen aligned quad ? Do I need to use GL_CLAMP_TO_EDGE (it seems that texture is not exactly from 0.0 to 1.0) ?