Quickly drawing a textured fullscreen quad
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Back in the days of ancient OpenGL if you wanted to draw a textured quad over the whole window all you had to do was bind the texture, and have multiple calls to glVertex and glTexCoords and you're done.

now days it seems that in order to do this you need to create shaders that only copy from the texture memory, and than load and compile them. you also need to create VBOs to hold the coordinates, texture coordinates and quad indices, and than tell OpenGL where are each of the coordinates located.

Isn't there a simpler way?

