If I’m rendering in glOrtho() mode, are they any significant differences between passing points to glVertex2i or glVertex2f?
Are they the same?
Like:
glOrtho( 0.0, w,h, 0.0, -1.0, 1.0 );
I suppose this sets up screen space to be 1:1 with OpenGL?
I plan to use it to draw curved lines and would like it to be as accurate as possible.