glVertex2i vs. glVertex2f

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.

If you want sub-pixel precision (with antialiasing), of course, you should use floats.

Thanks! This is strictly 2D stuff.