OpenGL (glut)- increase pixel placement precision?

Your screen is width*height size, but you are actually drawing (width+1)*(height+1) points. Also, your boundary pixels are drawn right on the boundary lines, so I'm not sure they'll be visible.

Your screen is width*height size, but you are actually drawing (width+1)*(height+1) points. Also, your boundary pixels are drawn right on the boundary lines, so I'm not sure they'll be visible. Solution: for (int y = 0; y.

Use void glutReshapeFunc(void (*func)(int width, int height)); to reset the projection, glOrtho, when the window size changes. In your case this should do the trick: void resize(int width,int height) { glOrtho(0, width, height, 0, 0, 1); } int main(int argc, char** argv){ //... glutReshapeFunc(resize); glutDisplayFunc(display); init(); glutIdleFunc(display); glutMainLoop(); }.

It looks like glut's internal idea of window size isn't getting updated when you resize the window. You may need a window resize handler.

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