Orthogonal projection and texture coordinates in opengl?

There's nothing special about glTexCoord*i it's just one variant of glTexCoord that takes integer arguments for convenience, the values will be transformed by the texture transform in the same way as all other tex coords If you want to express your texture coordinates in pixels your code looks totally ok EDIT: If you want to take your OpenGL coding to the "next level", you should consider dropping the immediate mode rendering ( glBegin glEnd ) and instead build vertex buffers and draw them with glDrawArrays this is way faster.

There's nothing special about glTexCoord*i, it's just one variant of glTexCoord that takes integer arguments for convenience, the values will be transformed by the texture transform in the same way as all other tex coords. If you want to express your texture coordinates in pixels your code looks totally ok. EDIT: If you want to take your OpenGL coding to the "next level", you should consider dropping the immediate mode rendering (glBegin/glEnd) and instead build vertex buffers and draw them with glDrawArrays, this is way faster.

Oh thanks! I know about vertex buffers, but at this early stage of the code I'm using this just for testing. =) – knuck May 4 '10 at 10:59.

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