In looking through the sprite code, I saw that computed vertices get 
rounded off to ints, and then passed in integer form to OpenGL.  This 
process happens even when the sprite is scaled and rotated, where 
vertices would in general not fall on pixel boundaries.

Seems like for small sprites, noticeable distortion or bad packing could 
happen.

As far as I know, graphics cards usually use floats internally anyway -- 
are there real performance hits in removing the rounding and just 
passing the floats down to OpenGL?

Thanks.

--Mike

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