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Integers Instead of Floats in GL?

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While working on the tools needed to create some same level-data for me to work with, I noticed that my game deals with only a limited range of vertex values, as the levels themselves are rather small. With this in mind, would it make sense to stick with ints instead of floats? Is there any speed advantage to doing this? Almost all my rotations are being handed off to the GL, with myself only handling the bare minimum needed to handle basic collision detection and game physics. At first glance, the 2^32 range seems to give me plenty of breathing room... (a curious) C=64

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