My computer is a Mac pro with a 13 inch retina screen. The screen resolution is 1280*800 (default).
Using the following code:
gWindow = glfwCreateWindow(800, 600, "OpenGL Tutorial", NULL, NULL);
//case 1
glViewport(0,0,1600,1200);
//case 2
glViewport(0,0,800,600);
Case 1 results in a triangle that fits the window.
Case 2 results in a triangle that is 1/4th the size of the window.
Half of viewport:
The GLFW documentation indicates the following (from here):
While the size of a window is measured in screen coordinates, OpenGL works with pixels. The size you pass into glViewport, for example, should be in pixels. On some machines screen coordinates and pixels are the same, but on others they will not be. There is a second set of functions to retrieve the size, in pixels, of the framebuffer of a window.
Why my retina screen coordinate value is twice the value of pixel value?