What options are there for antialiasing quads?The quality of a sprite with
antialiasing enabled is how I like it.
But activating it changes the width of the sprite and I can't get it right.
It's a cylinder made out of about 80 sprites and the problem is that gaps
emerge.
I think this shouldn't be and I tried to work around by adjusting the width
but it wasn't
possible to close the gaps. Now I checked the math again and I'm quite sure
it's correct,
besides that with antialiasing off it looks like intended.

Maybe I could try with Kineme GL Quad, but how could I do antialiasing then?
It seems that gl_polygon_smooth is deprecated and I couldn't find info if my
GPU still supports it.
So it seems like the only way in OpenGL for this is FSAA or something with
overdrawing
(http://research.microsoft.com/en-us/um/people/johnsny/papers/overdraw.pdf),
but I guess the latter will be complicated.

Maybe for this thing it's ok but generally I think I don't like the quality
of the FSAA look:
http://homepage.mac.com/arekkusu/bugs/invariance/FSAA.html


I'm new to OpenGL but after this hours of searching the web
this doesn't feel so much like 2009, or am I experiencing something wrong
with the quality?
But since the antialiased sprites look nice I hope there is a solution.

Curious to know how you deal with antialiasing.
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