What options are there for antialiasing quads?

option 1:  don't do it
option 2:  hack around with oversampling

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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.


FSAA in openGL requires some context settings that QC doesn't enable -- thus, in the QC editor you can't get AA without manually oversampling (as demoed above). Outside of QC, you can write an app that sets up its own context, enable FSAA, and tell QC to render in that context. Lots of extra work, but it works.

no mac GPUs that I'm aware of support GL_POLYGON_SMOOTH, and if they did there'd still be slight cracks where the depth buffer wasn't correct at the edges.

--
[ christopher wright ]
[email protected]
http://kineme.net/

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