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Helps to smooth out polygons
Creates another buffer (color, depth and stencil)
All primitives are sampled multiple times, then "averaged"
You take a performance hit here, but it looks good:
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE );
Then:
glEnable( GL_MULTISAMPLE );
Note: Point/Line antialiasing is disabled when multisampling is enabled
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