Is it me or is polygon-based anti-aliasing completely fubar'd?
GL11.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA,
GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_BLEND);
GL11.glHint(GL11.GL_LINE_SMOOTH_HINT, GL11.GL_FASTEST);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_FASTEST);
GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
...
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
GL11.glVertex2i(x1, y1);
GL11.glVertex2i(x1, y2);
GL11.glVertex2i(x2, y1);
GL11.glVertex2i(x2, y2);
GL11.glEnd();
You end up with a filled rectangle with a "crack" along the diagonal since it seems that OGL doesn't know that it shouldn't anti-alias internal edges.
Anyone have any insight on this? Are people even AA'ing these days?
And how does one create compound primitives (objects made from multiple GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP, etc components) that have anti-aliased edges? What about in GDI+?
(I should mention that responding with "use multisample" does me little to understand what's going on.)