first, ken thank you for pointing me in the right direction.
after experimenting with the settings and performance of the built-in opengl anti aliasing, it’s pretty darn good. however, my application will be working with cubic bezier curves mostly imported from adobe illustrator. i would like to achieve the anti aliasing quality of adobe illustrator, even at the expense of some performance. i have searched in vain for any under-the-hood discussions of the techniques used by illustrator ( obviously 2D ).
please see attachment.
what makes illustrator’s aa so very good? it doesn’t appear to be stochastic. opengl’s is nice, but even with sixteen samples there are a lot of problems where the lines converge. am i destined to implement my own scheme to achieve similar results?
i have read through the aa sections in Advanced Graphics Programming in OpenGL, Realtime Rendering, and others and they all seem to cover the same territory and techniques. anyone know what makes illustrator’s aa so nice? even the name of suggested technique would be a big help.
cheers