I’ve only ever used LWJGL’s built-in anti-aliasing support (when you pass the ‘numSamples’ to the display/display mode constructor. However I’ve always found this to be highly unreliable whether it’s supported or not. For example I can’t get any antialiasing on my XP machine, despite it having a decent nVidia 6600 card. Whether you get antialiasing seems to be really finiky and I’ve never properly understood why.
I’d like to have more reliable antialiasing ('cos I hate having to tell users ‘it’s a graphics driver problem’). Are there any other techniques I could use? Some kind of ARB extension I can turn on? I’m more interested in quality rather than speed here. I’d rather not try and antialias things manually by grabbing the framebuffer and downsampling it.
Edit: Just what exactly is lwjgl doing under-the-hood with the numSamples parameter? Is it different from GL_ARB_MULTISAMPLE? Is there another way to use GL_ARB_MULTISAMPLE in lwjgl?