It is recommended to include:
The antialias attribute of a node controls what kind of antialiasing is to be applied to that node. To choose one of the various forms of antialiasing, invoke one of the following variants:
nodePath.set_antialias(AntialiasAttrib::M_none); nodePath.set_antialias(AntialiasAttrib::M_point); nodePath.set_antialias(AntialiasAttrib::M_line); nodePath.set_antialias(AntialiasAttrib::M_polygon); nodePath.set_antialias(AntialiasAttrib::M_multisample); nodePath.set_antialias(AntialiasAttrib::M_auto);
In general, when rendering polygonal models, multisample antialiasing looks
best. However, when rendering lines and points, it usually looks better to
choose one of the specialized antialiasing modes. The
automatically selects the kind that usually works best for the geometry in
question. Thus, if you want to enable antialiasing on the whole scene, just use:
On some drivers, using the polygon smoothing mode (
with multisampling disabled) does not produce reliable results, or may have
additional requirements to work properly, such as front-to-back sorting or a
special alpha blend function. For optimal compatibility, it is recommended to
either explicitly specify multisample antialiasing or leave antialiasing off.
Also see issue #993.
In order for multisample antialiasing to work, you have to have multisample bits available in your framebuffer. To request this, add:
framebuffer-multisample 1 multisamples 2
to your Config.prc file. Note that not all graphics cards have this capability. You may also be able to request more multisamples, such as 4 or 8, depending on your graphics card. If your card can provide additional samples, it produces a higher-quality antialiasing, at a small cost to render time.