There’s lots of different types of antialiasing that can be enabled (lines, polygons, etc). Is there a single function I can call (or argument to pass to glEnable) to turn on all of possible options? I have a GeForce3 and, while that isn’t the top of the line anymore, the game I’m writing is hardly taxing my video card…
The coverage of each pixel is computed, and used as alpha value. It can give better results than multisampling, but has limitations.
multisampling/full-scene antialiasing : that is what you want. Is is the same thing as activating antialising in the NVidia control panel under Windows. Basically the scene is rendered on a bigger buffer (typically 2x or 4x in width and height), then pixels are averaged for the final buffer.
You can control it via an opengl extension, for details there is a NeHe tutorial which seems pretty good : http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=46