Basically, the problem is that lines look bad when they are on a polygon surface.
This issue somehow happens even with GL_LEQUAL depth test.
But if you clear depth buffer between polygons- and lines-drawing calls, lines are antialiased perfectly.
I don’t know, why that happens. Maybe that should’ve been posted in the begginers’ thread. Does anyone know what to do?
The screenshots which demonstrate the problem:
Initialization code
...
gl.glEnable(GL_BLEND);
gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl.glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
gl.glEnable(GL_DEPTH_TEST);
gl.glDepthFunc(GL_LEQUAL);
gl.glEnable(GL_LINE_SMOOTH);
gl.glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);