I wrote a small article about an obscure shader problem and thought you might want a read:



When drawing inside polygons using a GPU shader, if your shader outputs areas containing high contrast lines, those lines will be heavily ailiased. Multisampling does nothing to fix the aliasing, as multisampling only serves to smooth the edges of geometry and not their interior fills.



Full article here:

http://www.codebot.org/articles/?doc=9557