There are a huge number of techniques to reduce/remove these kinds of artefacts, they fall under the heading of “anti aliasing”. It is my impression that lately techniques that work as a post processing filter have become quite popular, examples for this class of approaches are: Morphological Anti Aliasing (MLAA) and FXAA. More classic techniques are Super-Sampling and Multi-Sampling (which itself comes in a dizzying number of variations).
I suppose adding multi sampling would be fairly straightforward (assuming you are not on ancient/obscure hardware). See glTexImage2DMultisample for how to create a multisample texture that you can attach to your FBO. You may also need a multisampled renderbuffer for the depth attachment.
Aha, there’s even a description on the wiki
[QUOTE=carsten neumann;1259485]I suppose adding multi sampling would be fairly straightforward (assuming you are not on ancient/obscure hardware). See glTexImage2DMultisample for how to create a multisample texture that you can attach to your FBO. You may also need a multisampled renderbuffer for the depth attachment.
Aha, there’s even a description on the wiki :)[/QUOTE]
Thank you for the information. I will give this a shot.
[QUOTE=carsten neumann;1259485]I suppose adding multi sampling would be fairly straightforward (assuming you are not on ancient/obscure hardware). See glTexImage2DMultisample for how to create a multisample texture that you can attach to your FBO. You may also need a multisampled renderbuffer for the depth attachment.
Aha, there’s even a description on the wiki :)[/QUOTE]