how to render the edges smoother?

hello guys,

I wrote a program to display some pressure-measurements. I’ve oriented to a terrain map. The problem is that the edges are too rough. I draw the vertexes with triangles_strip. Do you have any idea how to draw it smoother?

[ATTACH=CONFIG]1521[/ATTACH]

My Code.

for (int x = 0; x < width - 1; x++)
            {
                gl.ShadeModel(OpenGL.GL_SMOOTH);
                gl.Begin(OpenGL.GL_TRIANGLE_STRIP);  //Definition der des Dreiecksflächentyps 
                for (int y = 0; y < height - 1; y++)
                {
                    
                                //    //draw vertex 0
                            gl.TexCoord(0.0f, 0.0f);//    gl.Normal3i(0, 0, 0);
                            Color color = GetBlendedColor((int)(pressures[x, y]));  //zuorden welche farbe gezeichnet werden soll
                            gl.Color(color.R, color.G, color.B);
                            gl.Vertex((float)x, -y, pressures[x, y]);  //gl.Vertex(x,y,z)= allg. Form der Eckpunktdefinition

                            //    // draw vertex 1
                            gl.TexCoord(1.0f, 0.0f); // oder gl.Normal3i(1, 0, 0);
                            color = GetBlendedColor((int)(pressures[x + 1, y]));
                            gl.Color(color.R, color.G, color.B);
                            gl.Vertex((x + 1), -y, pressures[x + 1, y]);

                            // draw vertex 2
                            gl.TexCoord(0.0f, 1.0f); // oder gl.Normal3i(0, 1, 0);
                            color = GetBlendedColor((int)(pressures[x, y + 1]));
                            gl.Color(color.R, color.G, color.B);
                            gl.Vertex(x , -(y + 1), pressures[x, y + 1]);

                    //    // draw vertex 3
                    gl.TexCoord(1.0f, 1.0f);  //oder  gl.Normal3i(0, 0, 1);
                    color = GetBlendedColor((int)(pressures[x + 1, y + 1]));
                    gl.Color(color.R, color.G, color.B);
                    gl.Vertex((x + 1), -(y + 1), pressures[x + 1, y + 1]);
                }
                gl.End();
                    }

Since nobody seems to have a clear answer to give to you (probably due to the fact that your post is vague), I’ll try to give some hints:

To my opinion you have 2 possibilities:

  1. Do it a the data level so that you have a finer granularity. So you’ll end up with more little triangles.
  2. Do it as an imaging trick with enabling multi-sampling.