I ran into an issue while compiling an openGl code. The thing is that i want to achieve full scene anti-aliasing and i don’t know how. I turned on force-antialiasing from the Nvidia control-panel and that was what i really meant to gain. I do it now with GL_POLYGON_SMOOTH. Obviously it is not efficient and good-looking. Here are the questions
1) Should i use multi sampling?
2) Where in the pipeline does openGl blend the colors for antialiasing?
3) What alternatives do exist besides GL_*_SMOOTH and multisampling?
GL_POLYGON_SMOOTH is not a method to do Full-screen AA (FSAA).
Not sure what you mean by “not efficient” in this context, but it certainly is not good looking, because of its tendency to blend in the middle of meshes (at the triangle edges).
Now, with respect to FSAA and your questions:
glBlendFuncet al.). In practice, this is not what happens in hardware though. Typically, you write only to the sample buffer (and the hardware usually tries to compress the data), and when comes the time to use it, the GL implementation will resolve the full buffer at once, before the usage happens. This also helps if you actually use the sample buffer directly (no need to resolve at all, then).