Here’s some notes about anti-aliased lines.
For these tests of rendering anti-aliased lines my goals were roughly as follows:
- relatively high-quality anti-aliased lines (better than subsampling or postprocessing)
- simple low-tech solution extendable to wide range of platforms (e.g. not relying on availability of shaders)
- visually better consistency than what you get if you just ask graphics API to anti-alias lines for you, and you might not even get any if the hardware is lacking
- try to solve issue of anti-aliased lines showing a “roping” effect
- concentrate on case of single lines without yet going to additional complexities such as line caps or joins between multiple lines