VinsentX:
what's create a antialiassing fast real-time in the game
(not hardware support)?
Ummm.... you could render to a small window, copy the render to a texture, and stretch the texture to cover the whole screen, taking advantage of bilinear filtering to do your antialiasing.
I don't think it will be super ultra fast, but it's about as fast as you're gonna get.
OT: Why are two people using the same account?
One Group 2 developers blitz c++ builder etc.......