From the NeHe tutorials (nr. 46):
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=46
For more specific information on anti-aliasing, as well as the information I'm about to present, please check out the following links:
GDC2002 -- OpenGL Multisample
OpenGL Pixel Formats and Multisample Antialiasing
With that being said, a brief overview of how our process is going to work. Unlike other extensions, which relate to OpenGL rendering, the ARB_MULTISAMPLE extension must be dealt with during the creation of your rendering window. Our process shall go as follows:
1. Create our Window as normal
2. Query the possible Multisample pixel values (InitMultisample)
3. If Multisampling is available, destroy this Window and recreate it with our NEW pixelFormat
4. For parts we want to antialias, simply call glEnable(GL_ARB_MULTISAMPLE);
Let's start off from the top, and talk about our source file arbMultiSample.cpp. We start off with the standard includes for gl.h & glu.h, as well as windows.h, we'll talk about arb_multisample.h later.
Another source:
http://fly.cc.fer.hr/~unreal/theredbook/chapter07.htmlJust found it by googling for "opengl anti-alias".