Except i would like to write the indices at a lower resolution than the screen size; hence if any one of the screen pixels is covered the whole pixel in the index buffer needs to be covered.
Anyway, i believe that glSampleCoverage(float, bool) addresses this, but i really don’t understand what the documentation is of that function is saying; so i’m not really sure.
If you enable anti-aliasing with GL_POLYGON_SMOOTH, the fragment shader will be invoked for any fragment which intersects the polygon, not just for fragments whose centre is contained within it.
glSampleCoverage() is only relevant for multi-sample (MSAA) framebuffers. It effectively makes rendering translucent, by reducing the number of samples treated as part of the fragment’s coverage.