When rendering smooth (nicest) polygons, or triangle strips or quad strips, on a white background, the following happens:
- if the blending function parameters are GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA the antialising if fine (on white, black or other background), but there are some cracks between tringles; is this because of the low (just 4 bits) subpixel precision? Nvidia claims that their QuadroFX, with 12 bits of subpixel precision, gets rid of such cracks.
- if the blending function parameters are GL_SRC_ALPHA_SATURATE, GL_ONE (as recommended in the OpenGL Programming Guide and the MSDN topic on polygon antialiasing), then the antialiasing works properly ONLY on black background, and without the cracks…
Do you have any suggestions to get rid of the cracks between triangles AND render on a white background?
Would it be possible to build a custom blending function as a fragment program, that does the desired job?