views:

529

answers:

2
+2  A: 

I think disabling GL_POLYGON_SMOOTH would fix that, but you'd lose the antialiasing. FSAA would work as an alternative, but it'd be slower.

Edit: looking around, there are a lot of examples out there using glBlendFunc( GL_SRC_ALPHA_SATURATE, GL_ONE );

David
Disabling GL_POLYGON_SMOOTH did indeed fix it. The latter solution makes it disappear altogether though. Is there no happy median?
Mark
+1  A: 

GL_POLYGON_SMOOTH is an antiquated and slow method of polygon anti-aliasing. It also results in the problem you see above.

Using the Multisample buffer extension is the best way to perform fast anti-aliasing on modern machines. Read more here.

Goz
Took me awhile to figure out how to enable multisampling, but I got it to work. This works well :) Thanks,
Mark