It's just a shame that anti-aliasing isn't forced on by default; jagged edges should really have been left behind years ago.
It's just a shame that anti-aliasing isn't forced on by default; jagged edges should really have been left behind years ago.
Seriously though, "irritating" is a matter of opinion. Explaining why something is irritating is like explaining why something tastes good.
While I do not advise using it everywhere, it is just one use case that I do not have a problem with and that could be a useful part of a designer's toolset. Think of it as a 3D version of animated SVG. I only noted this because most other uses of WebGL are unnecessarily flashy and irritating.
The multi-sampling approach that desktop hardware uses is basically brute-forcing it, and doesn't work on mobile hardware that uses tile-based deferred rendering. Subpixel rendering only works for contours. Texture filtering requires you to model everything using bitmaps. Solutions that intelligently combine different techniques to get antialiasing without requiring MSAA have to be implemented manually because AFAIK OpenGL does not have any API's to do anything other than full-scene antialiasing using multisampling (GL_POLYGON_SMOOTH is basically useless, if it even exists in OpenGL ES).
Antialiasing is actually a pretty hard topic unless you have lots of fillrate ;-)
That's simply not true. It works for any non-horizontal edge.