>Is there really no way to get antialiasing on the SW3D scenes?

It depends. The inside of bitmap textures are scaled very nicely, and 
you can improve that somewhat by changing the quality setting. You 
can also get nice edges to textures. Take a look at this:

http://staging.funnygarbage.com/colin/scroll.html

The text you see is a plane that has the image of a text member for 
its texture. The renderformat is set to #rgba4444, which gives it 16 
levels of alpha, more than enough to give a nice anti-alias effect.

I'm not sure that you can anti-alias between the edges of models.


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