I did a little more experimentation.  If you have an antialiased line
on integer coordinates that's exactly 45 degrees, the center line is
alpha 1.0.  Depending on how you interpret "coverage", this is
slightly off, because the pixel corners lie slightly outside of the
line, so you don't have 100% coverage.  I'm not sure if I've done the
math right, but it looks like in that case, the pixel should have 83%
coverage.  However, as the line tends toward vertical or horizontal,
the given antialias algorithm tends toward expected results, as far as
I can judge.

Also, coverage isn't the only way to compute antialiasing, although
I'm not sure how much leeway the OpenGL spec gives.  If that's really
a problem, we can compute an attenuation factor based on slope.  But I
don't think it'll be a problem.
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