Does it make sense, in any way, that the Sprite render patch doesn't honor
anti-aliasing settings when in a GLSL environment, or is this a bug?
Inspecting the Mandlebrot composition from the Developer Tools clearly shows
this. If one places the sprite in "Over" mode, and switches anti-aliasing
on, the Sprite doesn't "get smaller" and appear with anti-aliased edges, the
way it does when outside of the GLSL environment.

If one has multisampling enabled in the Hidden Prefs, please turn that off
first, for the best illustration, though this problem is still apparent even
with Multisampling enabled. Please see attachment.

Best,
George Toledo

Attachment: GLSL-Sprite Antialiasing Test.qtz
Description: Binary data

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