title: OpenGL antialiasing without the accumulation buffer
body: <p>On an NVIDIA card I can perform full scene anti-aliasing using the accumulation buffer something like this:</p>
  
  <pre><code>if(m_antialias)
  {
      glClear(GL_ACCUM_BUFFER_BIT);
      for(int j = 0; j &lt; antialiasing; j++)
      {
          accPerspective(m_camera.FieldOfView(), // Vertical field of view in degrees.
              aspectratio, // The aspect ratio.
              20., // Near clipping
              1000.,
              JITTER[antialiasing][j].X(), JITTER[antialiasing][j].Y(),
              0.0, 0.0, 1.0);
  
          m_camera.gluLookAt();
  
          ActualDraw();
  
          glAccum(GL_ACCUM, float(1.0 / antialiasing));
  
          glDrawBuffer(GL_FRONT);
          glAccum(GL_RETURN, float(antialiasing) / (j + 1));
          glDrawBuffer(GL_BACK);
      }
  
      glAccum(GL_RETURN, 1.0);
  }
  </code></pre>
  
  <p>On ATI cards the accumulation buffer is not implemented, and everyone says that you can do that in shader language now.  The problem with that, of course, is that GLSL is a pretty high barrier to entry for an OpenGL beginner.</p>
  
  <p>Can anyone point me to something that will show me how to do whole-scene anti-aliasing in a way that ATI cards can do, and that a newbie can understand?</p>