I could just as easily call this article "how to antialias with OpenGL ES" - I was fairly surprised to find that there was no out-of-the-box support for antialiasing in ES. It took me back to the early Playstation 2 days, before people figured out how to antialias cheaply there, and the early slew of games for it that had that jaggy Babylon 5 look.
Fullscreen antialiasing - where we render to a frame buffer twice the width and height of the screen and then downsample, killed the framerate.
It was suggested that I use FXAA. Unfortunately, FXAA seems to require sRGB color space, which isn't supported out-of-the-box with ES either.
I thought to myself, man, this must be a solved problem, with all those iOS developers out there. So I googled a bit, and discovered that they fake it - either by putting alpha into the mesh or the texture.
Well, turns out I'm not even using textures in sixty second shooter (for the most part), so it was fairly trivial for me to put white textures in with alpha'd out edges for a lot of my meshes. And, on my machines, anyway, the cost was nothing - I guess becuase one texture lookup was free since I was also doing a color calculation in the fragment shader. So, win! Looks like AA with no cost to framerate.
In other news, sixty second shooter hit 200 installs today, and I've gotten a few "conversions" - people actually signing in! If it maintains that conversion rate once Chrome 15 launches, I'll call it a success.