Need help implementing Quad edge Antialising in Pixi.js Posted January 27, 2016 · Report reply The problem with these kinds of approaches are that the normals and extrusion direction have to be uploaded as part of the vertex data. As well it means computing the normals on the CPU if they are not known (i.e. drawing a triangle based on coordinates). It works fine for cases like this (single quad) but trying to apply it to complex data (i.e. PIXI.Graphics) could add a lot of overhead. The stencil buffer is useful for complex polygons with holes. In those cases triangulation can become expensive. The downside is that you lose the backbuffer anti-aliasing and have to apply FXAA or similar. Either way the hope is that WebGL2.0 should eliminate the need for these anti-aliasing workarounds due to the presence of multisampled renderbuffers (hopefully faster than these workarounds for complex shapes).