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Normally to reduce aliasing in games mip maps are used, but mip maps increases the amount of texture memory used with around 50%. Another way to get the same effect as mip maps is to sample the texture 4 times and take an average of the color value. This solution works good on web devices where we would like to minimize the used memory. To the users who want this type of anti aliasing they can set the compile flag
-D anti_aliasingin theirbuild.hxmland also set the runtime flagglobals.set("global.antiAliasing", 1);.