I mean I'm trying to piece together information regarding Multisample Anti Aliasing in FLTK GL windows, if that wasn't clear.
Basically I'm wondering if there's a quick way to implement AA that "just works" for all platforms on an FLTK level, rather than having to implement AA myself within a render buffer or my OpenGl code.
Maybe such a feature is wishful thinking...
At the same time I feel like there really are not many resources/discussions on the topic of AA in regards to FLTK, even though I can't image someone trying to create a modern with OpenGL would eschew AA.