For short: Is it a good solution on modern hardware (let's say GF8800) ? And how to have hardware anti-aliasing (MSAA) with deferred shading ? Long explanation: I had a look on that threads: - thread424468 - thread396527 and : - Yann L questions For the moment, I implemented a render to texture (FBO) of my engine (with MSAA: using glBlitFramebufferEXT) and it works pretty well. But all the calcula