I wrote an earlier posting, in which I tried to simplify the concept of Multi-Sampling. This posting will not make sense to the reader, unless he or she has already read the earlier posting, or unless otherwise, he or she already knows, how Multi-Sampling is different from Full-Screen Anti-Aliasing.
Just due to some thought, I’ve come to realize a major flaw in my earlier description. In spite of the rendering of each triangle, being unaware of the rendering of other triangles, a distinction nevertheless needs to exist, between how the ability of one triangle-edge to fill only part of a screen-pixel, should affect the lighting of triangles belonging to the same model / entity, and how this should affect the lighting of triangles belonging to some other model /entity.
If two triangles belong to the same model, and the first fills 47% of a screen-pixel, then this should not make the second triangle less-bright, and the two of them may yet succeed at filling that screen-pixel completely. Yet, if the second triangle belonged to another model later-rendered, and assumed to be placed behind the first model, then its brightness should in fact be reduced to 53%.
I think that the only way this can be solved, is to involve another buffer. This one could be called a ‘Multi-Sample Mask’. Triangles are super-sampled, and start to fill this mask with single bits per super-sample, kind of like a stencil. Then, the triangles belonging to the same model / entity would be singly-sampled, but would only write their shaded color to the screen-pixel, to whatever degree the corresponding patch in the multi-sample mask fills the screen-pixel.
(By default, whatever fraction of the output-color would be added to the screen-pixel, as long as the screen-pixels started out as zeroes or black, before rendering of the model /entity began. )
And then, before another entity can be rendered, the mask would need to be cleared – i.e. set back to zeroes.
As it stands, the Z-buffer would need to have the resolution of the Multi-Sample Mask – as if FSAA was being applied.
I think that the question, of whether only the edges of each entity will be anti-aliased, or of each triangle, will be answered by how often this mask is reset.
(Updated 12/06/2017 : )
(As it stood 12/05/2017 : )
AFAICT, This represents a special problem with alpha-textures, and alpha-entities.