title: OpenGL: Enabling multisampling draws messed up edges for polygons at high zoom levels
body: <p>When im using this following code:</p>
  
  <pre><code>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 6);
  </code></pre>
  
  <p>and then i enable multisampling, i notice that my program no longer cares about the max mip level.</p>
  
  <p>Edit: It renders the last miplevels as well, that is the problem, i dont want them being rendered.</p>
  
  <p><strong>Edit3:</strong>
  I tested and confirmed that it doesnt forget mip limits at all, so it does follow my GL_TEXTURE_MAX_LEVEL setting. ...So the problem isnt mipmap related, i guess...</p>
  
  <p><strong>Edit2:</strong> Screenshots, this is the world map zoomed out a lot and using low angle to make the effect shown the worst possible way, also there is rendered water plane under the map, so theres no possibility to take black pixels from anywhere else than map textures:</p>
  
  <p><a href="http://img511.imageshack.us/img511/6635/multisamplingtexturelim.png" rel="nofollow noreferrer">alt text http://img511.imageshack.us/img511/6635/multisamplingtexturelim.png</a></p>
  
  <p><strong>Edit4:</strong> All those pics should look like the top right corner pic (just smoother edges depending on multisampling). But apparently theres something horribly wrong in my code. I have to use mipmaps, the mipmaps arent the problem, they work perfectly.</p>
  
  <p>What im doing wrong, or how can i fix this?</p>