Hey
!
As far I can know, you enable MSAA in SFML like this:
sf::ContextSettings settings;
settings.antialiasingLevel = samples;
sf::RenderWindow window(sf::VideoMode(SCR_WIDTH, SCR_HEIGHT), "super creative title", sf::Style::Default, settings);
This, however, doesn't anti-alias textures. Why is that? I know you can use sf::Sprite::setSmooth() but I'm really confused by this. When you use multisampled color buffers, every fragment has to check the coverage multiple times, so it should work with the textures as well.