swith(value)
{ case 1: //打开抗锯齿
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_SMOOTH);
glhint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
break;
case 2:
glDisable(GL_BLEND);
glDisa
{ case 1: //打开抗锯齿
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_SMOOTH);
glhint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
break;
case 2:
glDisable(GL_BLEND);
glDisa