float sin2 = sin(ant_step + 2 * Pi / 3);
float sin3 = sin(ant_step + 4 * Pi / 3);
- glEnable(GL_POLYGON_SMOOTH);
+/* Apparently this is a performance killer on many systems...
+ glEnable(GL_POLYGON_SMOOTH);
+ */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);