Looks like you need some form of anti-aliasing.
Initially, I'd try turning on MSAA, assuming that your hardware/driver support multisample framebuffers (recent cards/drivers should be fine). If that is insufficient (or doesn't work), there are a variety of more complicated/nuanced approaches to anti-aliasing which would be worth looking into.
Thank you so much for your quick reply.
The MSAA hardware anti-aliasing isn't something easy to implement, is it?
Here is my code now for my framebuffer:
glGenFramebuffers(1, &g_OculusRiftFrameBufferObject_ID);
glBindFramebuffer(GL_FRAMEBUFFER, g_OculusRiftFrameBufferObject_ID);
glGenTextures(1, &g_OculusRiftTexture_ID);
glBindTexture(GL_TEXTURE_2D, g_OculusRiftTexture_ID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenRenderbuffers(1, &g_OculusRiftDepthBufferObject_ID);
glBindRenderbuffer(GL_RENDERBUFFER, g_OculusRiftDepthBufferObject_ID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, g_OculusRiftDepthBufferObject_ID);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_OculusRiftTexture_ID, 0);
GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers
g_DrawBufferStatusCheck_ENUM = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
if (g_DrawBufferStatusCheck_ENUM != GL_FRAMEBUFFER_COMPLETE)
{
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return false;
}
else
{}