To modernize AA in VP you need to change the architecture to handle static and dynamic geometry separately. It sounds like a fair bit of work to do that, Is this something that's planned for VP 10x or will it be deferred to VP 11.x?
I second Fuzzel here. But we're not that far off actually, as you can see when you're using the camera mode to adjust things dynamically. A lot works as expected already, but is of course not that fast and not that feature complete as the "normal" rendering mode.
But then again "modern" AA is all about temporal AA anyway, or even SSAA (or even just postprocessed AA if one is displaying in 4K), and not so much MSAA anymore, so i don't know if we must bother about this complicated mess anyway nowadays.
@Toxie: Yes same material+texture rendered on both sides.
Oh well then...that is a problem in the current version of the engine. As Toxie said we had to render everthing twice and probably with a small offset so the polygons don't interfere each other. The only thing that is possible is to disable the backface culling if a primitive is transparent. We could reuse the draw texture inside check box for that. I don't think that anyone uses the old build-in primitive in VPX anymore and I would remove them if nobody complaines about it.
I was going to suggest to perhaps make it a 'check box' enabled option in the event that it could cause backwards compatibility issues or unnecessary performance issues on objects that don't need it.
Sounds feasible. I'll look into it.