#The Truth
For texturing antialiasing, you get MUCH better results using either pyramidal
(mip-mapping) or summed-area-table filtering — than you would with
oversampling. This is how both the Wavefront rendering and Renderman antialias
their texture maps, and it's how 3DS does it as well. Oversampling can never
be an optimal solution for anything due to the inherent quantization problems
associated with it.
– G
PS: LW is not along in its dependance upon oversampling. Alias has exactly
the same problems.