Hi HSE,

Just my thoughts,

If you want to calculate a thick line, you could use the bresenham algorithm to draw a line pixel per pixel.

Draw more parallel next to each other to get a thicker line, each color a bit darker to get some antialiasing.

Or, use a texture quad with an antialiased circle or other pattern in it.

Then calculate the angle of the line, rotate the 4 quad coordinates and stretch it along the length of the line.

So that the thickness of the line is equal at any angle of the line.

Or, use the helper libraries from OpenGL, DirectX or the slow GDIplus functions.

The fastest but not the easiest way is, write a pixelshader antialiased line routine.

Here is a pixelshader antialiased line example from Inigo Quilez,