Create smoother edges or otherwise fix jagged edges on box in SCNView?
<p>The code below generates a red box in a <code>SCNView</code>. However, the edges are jagged along the top and bottom of the side/element facing you (as illustrated by the attachment). The goal is to render smoother edges similar to Minecraft boxes. Changing the camera position reduces the pixelation of certain edges, so is this a camera angle issue? If yes, is it possible to render boxes with smooth edges no matter the camera angle?</p>

<p>For instance setting the camera position to <code>SCNVector3(x: 0.0, y: 0.0, z: 10.0)</code> renders the box effectively in 2D and with crisp edges (second attachment).</p>

<p><a href="https://i.stack.imgur.com/JiGn4.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/JiGn4.png" alt="enter image description here"></a>
<a href="https://i.stack.imgur.com/eU87M.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/eU87M.png" alt="enter image description here"></a></p>

<pre><code>    let sceneView = SCNView(frame: self.view.frame)
    self.view.addSubview(sceneView)

    let scene = SCNScene()
    sceneView.scene = scene

    let camera = SCNCamera()
    let cameraNode = SCNNode()
    cameraNode.camera = camera
    cameraNode.position = SCNVector3(x: -3.0, y: 0.0, z: 10.0)

    let ambientLight = SCNLight()
    ambientLight.type = SCNLightTypeAmbient
    ambientLight.color = UIColor(red: 0.2, green: 0.2, blue: 0.2, alpha: 1.0)
    cameraNode.light = ambientLight

    let light = SCNLight()
    light.type = SCNLightTypeOmni
    let lightNode = SCNNode()
    lightNode.light = light
    lightNode.position = SCNVector3(x: 0, y: 20, z: 10)

    let cubeGeometry = SCNBox(width: 3.0, height: 3.0, length: 3.0, chamferRadius: 0.0)
    let cubeNode = SCNNode(geometry: cubeGeometry)

    let planeGeometry = SCNPlane(width: 100.0, height: 100.0)
    let planeNode = SCNNode(geometry: planeGeometry)
    planeNode.eulerAngles = SCNVector3(x: GLKMathDegreesToRadians(-90), y: 0, z: 0)
    planeNode.position = SCNVector3(x: 0, y: -0.5, z: 0)

    let redMaterial = SCNMaterial()
    redMaterial.diffuse.contents = UIColor.redColor()
    cubeGeometry.materials = [redMaterial]

    let greenMaterial = SCNMaterial()
    greenMaterial.diffuse.contents = UIColor.greenColor()
    planeGeometry.materials = [greenMaterial]

    let constraint = SCNLookAtConstraint(target: cubeNode)
    constraint.gimbalLockEnabled = true
    cameraNode.constraints = [constraint]
    lightNode.constraints = [constraint]

    scene.rootNode.addChildNode(lightNode)
    scene.rootNode.addChildNode(cameraNode)
    scene.rootNode.addChildNode(cubeNode)
    scene.rootNode.addChildNode(planeNode)
</code></pre>