I'm trying to render SKShapeNodes with very thin, precise shapes. I also want antialiasing, because it looks much better. Unfortunately, it appears that antialiasing only works if you stroke the path, which in turn throws off the shape precision. I tried setting a very small lineWidth on the node (0.1) but that appears to be ignored once it goes below a certain width. I can't get thin, antialiased shapes. Is there a way?
I see a property on SKShapeNode called `fillShader: SKShader`. Maybe if I learn about those there is a way to get back the antialiasing without the stroked path? I have yet to write my own shader code so I'm not sure what's possible.
Or maybe I need to render the shape to an image with Core Graphics, then use that image for an SKSpriteNode.
Rob