How to enable anti-aliasing when camera zoom in libgdx

I develop a game where I draw some textures on the screen and want to zoom in and out the scene. I am using OrthographicCamera and when I zoom in, the textures become very pixelated. Is it possible to enable anti-aliasing or is there another way to get zoomed textures without crisp edges?

enter image description here

My code is the following

public class DesktopLauncher {     public static void main (String[] arg) {         LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();         config.title = "Anti-aliasing";         config.width = 600;         config.height = 480;         new LwjglApplication(new MyGdxGame(), config);     } }  class MyGdxGame extends ApplicationAdapter {     SpriteBatch batch;     Texture img;     OrthographicCamera camera;          @Override     public void create () {         batch = new SpriteBatch();         img = new Texture("badlogic.jpg");         camera = new OrthographicCamera(,;         camera.setToOrtho(false);          camera.zoom = 0.1f; // this makes it all to look pixelated     }      @Override     public void render () {         ScreenUtils.clear(0.1f, 0.2f, 0.3f, 0.1f);         camera.update();         batch.setProjectionMatrix(camera.combined);         batch.begin();         batch.draw(img, 100, 100);         batch.end();     }          @Override     public void dispose () {         batch.dispose();         img.dispose();     } } 

MonoGame model antialiasing not working

I’ve been following the guide at to render a model in a bare bones MonoGame project. It works but I want to apply anti aliasing to make it look better.

I made the following changes to try and make this happen:

public Game1() {     graphics = new GraphicsDeviceManager(this);      // this part is added     graphics.PreferMultiSampling = true;     graphics.GraphicsProfile = GraphicsProfile.HiDef;     graphics.ApplyChanges();      Content.RootDirectory = "Content"; } 


protected override void Initialize() {     graphics.GraphicsDevice.PresentationParameters.MultiSampleCount = 8;     graphics.ApplyChanges();     // TODO: Add your initialization logic here      base.Initialize(); } 

But there is still aliasing on the model.