Hello, about the problem of jagged basic primitive triangles

Hi , I draw a simple triangle, but I found that the anti-aliasing effect was not obvious when MSAA was turned on

Here is my draw triangle code

	ofVbo vbo;
	ofShader shader;
	std::vector<glm::vec3> vertex;
	vertex.push_back(glm::vec3(-0.1f, -0.1f, 0.0f));
	vertex.push_back(glm::vec3(0.1f, -0.1f, 0.0f));
	vertex.push_back(glm::vec3(0.0f, 1.0f, 0.0f));
	auto indices = std::vector<ofIndexType>(3);
	indices[0] = 0; indices[1] = 1; indices[2] = 2;
	vbo.setVertexData(vertex.data(), vertex.size(), GL_STATIC_DRAW);
	vbo.setIndexData(indices.data(), indices.size(), GL_STATIC_DRAW);

here is my create windows code

	ofGLFWWindowSettings settings;
	settings.setGLVersion(3, 3);
	settings.numSamples = 0;
	settings.setSize(900,900);
	ofCreateWindow(settings);

when setting
settings.numSamples = 4;

https://forum.openframeworks.cc/t/hi-guys-about-the-problem-of-jagged-basic-primitive-triangles/37155/2?u=temlulu
Can anyone give me some advice? Thank you very much.