Here is a Screenshot that maybe makes clear what my problem ist.
http://img69.imageshack.us/img69/1030/screenshotedges.png

I'm only drawing 2D circles with OpenGL. 

I allready read the following:

 - http://stackoverflow.com/questions/3512456/how-to-draw-smooth-line-with-antialias
 - http://gamedev.stackexchange.com/questions/47584/how-to-draw-a-smooth-circle-in-android-using-opengl?answertab=votes#tab-top
 - http://stackoverflow.com/questions/4934367/how-to-get-rid-of-jagged-edges-in-android-opengl-es



and added the Blender Funktion. 
But nothing worked or even made a diffrence. 


This is my Renderer:

    public class GLRendererTamago implements Renderer{

	
	private GLTamago tama;

	
	public GLRendererTamago(){
		
		tama = new GLTamago();
	}
	
	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) {
		gl.glDisable(GL10.GL_DITHER);
		gl.glDisable(GL10.GL_DEPTH_TEST);
        gl.glEnable(GL10.GL_BLEND); 
		gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
		gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
		gl.glClearColor(.8f, 0f, .2f, 1f);
		gl.glClearDepthf(1f);
	}
	
	@Override
	public void onDrawFrame(GL10 gl) {
		gl.glDisable(GL10.GL_DITHER);
		gl.glDisable(GL10.GL_DEPTH_TEST);
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		gl.glLoadIdentity();
		GLU.gluLookAt(gl, 0, 0, -5, 0, 0, 0, 0, 2, 0);
		
	    tama.draw(gl);
	}

	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) {
		// TODO Automatisch generierter Methodenstub
		gl.glViewport(0, 0, width, height);
		float ratio = (float)width / height;
		gl.glMatrixMode(GL10.GL_PROJECTION);
		gl.glLoadIdentity();
		gl.glFrustumf(-ratio, ratio, -1, 1, 1, 20);
		
	}

and this my object:


    public class GLTamago{
	
    private int points = 1000;
	private float vertices[]={0.0f,0.0f,0.0f};
	private FloatBuffer vertBuff;



	public GLTamago(){
		
		vertices = new float[points * 2];
	    for(int i=0; i< points; i+=3)
	    {
	      double rad = 2*(Math.PI *i) / points; 
	      
	      vertices[i]=(float)Math.cos(rad);		
	      vertices[i+1]=(float)Math.sin(rad);	
	      vertices[i+2]=0;				
	    }  

	    ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4);    
	    bBuff.order(ByteOrder.nativeOrder());
	    vertBuff=bBuff.asFloatBuffer();
	    vertBuff.put(vertices);
	    vertBuff.position(0);
	}

	public void draw(GL10 gl){
		body(gl);
		lefteye(gl);
		righteye(gl);
		mouth(gl);
	 }  
	
	private void body (GL10 gl){
	    gl.glPushMatrix();
	    gl.glTranslatef(0, 0, 0);
	    gl.glScalef(2.0f, 3.0f, 1.0f); //Skalierung einstellen
	    gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); 
	    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
	    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2);
	    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glPopMatrix();
	}
	
	private void lefteye (GL10 gl){
		gl.glPushMatrix();
	    gl.glTranslatef(1, 1, 0);
	    gl.glScalef(0.5f, 0.5f, 1.0f); //Skalierung einstellen
	    gl.glColor4f(0.0f,0.0f,0.0f, 1.0f); 
	    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
	    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2);
	    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glPopMatrix();
	    
		gl.glPushMatrix();
	    gl.glTranslatef(1, 1, 0);
	    gl.glScalef(0.1f, 0.1f, 1.0f); //Skalierung einstellen
	    gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); 
	    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
	    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2);
	    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glPopMatrix();
	}

	private void righteye (GL10 gl){
		gl.glPushMatrix();
	    gl.glTranslatef(-1, 1, 0);
	    gl.glScalef(0.5f, 0.5f, 1.0f); //Skalierung einstellen
	    gl.glColor4f(0.0f,0.0f,0.0f, 1.0f); 
	    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
	    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2);
	    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glPopMatrix();
	    
		gl.glPushMatrix();
	    gl.glTranslatef(-1, 1, 0);
	    gl.glScalef(0.1f, 0.1f, 1.0f); //Skalierung einstellen
	    gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); 
	    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
	    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2);
	    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glPopMatrix();
	    
	}	
	
	
	private void mouth (GL10 gl){
		gl.glPushMatrix();
	    gl.glTranslatef(0.0f, -1.0f, 0.0f);
	    gl.glScalef(1.8f, 0.5f, 1.0f); //Skalierung einstellen
	    gl.glColor4f(0.0f,0.0f,0.0f, 1.0f); 
	    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff);
	    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2);
	    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
	    gl.glPopMatrix();
	}
    }


At the edges you can see pixels...
and i have no idea how i can fix this.

Can someone pls help me? thx

I often heard to try anti-aliasing and/or shaders... but i don't have any idear how that works etc.
  [1]: https://i.sstatic.net/N1rEB.png