Constellation boundaries (0.12 and up)

Bug #1356385 reported by Alexander Wolf
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Stellarium
Won't Fix
Wishlist
Alexander Wolf

Bug Description

Original text: https://sourceforge.net/p/stellarium/discussion/278769/thread/dc960bbf/

The constellation boundaries used to be dotted red lines in 0.11 and earlier, and turning them on caused just a minimal performance hit. Since 0.12, they are solid red lines, and the associated performance hit is huge (for example, from 40 fps down to 13 once turned on).

Is there a way to alleviate this (or even better, restore the old pre-0.12 constellation boundaries)?

Tags: gui

Related branches

Revision history for this message
Alexander Wolf (alexwolf) wrote :

Diff: http://bazaar.launchpad.net/~stellarium/stellarium/trunk/revision/6948

Hint: viewing/flag_stippled_boundaries = true for enabling (false by default)

Changed in stellarium:
milestone: none → 0.13.1
assignee: nobody → Alexander Wolf (alexwolf)
status: New → Fix Committed
tags: added: gui
Revision history for this message
Alexander Wolf (alexwolf) wrote :

I should revert the fix because stippled lines (glStippledLine) not compatible with OpenGL ES 2 and ANGLE.

Changed in stellarium:
status: Fix Committed → Won't Fix
Revision history for this message
gzotti (georg-zotti) wrote :

Code could be bracketed with some #ifdef tests to be excluded from ANGLE/OpenGL ES2 builds. (?) I wonder about the performance issue. Maybe one of the things why we reverted to the old painter?

Revision history for this message
Alexander Wolf (alexwolf) wrote :

glStippledLine is deprecated since OpenGL 3.1 also and the inclusion of #ifdef not make much sense.

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