At the present time, the codebase uses ImGui's SDL2 layer to render graphics in the main window. This layer simulates a 2D surface onto which astronomical objects are be painted on using circles, lines, and polygons. The resulting quality varies from acceptable for point sources to outright terrible for objects that have texture maps, and the frame rate suffers accordingly.
To solve the issues with appearance and performance issues, the existing 2D surface and CPU-based 3D -> 2D projections should be replaced with genuine SDL2 3D rendering. This is no small task.
At the present time, the codebase uses ImGui's SDL2 layer to render graphics in the main window. This layer simulates a 2D surface onto which astronomical objects are be painted on using circles, lines, and polygons. The resulting quality varies from acceptable for point sources to outright terrible for objects that have texture maps, and the frame rate suffers accordingly.
To solve the issues with appearance and performance issues, the existing 2D surface and CPU-based 3D -> 2D projections should be replaced with genuine SDL2 3D rendering. This is no small task.