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)?
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I should revert the fix because stippled lines (glStippledLine) not compatible with OpenGL ES 2 and ANGLE.
Does that mean that using stippled/dotted lines is effectively not possible anymore?
Universal version can be implemented via shaders but IMHO it will not supported on old GPU. Or we can implement it only for OpenGL.