Gotcha... makes sense. I guess I just imagined that, since the graphics card was capable of actually drawing the specific pixels of a LINE between two points, it would also be able to draw a common curve like an ellipse between two points. Wouldn't you think? Anyhoo, thanks for the info.
Had a thought though... you had written prior that:
Celestia doesn't need to calculate ALL the points. Only enough for the orbit to appear smooth. But this depends on how closely the observer views the orbit, and at present Celestia generates the orbit points without regard to the view. Otherwise the orbit points would have to be recalculated continuously, which would likely degrade performance significantly.
As of now, it seems that Celestia calculates a default of 100 (or 150 - I can't remember) points to draw an orbit. And you were saying that it would be too "expensive" in processor power for Celestia to dynamically up that number as one got closer to a planet. But what about splitting the difference?
For example, using 150 points to calculate the orbit lines: one hundred points are spread out over the entire orbit to draw the interconnecting lines (creating Line 1, Line 2, Line 3, etc). and the other 50 are focused on whatever particular Line the orbiting body is in at that moment. So if Earth is at Line 50 (between points 49 and 50) that particular line will have 50 extra points.
Thus, as one got closer to Earth, the orbit lines would better match up to the orbiting body.
Sure, as the orbiting body got near to one of the connecting points, it may look a little funky - but any funkier than orbit lines look now when you get close? At least some of the time the orbit lines would like right?
And would dividing up the 150 points this way cost much more (or ANY more) in processor power than just the 150 points spread over the whole orbit?
Thanks,
Steve