This PR reduces the horizon and sky jitters. This is accomplished by constructing these via the WWT graphics primitives directly, rather than using annotations that we update on an interval. I have some ideas on how to extract this into general toolkit functionality, but for this story I've just injected the drawing directly into the render loop. Overall, this new system has the benefit that we don't need to worry at all about managing updating the horizon/sky to deal with location or time changes - it will just automatically do what we want it to. This also means that we can get rid of our Annotation2 class.
This PR reduces the horizon and sky jitters. This is accomplished by constructing these via the WWT graphics primitives directly, rather than using annotations that we update on an interval. I have some ideas on how to extract this into general toolkit functionality, but for this story I've just injected the drawing directly into the render loop. Overall, this new system has the benefit that we don't need to worry at all about managing updating the horizon/sky to deal with location or time changes - it will just automatically do what we want it to. This also means that we can get rid of our
Annotation2
class.