On Sunday, April 15, 2012 11:47:25 AM David Lonie wrote: > On Sun, Apr 15, 2012 at 11:22 AM, Tuukka Verho <[email protected]> wrote: > > Your screenshot looks quite nice, indeed multiple intersections are > > correctly handled. Though I'm getting the feeling that the code is quite > > large, and the support for coloring and higher order bonds still need to > > be added as you say. While thinking of a more straightforward way to > > achieve the same result I stumbled upon some example code to do boolean > > operations with opengl > > > > http://www.hackchina.com/en/r/78488/csg.c__html > > > > If the clipping could be done with a logical AND operation, multiple bonds > > etc. would be handled without any extra effort. Also cases when the > > cylinder intersects with not just one but two or three walls would be > > nicely handled. > > > > I will experiment a bit and let you know if anything comes out of it. > > I would advise against investing too much effort in this solution. > While it certainly should work for OpenGL, all rendering should be > done through painters so that alternative rendering backends (POV-ray, > etc) can have the same features. Clipping the primitives through GL > won't have an effect on the other backends, which is why I've added > the extra code to actually draw the clipped primitives in the painter. > > Dave
Ok let's stay with a general solution. - Tuukka ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Avogadro-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/avogadro-devel
