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

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