> As long as it does not bump the minimum required version of Qt, 

Nope. It existed as far back as Qt 4.4.

> It is a fairly large dependency (I think QtWebKit is a similar size to
> the rest of Qt), but most people who have Qt have it installed. There
> are some SVG rendering classes in Qt, but I think they were deprecated
> in Qt5 and don't handle all of SVG very well.

Right. I think they intended to improve the SVG code and then after adopting 
WebKit, it made zero sense. Why offer two SVG implementations?

> I don't see the value in using webkit for the input generators, but
> don't object to using webkit for these in a plugin.

The value of HTML+JavaScript for input generators is three-fold IMHO:
1) Each input generator would really just be an HTML file, so it's easy to 
distribute or download new ones.
2) The barrier to entry is lower -- external projects can clearly find someone 
willing to adapt HTML and JavaScript even if not C++/Qt.
3) It's easier to customize -- we don't need to ship all input generators. In 
Avogadro 1.1, the menu is getting quite long! Imagine if we also supported 
VASP, Erekale, GROMACS, etc.

> I would like to focus on fixing some of the crashes reported by
> Michael before adding new features for 1.1.0, but remain flexible.

As some of you know, I am currently finishing a contract/grant through the US 
DoD (or more correctly, their computational chemistry researchers) for a set of 
features. The project must complete by June 22nd, when we have to deliver 
source + binaries. While I'd also like to fix a pile of bugs, I'm in bigger 
trouble if I don't complete the set of requested features. They obviously would 
like to see Avogadro in general improve, but the polymer builder was a key 
feature request. The mountain of *other* (non-coding) work is also large, but I 
have one remaining key feature to write -- a distance geometry implementation 
to create amorphous, random polymer unit cells.

Whether these features "ship" in 1.1.0 or 1.1.1 or whatever is less important 
at the moment. (Although if someone can help me create a Windows binary, that 
would be wonderful.) There is a method to the patches which hit Gerrit right 
now.

> Once we have this release out it would be good to discuss some of the
> new work we have been doing for Avogadro 2.0. I have been seeing some
> great rendering performance increases using GLSL/impostor spheres

Yes, I think we'd all be interested to hear about some of the Avogadro 2.0 
projects… but aren't you also able to work on 1.1.0 bug fixes? ;-) Should we 
pick a day or week for bug-squashing?

-Geoff
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