> As some may have seen already, Avogadro 2 has a Van der Waals spheres display > type with Ambient Occlusion. However, this is not nicely integrated with the > overall rendering code and this mail contains information on how I plan to > integrate this. I'm currently moving so I plan to start working on this in > january.
This would be really great. Clearly the ambient occlusion support that's already in there is very helpful with larger systems. > Moving this code to the GLRenderer class should not be difficult. However, > for ambient occlusion to work on all geometry we would need UV texture > mapping for meshes. For protein and nucleic acid meshes this could easily be > generated together with the mesh but I don't have a solution yet for handling > surface meshes resulting from the marching cubes algorithm. What's the technical problem? Is it handling the transparency? I mean, I would think at mesh generation time for surfaces, you could also generate texture mapping in the same way as protein and nucleic acid ribbons/cartoons. Or do you mean the problem is for general surfaces that have a mapped color scheme (e.g. electrostatic potential, which is already a texture on the surface). Thanks, -Geoff ------------------------------------------------------------------------------ Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server from Actuate! Instantly Supercharge Your Business Reports and Dashboards with Interactivity, Sharing, Native Excel Exports, App Integration & more Get technology previously reserved for billion-dollar corporations, FREE http://pubads.g.doubleclick.net/gampad/clk?id=164703151&iu=/4140/ostg.clktrk _______________________________________________ Avogadro-devel mailing list Avogadro-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/avogadro-devel