It's April 1st today, isn't it? -;)
On Fri, Apr 1, 2022 at 3:15 AM Paul Emsley <pems...@mrc-lmb.cam.ac.uk> wrote: > Coot 1 > > 18 years after the release of Coot 0 it's time that I actually released > Coot 1. > > Coot 1 is a major change beyond Coot 0. It has required a lot of writing > and rewriting [1] > and has been the preponderance of my work since 2017. I have had to > learn how to program > graphics from scratch using the new style. Much of the GUI internals has > been > rewritten [2]. > > My experience with 0.9 was that I sat on it, bug-fixing for a long time, > releasing it > too late. I don't want to repeat that mistake. So here we are, there's a > lot of good new > stuff in Coot 1, but it's not as slick as it might be (or will become). > > o Update graphics to use OpenGL 3.3 > o Update Python to use version 3.9 > o Update GTK+ to use version 3 > > While many of the features that were available in 0.9.x have been > reworked or > re-implemented, there are some gaps. Dropped features include > Cross-hairs, Stereo, Pisa > interface, built-in key-bindings, NCS Ghosts, Edit Phi/Psi, > anti-aliasing, Kleywegt > plots, the clipping dialog, Chemical Feature Clustering, > Dynamically-Transformed/NCS > Maps, LSQ plane distances, dynamic distances, CABLAM-markup, the test > suite, > user-defined colour schemes, anisotropic atoms, CURLEW, Scheme GUI > scripting, > Skeletonization and Baton-Building. > > "So, is there anything that _does_ work?" - you might ask... > > The GUI has been updated, I have tried to cut down on the number of > dialogs, the Real > Space Refinement in particular has seen quite a lot of work. The GUI now > uses dark mode > if the theme is installed [3]. Several menu items have been relocated. > More menus are now > alphabetically ordered [4]. > > The graphics is, by default, now based on triangles instead of lines > which affords a > more pleasing representation (density maps can be represented using both > modes) and one > can have a more expeditious if not pleasant experience with a fast > graphics card and a > big screen. The various graphics effects and filters can be tailored to > some extent by > changing the configuration using the GUI or by editing/replacing the > shaders. > Full-screen mode is now an option [5]. > > Overall, the GUI has only had light testing. At the moment, it's > probably best to > avoid closing dialogs using the window manager. The "OK" button now > appears after the > "Cancel" button in dialogs. > > Python scripting now has uses a history from previous sessions and the > functions need > to be used with namespaces/modules (e.g. "coot", or "coot_utils"). Coot > (or coot) is > now a module that can be imported into python. > > This build compiles with the RDKit and optionally MoleculestoTriangles > from Martin Noble. > > The map and the model can now be exported to glTF files (for use in > Blender and other > 3D modelling software). > > The build script for Coot 1, called build-it-3-3 can be found in the > "Build from Scratch" > menu on the web page (you will need to have already installed cmake and > Gtk+). The catch > though is that (at least in my hands) Python and friends are > frustratingly difficult to > install, so it's possible/likely that the build script won't work. > Likewise, > the script doesn't work for Mac OS either. But it is currently the best > method to get > binaries so I will support it if you try it [6]. (Homebrew might be > another method.) > > Bernhard Lohkamp has been working on the WinCoot version - I will defer > WinCoot > questions to him. > > Mac Coot is now native (no X11/XQuartz needed). I would be interested to > see how a > natively-compiled [7] version works on an M1 Max processor [8,9]. > > Judging from previous experience, a few rapid iterations of bug-fix > releases will be > needed. After this, the version numbers will become sane - it's my plan > to release a new > major version every year or so. > > > https://www2.mrc-lmb.cam.ac.uk/personal/pemsley/coot/source/releases/coot-1.tar.gz > > Normally I don't cross-post releases, but this one I thought I should. > > > [1] new as in OpenGL 3.3 or later - using shaders - I don't mean Vulkan > (that's for the > future) > [2] the patch from the 0.9.x version is 285k lines > [3] I recommend it > [4] rather than chronologically > [5] double-tap Esc key (the first time) to revert to standard display > [6] I have be working with CCP4 collaborators to use their system to > build Coot binaries. > Hopefully the binaries will be available stand-alone, as well as > integrated into > the CCP4 Suite via that method > [7] so that's a different meaning of "native" > [8] the little testing I have done on a recent intel MacBook Pro shows > unimpressive > performance (Iris graphics, retina display) > [9] Thanks to my Mac-using colleagues for their feedback. > > ######################################################################## > > To unsubscribe from the CCP4BB list, click the following link: > https://www.jiscmail.ac.uk/cgi-bin/WA-JISC.exe?SUBED1=CCP4BB&A=1 > > This message was issued to members of www.jiscmail.ac.uk/CCP4BB, a > mailing list hosted by www.jiscmail.ac.uk, terms & conditions are > available at https://www.jiscmail.ac.uk/policyandsecurity/ > ######################################################################## To unsubscribe from the CCP4BB list, click the following link: https://www.jiscmail.ac.uk/cgi-bin/WA-JISC.exe?SUBED1=CCP4BB&A=1 This message was issued to members of www.jiscmail.ac.uk/CCP4BB, a mailing list hosted by www.jiscmail.ac.uk, terms & conditions are available at https://www.jiscmail.ac.uk/policyandsecurity/