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.
>
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