Warren wrote:
> Miguel,
>
> Oops, my mistake:  You were on the right track: my Z scaling was
> exaggerated...I was mentally trying to achieve more precise depth
> buffering
> by using more Z bits, while forgetting that Z can't be scaled arbitrarily
> when you've got geometry with fixed Z dimensions...silly me!

:-)

> That fixes the sphere intersection problem and also (to my surprise)
> greatly
> improves the surface quality -- presumably because the normals are now
> more correct.

Good.

> Here are two new comparison images in which I've fixed PyMOL's light
> source
> to match that of Jmol.  Much better:
>
> http://delsci.com/jmol/pymol040104b.jpg
>
> http://delsci.com/jmol/jmol040104b.jpg

Yes, very good!

> The specular power is still mismatched but otherwise it looks as good as
> can be expected -- this can definitely work!

Very good.

> As far as performace goes, this is a one-shot demo, so I don't have any
> sense of that yet.

OK, I don't think it should be a problem.

It should be faster than OpenGL on sphere rendering. Triangles for large
surfaces will certainly be much slower, but I don't know how it will be.
We will have to wait and see.

Unless you want to do another 'one-shot demo' that generates 50K triangles
on the surface of a larger macromolecule.

> We'll need to for some code-level integration for
> that.
> However, it is clear to me that the existing JOGL-dependent PyMOL JNI
> extension will need some significant work in order to "if" or "#ifdef" out
> all the OpenGL call and then efficiently pass all the geometry back up to
> Java in an efficient manner (say for example, in a display list).  Once
> that's done, PyMOL could simply feed a stream of integers that G3D or Jmol
> interprets as primitives for rendering.
>
> What fun!

Cool!


Miguel



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