Rzepa, Henry wrote:
>>> I have searched for  OpenGL + Java in the list, and noted some reference
>>> to the use of  jogl for  PyMol, but not found it for  Jmol.
>>>
>>> My reason for asking is that we have a  Stereo display system (passive
>>> glasses)  which uses Quad Buffered OpenGL stereo, and have been wondering
>>> for a little while whether this could ever be made to display stereo for
>>> Jmol.
>>>       
>> I doubt that Jmol will use OpenGL in a near future: it would require to 
>> redesign and rewrite all the rendering engine to use OpenGL primitives 
>> instead of drawing directly in a bitmap.
>>     
>
>
> I thought that is what  Jogl would do for you without any sweat?
>   

Well, Jogl will only give you primitives/methods to call.
The problem is that Jogl primitives are at a completely different level 
than Java 2D primitives (what is currently used) :
- with Jogl, you construct a 3D scene: by saying for example that 
there's a red sphere at this x,y,z coordinate, ... *once* and then Jogl 
will do the rendering even if you zoom, rotate, ...
- currently in Jmol: *whenever* there's a need to redraw, a loop is made 
through all objects to call a rendering method that decides how pixels 
should be rendered (hand coded for each different type of object)


>   
>> Depending on the technology used for your stereo display system, it could be 
>> used for Jmol with few modifications (or even no modifications) :
>> - if it's based on different colors to separate the eyes, then Jmol should 
>> already work (stereo commands in the menu)
>> - if it's based on odd/even pixels to separate the eyes, this was discussed 
>> some time ago. It shouldn't be too much difficult to do it.
>>     
>
>
> Its based on  openGL primitives.  The standard is called
> Quad buffered  Stereo OpenGL, and one addresses it via calls to
> OpenGL primitives.  The computer has an  NVidia openGL driver, with
> two  DVI video signals out, each of which drives a separate projector.
> The projectors emit linearly polarised light, and you view the whole thing
> with linearly polarised (passive) glasses.
>   

By technology used, I didn't mean openGL (it's only a way of controling 
the hardware).
For example, openGL can also be used for controling hardware using odd 
pixels for left eye, even pixels for right eye, but the technology is 
very different than polarised light.

With this two projectors technology, OpenGL will probably be the easiest 
choice for Jmol.
But it requires some work :
- first, a redesign to allow several rendering techniques in Jmol 
(current Graphics3D based on Java 2D, ...)
- create a Jogl rendering module
That would be interesting :)

Nico


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