Right, the weak link now is surface creation. That is computationally
expensive, and JavaScript is boarder-line acceptable in terms of doing it.
Users needing relatively large or slow-to-render surfaces are STRONGLY
encouraged to use the JVXL format. This is quite easy:

1) create your surface in a test environment, probably the free-standing
Jmol application (Jmol.jar)

2) execute

   isosurface CACHE

Your surface has just be replaced by a JVXL equivalent, and that has been
cached in memory. You may see ever-so-slightly a change in the surface. If
it is anything significant, I want to know about it.

3) write PNGJ xxx.png

This saves a PNG+ZIP file format that contains all files necessary to
reproduce the state, including the surface JVXL file. One file. Compressed.

4) load xxx.png or script xxx.png

This tests the loading. You should see near-instantaneous surface creation,
even with JavaScript.

Bob



On Thu, Jan 16, 2014 at 5:03 AM, Rzepa, Henry S <[email protected]>wrote:

>
> Indeed it is!   But we still need some progress on the speeds of surface
> rendering.  Surfaces with lots of elements can render up to about  25 times
> slower than the equivalent  Java does. The trick at the moment is to
> produce such surfaces are lower resolution than one normally would.
>
-- 
Robert M. Hanson
Larson-Anderson Professor of Chemistry
St. Olaf College
Northfield, MN
http://www.stolaf.edu/people/hansonr


If nature does not answer first what we want,
it is better to take what answer we get.

-- Josiah Willard Gibbs, Lecture XXX, Monday, February 5, 1900
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