This is terrific -- we really haven't had anyone seriously go after this. I
just threw together some code to get the job done. Anything like this is
most welcome, and I will certainly support it. Angel, how would you like to
take a crack at optimizing the VRML export code? I can help you with
anything you want. Mostly we have the issue that there are two types of
coordinates -- Cartesian and screen. But you can transform from one to
another when necessary. We use the macro idea in the POVRAY exporter.

This is a good way to do it -- some hand coding, then get the code to
reproduce that.

Also, I ran into a problem with planes that I'm not sure how to get around.
It appears that isosurfaces and planes in VRML are one-sided. I mean REALLY
one-sided-- viewed from one side you see the color, and from the other side
you see nothing. The plane just disappears. We could use a solution to that.
Planes and isosurfaces are actually huge collections of vertices, faces,
normals, and colors. Don't expect much optimization of those. (Although I do
think the normals could be optimized similarly to the way colors are
optimized.)

Bob

2009/7/16 Angel Herráez <[email protected]>

> Hello Ralf
>
> That's very interesting news!
>
> > and spheres of each element the same size and material, any sphere can
> > be a macro.
> >
> > Use case: I have hand-optimized an exported VRML file, with a 35 per
> > cent size reduction:
>
> Can you provide examples of the VRML code?
>
>
>
>
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-- 
Robert M. Hanson
Professor of Chemistry
St. Olaf College
1520 St. Olaf Ave.
Northfield, MN 55057
http://www.stolaf.edu/people/hansonr
phone: 507-786-3107


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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