Thanks for taking the time to answer. I understand the concepts of blending
normals and the importance of vertex ordering in terms of normal generation.

Is vertex ordering important to PyMol CGOs  (after normals have already been
generated).?

My ray traced images look good, however, they can only be displayed during
ray tracing.

If you have time, can you give me an example of a triangle primitive (not
begin, triangles, end) that can be displayed without having to ray trace
it....

The point is, I would like to be able to see the surface while I am rotating
it.  Thanks again. - Mike

-----Original Message-----
From: Warren L. DeLano [mailto:war...@delanoscientific.com]
Sent: Tuesday, June 03, 2003 6:15 PM
To: 'Mike Brown'; pymol-users@lists.sourceforge.net
Subject: RE: [PyMOL] CGOs and TRIANGLE primitive


Mike,

        Triangle rendering isn't as simple as you might think -- you
need to make sure your triangles have the correct handedness (vertex
ordering), and if you are trying to create a surface, then you need to
blend the normals at each vertex.

        I left transparent CGOs out of this release...perhaps in the
next version -- I'll need to in order to make cartoons transparent,
which is a planned enhancement.  For now, you're probably out of luck,
unless you call OpenGL Directly via PyOpenGL.

Cheers,
Warren


--
mailto:war...@delanoscientific.com
Warren L. DeLano
Principal Scientist
DeLano Scientific LLC
Voice (650)-346-1154
Fax   (650)-593-4020

-----Original Message-----
From: pymol-users-ow...@lists.sourceforge.net
[mailto:pymol-users-ow...@lists.sourceforge.net] On Behalf Of Mike Brown
Sent: Sunday, June 01, 2003 11:26 AM
To: pymol-users@lists.sourceforge.net
Subject: [PyMOL] CGOs and TRIANGLE primitive

I am developing software for lead optimization that analyzes the
differences
between multiple enzymes implicated in drug targets.  I wanted to
implement
some method for visualization of these differences and PyMol seemed like
an
ideal tool for rendering since it is already capable of displaying
molecular
structures and accepts outside graphics objects.

I am having trouble rendering triangulated surfaces using CGO's however
(Please know that I am no expert in computer graphics).  When the CGO
contains the triangles/normals in the BEGIN, TRIANGLES, ... , END
format,
the surface is displayed, but is very "angular" and ray tracing does not
smooth the edges.  When the CGO uses TRIANGLE primitives instead, the
surface is ray traced very nicely, but cannot be seen until it is ray
traced.  When I rotate the surface, it disappears again.

Also, it would be nice if there was a method by which I could make the
surfaces loaded as a CGO transparent.

Any help would be GREATLY appreciated.  Thanks for your time. - Mike



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