[COOT] coot-1 on mac m1

2022-04-01 Thread Pranav Shah
Hi Paul,

This release looks really interesting! Do you have any tips on
compiling it for arm64 based archs (m1 and ilk)? There appears to be a
dependency on fftw2 which I am failing to compile on the M1.

Best,
Pranav
--
Pranav Shah
Postdoctoral Research Fellow.

Division of Structural Biology,
Wellcome Trust Centre for Human Genetics,
University of Oxford,
Roosevelt Drive, Oxford OX3 7BN,
UK



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Re: [COOT] Coot 1

2022-04-01 Thread Pedro Matias

Hi Paul,

The new Coot does have a nice depth of field and that certainly helps to 
provide a 3D feeling to the image. Still, I hope you can manage to bring 
it back at some future date. Old habits die hard...


Best,

Pedro

Em 01/04/2022 12:03, Paul Emsley escreveu:


Hi Pedro,

Stereo is not available because I didn't have access to stereo at home 
and I have not been keen on touching communal equipment at the lab. My 
guess is that it needs only 100 lines or so - many of those are in 
Coot 0.9.x. I would like a chance to revisit the view matrices though 
- during a recent test of new stereo kit PyMOL was noticeably better.


I wonder actually if stereo is so necessary in Coot 1 though..? - 
here's a side-by-side.


Paul


On 01/04/2022 11:32, Pedro Matias wrote:

Hi Paul,

Is stereo definitely off the table for Coot 1 or will you add it back 
later?


If not, the I would ask CCP4 developers to *pretty please* keep coot 
0.9 as a legacy option for us users who cannot live without stereo.






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Re: [COOT] Coot 1

2022-04-01 Thread Pedro Matias

Hi Paul,

Is stereo definitely off the table for Coot 1 or will you add it back later?

If not, the I would ask CCP4 developers to *pretty please* keep coot 0.9 
as a legacy option for us users who cannot live without stereo.


Best,

Pedro

Em 01/04/2022 11:14, Paul Emsley escreveu:

Coot 1

18 years after the release of Coot 0 it's time that I actually 
released Coot 1.


Coot 1 is a major change beyond Coot 0. It has required a lot of 
writing and rewriting [1]
and has been the preponderance of my work since 2017. I have had to 
learn how to program
graphics from scratch using the new style. Much of the GUI internals 
has been

rewritten [2].

My experience with 0.9 was that I sat on it, bug-fixing for a long 
time, releasing it
too late. I don't want to repeat that mistake. So here we are, there's 
a lot of good new

stuff in Coot 1, but it's not as slick as it might be (or will become).

  o Update graphics to use OpenGL 3.3
  o Update Python to use version 3.9
  o Update GTK+ to use version 3

While many of the features that were available in 0.9.x have been 
reworked or
re-implemented, there are some gaps. Dropped features include 
Cross-hairs, Stereo, Pisa
interface, built-in key-bindings, NCS Ghosts, Edit Phi/Psi, 
anti-aliasing, Kleywegt
plots, the clipping dialog, Chemical Feature Clustering, 
Dynamically-Transformed/NCS
Maps, LSQ plane distances, dynamic distances, CABLAM-markup, the test 
suite,
user-defined colour schemes, anisotropic atoms, CURLEW, Scheme GUI 
scripting,

Skeletonization and Baton-Building.

"So, is there anything that _does_ work?" - you might ask...

The GUI has been updated, I have tried to cut down on the number of 
dialogs, the Real
Space Refinement in particular has seen quite a lot of work. The GUI 
now uses dark mode
if the theme is installed [3]. Several menu items have been relocated. 
More menus are now

alphabetically ordered [4].

The graphics is, by default, now based on triangles instead of lines 
which affords a
more pleasing representation (density maps can be represented using 
both modes) and one
can have a more expeditious if not pleasant experience with a fast 
graphics card and a
big screen. The various graphics effects and filters can be tailored 
to some extent by
changing the configuration using the GUI or by editing/replacing the 
shaders.

Full-screen mode is now an option [5].

Overall, the GUI has only had light testing. At the moment, it's 
probably best to
avoid closing dialogs using the window manager. The "OK" button now 
appears after the

"Cancel" button in dialogs.

Python scripting now has uses a history from previous sessions and the 
functions need
to be used with namespaces/modules (e.g. "coot", or "coot_utils"). 
Coot (or coot) is

now a module that can be imported into python.

This build compiles with the RDKit and optionally MoleculestoTriangles 
from Martin Noble.


The map and the model can now be exported to glTF files (for use in 
Blender and other

3D modelling software).

The build script for Coot 1, called build-it-3-3 can be found in the 
"Build from Scratch"
menu on the web page (you will need to have already installed cmake 
and Gtk+). The catch
though is that (at least in my hands) Python and friends are 
frustratingly difficult to
install, so it's possible/likely that the build script won't work. 
Likewise,
the script doesn't work for Mac OS either. But it is currently the 
best method to get
binaries so I will support it if you try it [6]. (Homebrew might be 
another method.)


Bernhard Lohkamp has been working on the WinCoot version - I will 
defer WinCoot

questions to him.

Mac Coot is now native (no X11/XQuartz needed). I would be interested 
to see how a

natively-compiled [7] version works on an M1 Max processor [8,9].

Judging from previous experience, a few rapid iterations of bug-fix 
releases will be
needed. After this, the version numbers will become sane - it's my 
plan to release a new

major version every year or so.

https://www2.mrc-lmb.cam.ac.uk/personal/pemsley/coot/source/releases/coot-1.tar.gz 



Normally I don't cross-post releases, but this one I thought I should.


[1] new as in OpenGL 3.3 or later - using shaders - I don't mean 
Vulkan (that's for the

    future)
[2] the patch from the 0.9.x version is 285k lines
[3] I recommend it
[4] rather than chronologically
[5] double-tap Esc key (the first time) to revert to standard display
[6] I have be working with CCP4 collaborators to use their system to 
build Coot binaries.
    Hopefully the binaries will be available stand-alone, as well as 
integrated into

    the CCP4 Suite via that method
[7] so that's a different meaning of "native"
[8] the little testing I have done on a recent intel MacBook Pro shows 
unimpressive

    performance (Iris graphics, retina display)
[9] Thanks to my Mac-using colleagues for their feedback.



To unsubscribe from the COOT list, click the 

[COOT] Coot 1

2022-04-01 Thread Paul Emsley

Coot 1

18 years after the release of Coot 0 it's time that I actually released 
Coot 1.


Coot 1 is a major change beyond Coot 0. It has required a lot of writing 
and rewriting [1]
and has been the preponderance of my work since 2017. I have had to 
learn how to program
graphics from scratch using the new style. Much of the GUI internals has 
been

rewritten [2].

My experience with 0.9 was that I sat on it, bug-fixing for a long time, 
releasing it
too late. I don't want to repeat that mistake. So here we are, there's a 
lot of good new

stuff in Coot 1, but it's not as slick as it might be (or will become).

  o Update graphics to use OpenGL 3.3
  o Update Python to use version 3.9
  o Update GTK+ to use version 3

While many of the features that were available in 0.9.x have been 
reworked or
re-implemented, there are some gaps. Dropped features include 
Cross-hairs, Stereo, Pisa
interface, built-in key-bindings, NCS Ghosts, Edit Phi/Psi, 
anti-aliasing, Kleywegt
plots, the clipping dialog, Chemical Feature Clustering, 
Dynamically-Transformed/NCS

Maps, LSQ plane distances, dynamic distances, CABLAM-markup, the test suite,
user-defined colour schemes, anisotropic atoms, CURLEW, Scheme GUI 
scripting,

Skeletonization and Baton-Building.

"So, is there anything that _does_ work?" - you might ask...

The GUI has been updated, I have tried to cut down on the number of 
dialogs, the Real
Space Refinement in particular has seen quite a lot of work. The GUI now 
uses dark mode
if the theme is installed [3]. Several menu items have been relocated. 
More menus are now

alphabetically ordered [4].

The graphics is, by default, now based on triangles instead of lines 
which affords a
more pleasing representation (density maps can be represented using both 
modes) and one
can have a more expeditious if not pleasant experience with a fast 
graphics card and a
big screen. The various graphics effects and filters can be tailored to 
some extent by
changing the configuration using the GUI or by editing/replacing the 
shaders.

Full-screen mode is now an option [5].

Overall, the GUI has only had light testing. At the moment, it's 
probably best to
avoid closing dialogs using the window manager. The "OK" button now 
appears after the

"Cancel" button in dialogs.

Python scripting now has uses a history from previous sessions and the 
functions need
to be used with namespaces/modules (e.g. "coot", or "coot_utils"). Coot 
(or coot) is

now a module that can be imported into python.

This build compiles with the RDKit and optionally MoleculestoTriangles 
from Martin Noble.


The map and the model can now be exported to glTF files (for use in 
Blender and other

3D modelling software).

The build script for Coot 1, called build-it-3-3 can be found in the 
"Build from Scratch"
menu on the web page (you will need to have already installed cmake and 
Gtk+). The catch
though is that (at least in my hands) Python and friends are 
frustratingly difficult to

install, so it's possible/likely that the build script won't work. Likewise,
the script doesn't work for Mac OS either. But it is currently the best 
method to get
binaries so I will support it if you try it [6]. (Homebrew might be 
another method.)


Bernhard Lohkamp has been working on the WinCoot version - I will defer 
WinCoot

questions to him.

Mac Coot is now native (no X11/XQuartz needed). I would be interested to 
see how a

natively-compiled [7] version works on an M1 Max processor [8,9].

Judging from previous experience, a few rapid iterations of bug-fix 
releases will be
needed. After this, the version numbers will become sane - it's my plan 
to release a new

major version every year or so.

https://www2.mrc-lmb.cam.ac.uk/personal/pemsley/coot/source/releases/coot-1.tar.gz

Normally I don't cross-post releases, but this one I thought I should.


[1] new as in OpenGL 3.3 or later - using shaders - I don't mean Vulkan 
(that's for the

    future)
[2] the patch from the 0.9.x version is 285k lines
[3] I recommend it
[4] rather than chronologically
[5] double-tap Esc key (the first time) to revert to standard display
[6] I have be working with CCP4 collaborators to use their system to 
build Coot binaries.
    Hopefully the binaries will be available stand-alone, as well as 
integrated into

    the CCP4 Suite via that method
[7] so that's a different meaning of "native"
[8] the little testing I have done on a recent intel MacBook Pro shows 
unimpressive

    performance (Iris graphics, retina display)
[9] Thanks to my Mac-using colleagues for their feedback.



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