On 8/23/07, Greg Ewing <[EMAIL PROTECTED]> wrote:
>
> Ulf Ekström wrote:
> > But for just drawing bonds you can use some element specific distance
> > cutoff, that's how all the other programs do it.
>
> If you already know the positions of the atoms. But it
> sounds like the OP wants to calculate
Ulf Ekström wrote:
But for just drawing bonds you can use some element specific distance
cutoff, that's how all the other programs do it.
If you already know the positions of the atoms. But it
sounds like the OP wants to calculate these from first
principles, which can get pretty involved if yo
OK, so if I've got a 2D cursor on a 2D surface tilted towards the user in 3D
space, how do I use glu*Project() to make the center of the cursor move to
center on the mouse position?
Ian
OK, I've got lumina, and it seems to be mostly what I want. Only a few
tutorials run though...
Do you mean gluProject()/gluUnProject()?
Ian
> atomic bond folding within a molecule does not follow the same physical
> laws as solid balls with joints.
http://en.wikipedia.org/wiki/Molecular_dynamics#Empirical_potentials
> It's a real shame that [EMAIL PROTECTED] has never posted any of their source
> code.
You can easily find open sourc
Try:
http://cheeseshop.python.org/pypi/PyODE/1.0.0
http://cheeseshop.python.org/pypi/Lamina/0.2
The cheeseshop isn't quite comprehensive, but it is pretty good.
http://cheeseshop.python.org/pypi
David
On 8/22/07, Ian Mallett <[EMAIL PROTECTED]> wrote:
>
> On 8/22/07, Michael George <[EMAIL PRO
On Wed, Aug 22, 2007 at 12:35:56PM -0400, Michael George wrote:
> You might try pyode. It's pretty simple to set up springy things using
> it, and you might be able to use simple joints to do the positioning.
atomic bond folding within a molecule does not follow the same physical
laws as solid
On 8/22/07, Michael George <[EMAIL PROTECTED]> wrote:
>
> You might try pyode. It's pretty simple to set up springy things using
> it, and you might be able to use simple joints to do the positioning.
>
> --Mike
I'll look into it. Is there a comprehensive list of available python
modules or some
You might try pyode. It's pretty simple to set up springy things using
it, and you might be able to use simple joints to do the positioning.
--Mike
Ian Mallett wrote:
The molecular project has been canceled; not because of the problem we
were discussing, but because I don't want to try to wri
The molecular project has been canceled; not because of the problem we were
discussing, but because I don't want to try to write a program that links
the atoms together. Though at first it seems simple, atom bond angles are
extremely variable, and the ways they can fold in 3D space are endless.
An
I am a little (ok, very) late getting into this discussion, but Mr
LeCompte's suggestions are right on.
I can add to the discussion that glUnproject is complemented by glProject.
Assuming that you can read the depth buffer in PyOpenGL, one way to approach
the molecular modelers problem is by:
1)
On 8/2/07, Brian Fisher <[EMAIL PROTECTED]> wrote:
>
> There isn't really a workaround available to you. Basically you can't
> use pygame surface functions on pygame's opengl surfaces (some people
> are writing stuff so you can into SDL, but it's not really available
> in pygame)
>
Yep.
Ian
Ian Mallett wrote:
I want to draw a circle on this surface with pygame.draw.circle().
On most systems you can't use any of the 2D pygame drawing
functions on an OpenGL surface. It's either one or the other,
unfortunately.
--
Greg Ewing, Computer Science Dept, +-
Michael George wrote:
I think what you actually want is
http://pyopengl.sourceforge.net/documentation/manual/gluPickMatrix.3G.xml
this lets you render a small portion of the scene (like the portion
that's under the cursor) and stores the rendered objects into a
selection buffer.
That's always
Dave LeCompte (really) wrote:
"Michael George" <[EMAIL PROTECTED]> wrote:
Just out of curiousity, have you compared your approach the gluPick and
the selection buffer infrastructure in openGL?
I haven't done performance tests, but several of my concerns about
glReadPixel from the color
On Fri, 3 Aug 2007, Ian Mallett wrote:
> I want to draw a circle on this surface with pygame.draw.circle(). It
> doesn't crash, which makes me think it should work, but I don't see the
> circle, which makes me think it doesn't.
>
> Also, blitting surfaces crashes. Is there a workaround?
pygame.d
I thought as much. I think I'll make a texture of a circle and scale it to
the right size in OpenGL.
Ian
On 8/2/07, Brian Fisher <[EMAIL PROTECTED]> wrote:
>
> There isn't really a workaround available to you. Basically you can't
> use pygame surface functions on pygame's opengl surfaces (some pe
There isn't really a workaround available to you. Basically you can't
use pygame surface functions on pygame's opengl surfaces (some people
are writing stuff so you can into SDL, but it's not really available
in pygame)
You need to use PyOpenGL to use OpenGL functions to get stuff onto the
back bu
I want to draw a circle on this surface with pygame.draw.circle(). It
doesn't crash, which makes me think it should work, but I don't see the
circle, which makes me think it doesn't.
Also, blitting surfaces crashes. Is there a workaround?
Ian
On 8/2/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:
>
> "Ian Mallett" <[EMAIL PROTECTED]> wrote:
> > There's a selection buffer? I don't know how to use buffers, though I
> > think
> > I see what you're saying.
>
>
> Have you read this?
I have now :-)
http://www.opengl.org/resources/fa
On 8/2/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:
>
> "Michael George" <[EMAIL PROTECTED]> wrote:
> > Just out of curiousity, have you compared your approach the gluPick and
> > the selection buffer infrastructure in openGL?
>
> I haven't done performance tests, but several of my concern
"Ian Mallett" <[EMAIL PROTECTED]> wrote:
> There's a selection buffer? I don't know how to use buffers, though I
> think
> I see what you're saying.
Have you read this?
http://www.opengl.org/resources/faq/technical/selection.htm
It talks about several methods, including
- your method, using gl
"Michael George" <[EMAIL PROTECTED]> wrote:
> Just out of curiousity, have you compared your approach the gluPick and
> the selection buffer infrastructure in openGL?
I haven't done performance tests, but several of my concerns about
glReadPixel from the color buffer remain valid with the selectio
On 8/2/07, Michael George <[EMAIL PROTECTED]> wrote:
>
> Just out of curiousity, have you compared your approach the gluPick and
> the selection buffer infrastructure in openGL?
Sorry?
Also, some of the things I've read about selection suggest using the
> back buffer for selection but not flippi
Just out of curiousity, have you compared your approach the gluPick and
the selection buffer infrastructure in openGL?
Also, some of the things I've read about selection suggest using the
back buffer for selection but not flipping. This means you can actually
really use different colors for e
You're right about the multiple atoms of the same type. This should only be
a problem if two of the same atom are behind each other, then a simple depth
test should do it. If you think that doesn't work, let me know here.
I'll try this "glReadPixelsb(x, y, 1, 1, GL_RGB)" right now.
"Ian Mallett" <[EMAIL PROTECTED]> wrote:
> Hi,
> I'm making a program for visualizing molecules. Each atom will be
> selected
> by the mouse. Since I know the color of each atom, my idea for detecting
> if
> a mouse is over one is as follows:
>
> 1: get the color of the pixel the mouse is over
>
This is just me assuming based on the documentation link I sent you...
but wouldn't:
glReadPixelsb(x, y, 1, 1, GL_RGB)
return you a 3 tuple of Red, Green Blue?
... one other note, doing this as a way of doing mouse hit detection
is possibly a bad idea - some older video cards don't actually do
On 8/2/07, Brian Fisher <[EMAIL PROTECTED]> wrote:
>
> glReadPixels reads from the frame buffer - I'm not sure if it means
> back buffer or front buffer, but I think it's back
> http://pyopengl.sourceforge.net/documentation/manual/glReadPixels.3G.xml
>
> On 8/2/07, Ian Mallett <[EMAIL PROTECTED]> w
glReadPixels reads from the frame buffer - I'm not sure if it means
back buffer or front buffer, but I think it's back
http://pyopengl.sourceforge.net/documentation/manual/glReadPixels.3G.xml
On 8/2/07, Ian Mallett <[EMAIL PROTECTED]> wrote:
> Hi,
> I'm making a program for visualizing molecules.
In fact I was just reading a bit more on picking since I was a little
curious myself and I came across this tutorial (also in C) which
describes both approaches:
http://www.lighthouse3d.com/opengl/picking/
--Mike
Jason Massey wrote:
Doesn't OpenGL have something similar to the surface functi
I'm not entirely sure, but I think what you actually want is
http://pyopengl.sourceforge.net/documentation/manual/gluPickMatrix.3G.xml
this lets you render a small portion of the scene (like the portion
that's under the cursor) and stores the rendered objects into a
selection buffer.
--Mike
I
Doesn't OpenGL have something similar to the surface functions?
A quick google turned up:
http://gpwiki.org/index.php/OpenGL_Selection_Using_Unique_Color_IDs
Admittedly it's in C but the OpenGL functions should all be very similar.
On 8/2/07, Ian Mallett <[EMAIL PROTECTED]> wrote:
>
> Hi,
> I'
Hi,
I'm making a program for visualizing molecules. Each atom will be selected
by the mouse. Since I know the color of each atom, my idea for detecting if
a mouse is over one is as follows:
1: get the color of the pixel the mouse is over
2: if the color is __ select the atom with that color.
Th
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