On Thu, 2004-03-25 at 18:38, Warren DeLano wrote: > You need to provide normal vectors too. Otherwise OpenGL & the > raytracer won't be able to light them correctly.
OK, that works fine now. If anyone else is interested in making CGO 'walls', a simple script is now on my PyMOL page (it's called walls.py) http://www.ebi.ac.uk/~gareth/pymol/ Gareth > > -----Original Message----- > > From: pymol-users-ad...@lists.sourceforge.net > > [mailto:pymol-users-ad...@lists.sourceforge.net] On Behalf Of > > Gareth Stockwell > > Sent: Thursday, March 25, 2004 10:04 AM > > To: pymol-users > > Subject: [PyMOL] CGO shading > > > > > > Hi there, > > > > Does anyone know how to get CGO objects to be properly shaded? > > > > For example, if I create two triangles which lie in > > perpendicular planes... > > > > obj = [ > > > > BEGIN, TRIANGLES, > > > > COLOR, 1, 0, 0, > > VERTEX, 0, 0, 0, > > VERTEX, 1, 0, 0, > > VERTEX, 1, 1, 0, > > > > COLOR, 1, 0, 0, > > VERTEX, 0, 0, 0, > > VERTEX, 1, 0, 0, > > VERTEX, 1, 0, 1, > > > > END > > ] > > > > cmd.load_cgo(obj,'triangles') > > > > > > ... the colour of both triangles looks identical, in either > > OpenGL or ray-traced rendering. > > > > I want to use CGOs to create 'floor' and 'walls' as a > > backdrop to ray-traced images, to give better perspective. > > At the moment, I have to manually set the shade of each wall > > in order to get it to look right. > > > > Details of my setup: > > PyMOL version 0.95 beta, running on Linux > > GL_VENDOR: 2d3D, Inc > > GL_RENDERER: Mesa DRI Intel(R) 845G 20021115 > > GL_VERSION: 1.2 Mesa 4.0.4 > > > > Cheers, > > Gareth > > -- ------------------------------------------------------------------------------- Gareth Stockwell EMBL - European Bioinformatics Institute Wellcome Trust Genome Campus Hinxton Cambridge CB10 1SD gar...@ebi.ac.uk Tel 01223 492548 http://www.ebi.ac.uk/~gareth