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


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