<div class="gmail_quote">On Thu, Feb 4, 2010 at 12:58 PM, Benjamin Frigan <span dir="ltr"><<a href="mailto:frigan@itap.physik.uni-stuttgart.de">frigan@itap.physik.uni-stuttgart.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
I forgot to ask the following:<br>
I know that in OpenGL, when you render a large amount of objects, you<br>
can use something that is called "Backface Culling". Then, all faces<br>
that are facing away from the camera because they are always covered by<br>
faces that are facing towards the camera. Is this implemented in VTK by<br>
default or do I have to enable it somehow?<br>
<br>
I've read that VMD (apparently quite popular molecular visualizer) can<br>
handle thousands of molecules + connections without any problems, with<br>
high sphere resolution!!!<br>
<br></blockquote><div>VMD makes heavy use of GLSL code to accomplish that. I spent quite some time working on Avogadro where we were very concerned about spheres and cylinders. Using display lists/VBOs and fragment shaders you can massively cut down the number of vertices in a scene.</div>
<div><br></div><div>Marcus</div></div>