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Chimera uses a fragment shader to provide per-pixel lighting (called
"glossy lighting" in Chimera). This gives shinier smoother specular
highlights on surfaces. The same fragment shader does
angle-dependent transparency. This means that a transparent surface
at an oblique angle is more opaque than if the surface is face-on.
This darkens parts of the surface which are edge-on giving improved
3-d appearance.<br>
<br>
Tom<br>
<br>
<blockquote
cite="mid:1660007282.544833.1289824288742.JavaMail.root@zmbs3.inria.fr"
type="cite">
<style> body {height: 100%; color:#000000; font-size:12pt; font-family:Times New Roman;}</style>Dear
Chimera developers, <br>
<br>
I try to have a brief overview of molecular programs that can use
programmable capabilities of new graphic hardwares (i.e. use of
shaders): So, I would like to know if Chimera program have
dedicated code that use such shaders to visualize fastly surfaces
or to add particular lighting effects..<br>
<br>
Thank you in advance.<br>
<br>
Matthieu Chavent.<br>
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<br>
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