| 8 | | |
| 9 | | -----Original Message----- |
| 10 | | From: ChimeraX <ChimeraX-bugs-admin@cgl.ucsf.edu> |
| 11 | | Sent: Thursday, September 12, 2024 7:02 PM |
| 12 | | To: goddard@cgl.ucsf.edu; Browne, Kristen (NIH/NIAID) [C] <kristen.browne@nih.gov> |
| 13 | | Cc: meng@cgl.ucsf.edu; Cruz, Phil (NIH/NIAID) [C] <phil.cruz@nih.gov> |
| 14 | | Subject: [EXTERNAL] Re: [ChimeraX] #15899: Hidden vertices in GLB output, and GLB nodes not centered at (0,0,0) |
| 15 | | |
| 16 | | #15899: Hidden vertices in GLB output, and GLB nodes not centered at (0,0,0) |
| 17 | | ---------------------------------------+------------------------- |
| 18 | | Reporter: kristen.browne@... | Owner: Tom Goddard |
| 19 | | Type: defect | Status: closed |
| 20 | | Priority: normal | Milestone: |
| 21 | | Component: Input/Output | Version: |
| 22 | | Resolution: fixed | Keywords: |
| 23 | | Blocked By: | Blocking: |
| 24 | | Notify when closed: | Platform: all |
| 25 | | Project: ChimeraX | |
| 26 | | ---------------------------------------+------------------------- |
| 27 | | Comment (by Tom Goddard): |
| 28 | | |
| 29 | | Kristen, ChimeraX VRML output only includes one node, a single IndexedFaceSet for everything in the ChimeraX scene. By default it is centered at (0,0,0) by shifting all the vertices. So the local origin problem that was seen with GLTF output does not happen in VRML. But also the VRML will not allow you to easily separate out individual scene objects since it does not use a tree of nodes. The VRML output could use a tree of nodes, but that is much more complex to produce. |
| 30 | | -- |
| 31 | | Ticket URL: <https://www.rbvi.ucsf.edu/trac/ChimeraX/ticket/15899#comment:24> |
| 32 | | ChimeraX <https://www.rbvi.ucsf.edu/chimerax/> |
| 33 | | ChimeraX Issue Tracker |
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| 35 | | }}} |