Gianluca Tomasello
Gianluca Tomasello
@arose I think I have found the cause in this line in vertex shader https://github.com/molstar/molstar/blob/3bf4a8f8e692dd0f2159e9734e922d334aed1bdc/src/mol-gl/shader/cylinders.vert.ts#L75 Modifying it in the way below it seems to work fine. I don't know if...
Hi @arose, I tried your suggestion but it seems not to work. Every model is shown as black using trajectory-index 
Oh.. I have found that when I load all models together in my implementation, trajectory index is working as expected. I have also discovered that utilizing the entity index yields...
I think I have found also the same issue in sphere vertex shader. Changing it to ```mvPosition.z -= vRadius; // avoid clipping``` avoids clipping issues where the sphere suddenly disappears....
@arose I have found a simple way that sims to work in any case for both spheres and cylinders. ```ts if (gl_Position.z < -gl_Position.w) { gl_Position.z = -gl_Position.w; } ```...
@arose I have an updated version that tries to avoid this performance issue. It also checks for the back plane because I noticed it prevents elements to disappear from behind....
@arose I was testing a new configuration for cylinders and found out that the current configuration seems to be the best. It avoids any kind of artifacts and keeps performances...
It seems like a complete 360° inversion
@arose do you think is possible to use the method used for impostors on meshes too? I mean by using gl_FragDepthEXT to alter the fragment depth. Or there are limitations...
Thanks, > Render-objects to be cut must be solid in the sense that no back face is visible unless cut! An other thing to take into account is that sometimes...