Ticket #28016

Use of canvas renderer

Open Date: 2012-04-04 20:12 Last Update: 2012-04-09 09:31

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Priority:
2
Severity:
3
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None
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Details

Using the canvas renderer, would allow a larger audience of users, I understand the impact on performance, but I guess it could be used for lightweight models

Ticket History (3/6 Histories)

2012-04-04 20:12 Updated by: dvhh
  • New Ticket "Use of canvas renderer" created
2012-04-04 20:35 Updated by: biochem_fan
  • Owner Update from (None) to biochem_fan
  • Priority Update from 1 - Lowest to 3
Comment

Hi,

I have once tested CanvasRenderer of THREE.js but it was too slow even for small proteins...

But "line" and "strand" representation might be possible, as we don't have to worry about hidden surface removal. I will try it.

2012-04-04 21:20 Updated by: None
Comment

thanks for your consideration As I will submit the use of it to a protein modelisation result display

2012-04-08 18:18 Updated by: biochem_fan
Comment

I uploaded very preliminary test on http://webglmol.sourceforge.jp/glmol/canvasTest.html

Only line drawing(strand and C-alpha trace) works. Ribbon, ligand, etc is not implemented although UI is present.

As you can see, it is very slow compared to the WebGL version. I don't think it is practical on mobile devices. On PCs, it may be practical but I think PC users can use the WebGL version. (Internet Explorer doesn't support canvas so users have to use Firefox, Chrome or Safari anyway, and then, they can use WebGL)

So my question is, who need a Canvas version? (I know that on some old computers WebGL is disabled by default, but still they can enable it manually and it works in most cases)

2012-04-08 18:19 Updated by: biochem_fan
  • Severity Update from 5 - Medium to 3
  • Priority Update from 3 to 2
2012-04-09 09:31 Updated by: dvhh
Comment

I agree it was slower than expected, I was hoping to go through the hurdle of enabling webGL (most of my users are on safari). Plus canvas version would have been useful for mobile platforms (iOS).

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