Surfaces quicklist not updated

Hi,

When you have a surface or orbital and you change the isovalue for
example, this will not make a new quicklist to render. There several
ways we could solve this:

  • Make surfaces into a primitive. GLWidgetPrivate::updateCache will be
    set to true of we add, delete or update surface points or triangles.
    This would also allow surface points to be selected etc… (I think
    this is the right way to implement it, we allready have the surface
    primitive type… Just want to check what other people have to say
    before I start writing code because I can fix it really fast using the
    second method)

  • Add a function to GLWidget to set updateCache to true when engines
    emit Changed.

If we make a surface primitive do we store color in it? If we do we
can renderQuick ESP, … colored surfaces and update() can be called
when you change the color. Otherwise renderQuick just has to use one
color. Or is switching color to slow in renderQuick?

Tim

Never mind, I see that Marcus already solved it.

Tim

On Fri, Mar 7, 2008 at 12:51 AM, Tim Vandermeersch
tim.vandermeersch@gmail.com wrote:

Hi,

When you have a surface or orbital and you change the isovalue for
example, this will not make a new quicklist to render. There several
ways we could solve this:

  • Make surfaces into a primitive. GLWidgetPrivate::updateCache will be
    set to true of we add, delete or update surface points or triangles.
    This would also allow surface points to be selected etc… (I think
    this is the right way to implement it, we allready have the surface
    primitive type… Just want to check what other people have to say
    before I start writing code because I can fix it really fast using the
    second method)

  • Add a function to GLWidget to set updateCache to true when engines
    emit Changed.

If we make a surface primitive do we store color in it? If we do we
can renderQuick ESP, … colored surfaces and update() can be called
when you change the color. Otherwise renderQuick just has to use one
color. Or is switching color to slow in renderQuick?

Tim