When completed, this page should automatically switch to different modes depending upon browser capabilities. It can use the signed Jmol applet, the unsigned Jmol applet with server-side help, or JSmol using HTML5 with or without WebGL. As of 10/23/12 pure HTML5 is working. JSmol implements Java2Script to recreate the entire Jmol Java applet in JavaScript. Note that JSmol is not a different program than Jmol, it is Jmol, just compiled into JavaScript instead of Java. (All development is done working with the trunk Jmol Java source, but compilation of that code creates both the standard Java version and the Java2Script version.) As such, JSmol has just about all of the features of Jmol: full (non-binary) file reading, full Jmol scripting, etc. We don't at this time have a binary file reader (so Spartan files must first be converted by Jmol/Java into ASCII files to be read by JSmol; perhaps a little server-side support here should fix that). On the server side, we are using JmolData.jar for delivering cross-domain models into the viewer. Jmol code conversion to JavaScript by Bob Hanson. GLmol interface written by Takanori Nakane. Java2Script written by Zhou Renjian, et al. - 10/23/12 | |
display faster sharper show info hide info cmd spacefill wireframe ball&stick cartoons fancy not flat color atomno color cpk color structure isosurface vdw off mep labels on off echo larger smaller |
Wait for the page to load fully, then try various buttons. Cartoons are working.
Current status: 10/28/12 - Text working; antialiasDisplay working; Except for binary file reading, Jmol/JavaScript is working completely Java-free and WebGL-free. Cartoons, translucency, surfaces -- all are working in a simple HTML5 2D canvas. No WebGL required. The cmd link below the applet can be used to send script commands to the viewer just as for Jmol/Java. |