// class to compute ambient occlusion class AO{ //private: Point3f dir; // direction vector buf; int bufx, bufy; float bufscale; inline int index(int x, int y){ int res=x+bufx*y; if (res<0) res=0; if (res>=buf.size()) res=buf.size()-1; return res; //return x+bufx*y; } void PrintBuffer(); void RenderSphere(float cx, float cy, float cz, float rad); void CheckAtom(QAtom &a); public: AO( Point3f _dir, Mol &m); };