For visually inspecting the fragment, we now create a graphical representation
of the entity. The graphical representation os completely separate from the :class:`~ost.mol.EntityHandle` class. This is on purpose. When writing processing scripts, usually no graphical representation is required and things would be slowed down without any reason. The following code will take our fragment and initialise a :class:`gfx.Entity<ost.gfx.Entity>`, add it to the scene, and center the camera on it.
of the entity. The graphical representation is completely separate from the :class:`~ost.mol.EntityHandle` class. This is on purpose. When writing processing scripts, usually no graphical representation is required and things would be slowed down without any reason. The following code will take our fragment and initialise a :class:`gfx.Entity<ost.gfx.Entity>`, add it to the scene, and center the camera on it.
.. code-block:: python
...
...
@@ -96,8 +95,8 @@ of the entity. The graphical representation os completely separate from the :cla
Now you will see the fragment in the 3D window.
Use the mouse to rotate, zoom in an shift the camera. Double clicking on an atom
will center the camera on that atom. If you want to learn more about the
Use the mouse to rotate, zoom in an shift the camera. Double clicking on an
atom will center the camera on that atom. If you want to learn more about the
:mod:`~ost.gfx` module, you are encouraged to read :doc:`the gfx
intro<intro-03>` and the :mod:`gfx documentation<ost.gfx`.