Mark C. Hilgart

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Programmers writing in the OpenGL Shading Language (GLSL) today rely on printf-style debugging methods and IDEs that set up test environments. However, as shaders get more complex, traditional step-through debugging on shaders running in their intended application becomes more useful. This paper describes a rewriting method that enables step-through(More)
The calculation of single- and multi-crystal data collection strategies and a data processing pipeline have been tightly integrated into the macromolecular crystallographic data acquisition and beamline control software JBluIce. Both tasks employ wrapper scripts around existing crystallographic software. JBluIce executes scripts through a distributed(More)
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