__text__TEXT "__gcc_except_tab__TEXT __StaticInit__TEXT &H__bss__DATA__data__DATA h )$__cstring__TEXTPy __mod_init_func__DATA@* __compact_unwind__LD H*__eh_frame__TEXT* h2  *Ix/ P2UH]Hf.UHH=H5HH uHH=H]ÐUH]fDUHSPHH=H5HH uHH=H5~HHt H tH[]H=H[]fPDUHAVSH0HuH#HEЋFEHEHEH}ȃuoHutqH]H= HAt1H=HtH=Ht HLcHuL1H0[A^]f.@UHAWAVSH(HuH[HED~D}HG]ԉ]؅yHHLw(HEMA)AuhHuH}}L}tlH= LAtbH=LtOH=Lt int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. IsAV.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. SafeDownCastV.SafeDownCast(vtkObjectBase) -> vtkOpenGLContextBufferId C++: static vtkOpenGLContextBufferId *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkOpenGLContextBufferId C++: vtkOpenGLContextBufferId *NewInstance() ReleaseGraphicsResourcesV.ReleaseGraphicsResources() C++: void ReleaseGraphicsResources() override; Release any graphics resources that are being consumed by this object. SetContextV.SetContext(vtkRenderWindow) C++: void SetContext(vtkRenderWindow *context) override; Set/Get the OpenGL context owning the texture object resource. GetContextV.GetContext() -> vtkRenderWindow C++: vtkRenderWindow *GetContext() override; Set/Get the OpenGL context owning the texture object resource. IsSupportedV.IsSupported() -> bool C++: bool IsSupported() override; Returns if the context supports the required extensions. \pre context_is_set: this->GetContext()!=0 AllocateV.Allocate() C++: void Allocate() override; Allocate the memory for at least Width*Height elements. \pre positive_width: GetWidth()>0 \pre positive_height: GetHeight()>0 \pre context_is_set: this->GetContext()!=0 IsAllocatedV.IsAllocated() -> bool C++: bool IsAllocated() override; Tell if the buffer has been allocated. SetValuesV.SetValues(int, int) C++: void SetValues(int srcXmin, int srcYmin) override; Copy the contents of the current read buffer to the internal texture starting at lower left corner of the framebuffer (srcXmin,srcYmin). \pre is_allocated: this->IsAllocated() GetPickedItemV.GetPickedItem(int, int) -> int C++: vtkIdType GetPickedItem(int x, int y) override; Return item under abscissa x and ordinate y. Abscissa go from left to right. Ordinate go from bottom to top. 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