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Use vtkLabelPlacementMapper instead. This should probably be a mapper unto itself (given that the polydata output could be large and will realistically always be iterated over exactly once before being tossed for the next frame of the render). In any event, it takes as input one (or more, eventually) vtkLabelHierarchies that represent prioritized lists of labels sorted by their placement in space. As output, it provides vtkPolyData containing only VTK_QUAD cells, each representing a single label from the input. Each quadrilateral has cell data indicating what label in the input it corresponds to (via an array named "LabelId"). IsTypeOfV.IsTypeOf(string) -> 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) -> vtkLabelPlacer C++: static vtkLabelPlacer *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkLabelPlacer C++: vtkLabelPlacer *NewInstance() GetRendererV.GetRenderer() -> vtkRenderer C++: virtual vtkRenderer *GetRenderer() SetRendererV.SetRenderer(vtkRenderer) C++: virtual void SetRenderer(vtkRenderer *) GetAnchorTransformV.GetAnchorTransform() -> vtkCoordinate C++: virtual vtkCoordinate *GetAnchorTransform() SetGravityV.SetGravity(int) C++: virtual void SetGravity(int gravity) The placement of the label relative to the anchor point. GetGravityV.GetGravity() -> int C++: virtual int GetGravity() The placement of the label relative to the anchor point. SetMaximumLabelFractionV.SetMaximumLabelFraction(float) C++: virtual void SetMaximumLabelFraction(double _arg) The maximum amount of screen space labels can take up before placement terminates. GetMaximumLabelFractionMinValueV.GetMaximumLabelFractionMinValue() -> float C++: virtual double GetMaximumLabelFractionMinValue() The maximum amount of screen space labels can take up before placement terminates. GetMaximumLabelFractionMaxValueV.GetMaximumLabelFractionMaxValue() -> float C++: virtual double GetMaximumLabelFractionMaxValue() The maximum amount of screen space labels can take up before placement terminates. GetMaximumLabelFractionV.GetMaximumLabelFraction() -> float C++: virtual double GetMaximumLabelFraction() The maximum amount of screen space labels can take up before placement terminates. SetIteratorTypeV.SetIteratorType(int) C++: virtual void SetIteratorType(int _arg) The type of iterator used when traversing the labels. May be vtkLabelHierarchy::FRUSTUM or vtkLabelHierarchy::FULL_SORT. GetIteratorTypeV.GetIteratorType() -> int C++: virtual int GetIteratorType() The type of iterator used when traversing the labels. May be vtkLabelHierarchy::FRUSTUM or vtkLabelHierarchy::FULL_SORT. SetUseUnicodeStringsV.SetUseUnicodeStrings(bool) C++: virtual void SetUseUnicodeStrings(bool _arg) Set whether, or not, to use unicode strings. GetUseUnicodeStringsV.GetUseUnicodeStrings() -> bool C++: virtual bool GetUseUnicodeStrings() Set whether, or not, to use unicode strings. UseUnicodeStringsOnV.UseUnicodeStringsOn() C++: virtual void UseUnicodeStringsOn() Set whether, or not, to use unicode strings. UseUnicodeStringsOffV.UseUnicodeStringsOff() C++: virtual void UseUnicodeStringsOff() Set whether, or not, to use unicode strings. GetMTimeV.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Return this object's modified time. GetPositionsAsNormalsV.GetPositionsAsNormals() -> bool C++: virtual bool GetPositionsAsNormals() Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. SetPositionsAsNormalsV.SetPositionsAsNormals(bool) C++: virtual void SetPositionsAsNormals(bool _arg) Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. PositionsAsNormalsOnV.PositionsAsNormalsOn() C++: virtual void PositionsAsNormalsOn() Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. PositionsAsNormalsOffV.PositionsAsNormalsOff() C++: virtual void PositionsAsNormalsOff() Use label anchor point coordinates as normal vectors and eliminate those pointing away from the camera. Valid only when points are on a sphere centered at the origin (such as a 3D geographic view). Off by default. GetGeneratePerturbedLabelSpokesV.GetGeneratePerturbedLabelSpokes() -> bool C++: virtual bool GetGeneratePerturbedLabelSpokes() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. SetGeneratePerturbedLabelSpokesV.SetGeneratePerturbedLabelSpokes(bool) C++: virtual void SetGeneratePerturbedLabelSpokes(bool _arg) Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. GeneratePerturbedLabelSpokesOnV.GeneratePerturbedLabelSpokesOn() C++: virtual void GeneratePerturbedLabelSpokesOn() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. GeneratePerturbedLabelSpokesOffV.GeneratePerturbedLabelSpokesOff() C++: virtual void GeneratePerturbedLabelSpokesOff() Enable drawing spokes (lines) to anchor point coordinates that were perturbed for being coincident with other anchor point coordinates. GetUseDepthBufferV.GetUseDepthBuffer() -> bool C++: virtual bool GetUseDepthBuffer() Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. SetUseDepthBufferV.SetUseDepthBuffer(bool) C++: virtual void SetUseDepthBuffer(bool _arg) Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. UseDepthBufferOnV.UseDepthBufferOn() C++: virtual void UseDepthBufferOn() Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. UseDepthBufferOffV.UseDepthBufferOff() C++: virtual void UseDepthBufferOff() Use the depth buffer to test each label to see if it should not be displayed if it would be occluded by other objects in the scene. Off by default. GetOutputTraversedBoundsV.GetOutputTraversedBounds() -> bool C++: virtual bool GetOutputTraversedBounds() In the second output, output the geometry of the traversed octree nodes. SetOutputTraversedBoundsV.SetOutputTraversedBounds(bool) C++: virtual void SetOutputTraversedBounds(bool _arg) In the second output, output the geometry of the traversed octree nodes. OutputTraversedBoundsOnV.OutputTraversedBoundsOn() C++: virtual void OutputTraversedBoundsOn() In the second output, output the geometry of the traversed octree nodes. OutputTraversedBoundsOffV.OutputTraversedBoundsOff() C++: virtual void OutputTraversedBoundsOff() In the second output, output the geometry of the traversed octree nodes. GetOutputCoordinateSystemV.GetOutputCoordinateSystem() -> int C++: virtual int GetOutputCoordinateSystem() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. SetOutputCoordinateSystemV.SetOutputCoordinateSystem(int) C++: virtual void SetOutputCoordinateSystem(int _arg) Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. GetOutputCoordinateSystemMinValueV.GetOutputCoordinateSystemMinValue() -> int C++: virtual int GetOutputCoordinateSystemMinValue() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. GetOutputCoordinateSystemMaxValueV.GetOutputCoordinateSystemMaxValue() -> int C++: virtual int GetOutputCoordinateSystemMaxValue() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. OutputCoordinateSystemWorldV.OutputCoordinateSystemWorld() C++: void OutputCoordinateSystemWorld() Set/get the coordinate system used for output labels. The output datasets may have point coordinates reported in the world space or display space. OutputCoordinateSystemDisplayV.OutputCoordinateSystemDisplay() C++: void OutputCoordinateSystemDisplay() Set/get the coordinate system used for output labels. 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