hw8v __text__TEXT2@z__gcc_except_tab__TEXT2<6__StaticInit__TEXT37(L__bss__DATA8v__cstring__TEXT5E,9__data__DATA b(fv__const__DATAhl8 __mod_init_func__DATA0i8m __compact_unwind__LD8i@m3__eh_frame__TEXTn`r  h2  ( P228GUH]Hf.UHAVSH=51HHH=H18IH uHL[A^]DUHAWAVAUATSPH=H5HD5H HHL5LH4LH55H]HLtH u H=AL=L%f.IItqC4>H=41HLH1H8IH tMuf.HMtKt>H}LIMuLH=HH[A\A]A^A_]UH]fDUHSPHH53HHt H tH[]H=H[]fDPDUHAVSH0HuHU5HEЋFEHEHEH}ȃu\Hut^H]H=F3HAtH=^Ht HLcHuL1H0[A^]ÐUHAWAVSH(HuH5HED~D}HG]ԉ]؅yHHLw(HEMA)AuQHuH}t|}L}tYH=Y2LAtOH=]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) -> vtkOpenGLPolyDataMapper C++: static vtkOpenGLPolyDataMapper *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkOpenGLPolyDataMapper C++: vtkOpenGLPolyDataMapper *NewInstance() RenderPieceV.RenderPiece(vtkRenderer, vtkActor) C++: void RenderPiece(vtkRenderer *ren, vtkActor *act) override; Implemented by sub classes. Actual rendering is done here. RenderPieceStartV.RenderPieceStart(vtkRenderer, vtkActor) C++: virtual void RenderPieceStart(vtkRenderer *ren, vtkActor *act) Implemented by sub classes. Actual rendering is done here. RenderPieceDrawV.RenderPieceDraw(vtkRenderer, vtkActor) C++: virtual void RenderPieceDraw(vtkRenderer *ren, vtkActor *act) Implemented by sub classes. Actual rendering is done here. RenderPieceFinishV.RenderPieceFinish(vtkRenderer, vtkActor) C++: virtual void RenderPieceFinish(vtkRenderer *ren, vtkActor *act) Implemented by sub classes. Actual rendering is done here. ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. GetPopulateSelectionSettingsV.GetPopulateSelectionSettings() -> int C++: virtual int GetPopulateSelectionSettings() SetPopulateSelectionSettingsV.SetPopulateSelectionSettings(int) C++: void SetPopulateSelectionSettings(int v) GetSupportsSelectionV.GetSupportsSelection() -> bool C++: bool GetSupportsSelection() override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Used by vtkHardwareSelector to determine if the prop supports hardware selection. GetIsOpaqueV.GetIsOpaque() -> bool C++: bool GetIsOpaque() override; Returns if the mapper does not expect to have translucent geometry. This may happen when using ScalarMode is set to not map scalars i.e. render the scalar array directly as colors and the scalar array has opacity i.e. alpha component. Note that even if this method returns true, an actor may treat the geometry as translucent since a constant translucency is set on the property, for example. Overridden to use the actual data and ScalarMode to determine if we have opaque geometry. SetPointIdArrayNameV.SetPointIdArrayName(string) C++: virtual void SetPointIdArrayName(const char *_arg) By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. GetPointIdArrayNameV.GetPointIdArrayName() -> string C++: virtual char *GetPointIdArrayName() By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. SetCellIdArrayNameV.SetCellIdArrayName(string) C++: virtual void SetCellIdArrayName(const char *_arg) By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. GetCellIdArrayNameV.GetCellIdArrayName() -> string C++: virtual char *GetCellIdArrayName() By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. SetProcessIdArrayNameV.SetProcessIdArrayName(string) C++: virtual void SetProcessIdArrayName(const char *_arg) If this class should override the process id using a data-array, set this variable to the name of the array to use. It must be a point-array. GetProcessIdArrayNameV.GetProcessIdArrayName() -> string C++: virtual char *GetProcessIdArrayName() If this class should override the process id using a data-array, set this variable to the name of the array to use. It must be a point-array. SetCompositeIdArrayNameV.SetCompositeIdArrayName(string) C++: virtual void SetCompositeIdArrayName(const char *_arg) Generally, this class can render the composite id when iterating over composite datasets. However in some cases (as in AMR), the rendered structure may not correspond to the input data, in which case we need to provide a cell array that can be used to render in the composite id in selection passes. Set to NULL (default) to not override the composite id color set by vtkCompositePainter if any. The array *MUST* be a cell array and of type vtkUnsignedIntArray. GetCompositeIdArrayNameV.GetCompositeIdArrayName() -> string C++: virtual char *GetCompositeIdArrayName() Generally, this class can render the composite id when iterating over composite datasets. However in some cases (as in AMR), the rendered structure may not correspond to the input data, in which case we need to provide a cell array that can be used to render in the composite id in selection passes. Set to NULL (default) to not override the composite id color set by vtkCompositePainter if any. The array *MUST* be a cell array and of type vtkUnsignedIntArray. AddShaderReplacementV.AddShaderReplacement(vtkShader.Type, string, bool, string, bool) C++: void AddShaderReplacement(vtkShader::Type shaderType, const std::string &originalValue, bool replaceFirst, const std::string &replacementValue, bool replaceAll) This function enables you to apply your own substitutions to the shader creation process. The shader code in this class is created by applying a bunch of string replacements to a shader template. Using this function you can apply your own string replacements to add features you desire. ClearShaderReplacementV.ClearShaderReplacement(vtkShader.Type, string, bool) C++: void ClearShaderReplacement(vtkShader::Type shaderType, const std::string &originalValue, bool replaceFirst) This function enables you to apply your own substitutions to the shader creation process. The shader code in this class is created by applying a bunch of string replacements to a shader template. Using this function you can apply your own string replacements to add features you desire. SetVertexShaderCodeV.SetVertexShaderCode(string) C++: virtual void SetVertexShaderCode(const char *_arg) Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. GetVertexShaderCodeV.GetVertexShaderCode() -> string C++: virtual char *GetVertexShaderCode() Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. SetFragmentShaderCodeV.SetFragmentShaderCode(string) C++: virtual void SetFragmentShaderCode(const char *_arg) Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. GetFragmentShaderCodeV.GetFragmentShaderCode() -> string C++: virtual char *GetFragmentShaderCode() Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. SetGeometryShaderCodeV.SetGeometryShaderCode(string) C++: virtual void SetGeometryShaderCode(const char *_arg) Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. GetGeometryShaderCodeV.GetGeometryShaderCode() -> string C++: virtual char *GetGeometryShaderCode() Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. ShallowCopyV.ShallowCopy(vtkAbstractMapper) C++: void ShallowCopy(vtkAbstractMapper *m) Make a shallow copy of this mapper. ForceHaveAppleBugOffV.ForceHaveAppleBugOff() C++: void ForceHaveAppleBugOff() Override the normal test for the apple bug ForceHaveAppleBugOnV.ForceHaveAppleBugOn() C++: void ForceHaveAppleBugOn() Override the normal test for the apple bug GetHaveAppleBugV.GetHaveAppleBug() -> bool C++: bool GetHaveAppleBug() Get the value of HaveAppleBug GetVBOsV.GetVBOs() -> vtkOpenGLVertexBufferObjectGroup C++: virtual vtkOpenGLVertexBufferObjectGroup *GetVBOs() Return the mapper's vertex buffer objects. SetVBOShiftScaleMethodV.SetVBOShiftScaleMethod(int) C++: void SetVBOShiftScaleMethod(int m) A convenience method for enabling/disabling the VBO's shift+scale transform. MapDataArrayToVertexAttributeV.MapDataArrayToVertexAttribute(string, string, int, int) C++: void MapDataArrayToVertexAttribute( const char *vertexAttributeName, const char *dataArrayName, int fieldAssociation, int componentno=-1) override; Select a data array from the point/cell data and map it to a generic vertex attribute. vertexAttributeName is the name of the vertex attribute. dataArrayName is the name of the data array. fieldAssociation indicates when the data array is a point data array or cell data array (vtkDataObject::FIELD_ASSOCIATION_POINTS or (vtkDataObject::FIELD_ASSOCIATION_CELLS). componentno indicates which component from the data array must be passed as the attribute. If -1, then all components are passed. RemoveVertexAttributeMappingV.RemoveVertexAttributeMapping(string) C++: void RemoveVertexAttributeMapping( const char *vertexAttributeName) override; Remove a vertex attribute mapping. 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