%# __text__TEXTH'__gcc_except_tab__TEXTH`__StaticInit__TEXTh,H__bss__DATA#__data__DATA`(/!__cstring__TEXT~ __mod_init_func__DATA`#00 __compact_unwind__LDh #80__eh_frame__TEXTH!%0 h2  0Ix5 P2UH]Hf.UHH=H5H1uHH=H]fDUHSPHH=H5HR1uHH=H5#HHt H tH[]H=H[]f.@PDUHAVSH0HuHHEЋFEHEHEH}ȃuoHutqH]H=HAt1H=xHtH=sHt HLcHuL1H0[A^]f.@UHAWAVSH(HuHHED~D}HG]ԉ]؅yHHLw(HEMA)AuhHuH}}L}tlH=nLAtbH=gLtOH=bLtH}111-HHHuHHxHHH [A^]DUHSH(HuHHEFEHEtH}111!HHt1 HHHH([]f.UHAWAVSH(HuH&HED~D}HG]ԉ]؅y HHtaLw(MtXA)Au}utBA9v4tAv4ILHu6H}1H([A^A_]ILHuHHfDUHAVSH HuHHEDvDuHG]]y HHt H(HtD9uEt"_4Ht*10H}111HHu։HHH [A^]  $o$oUHAVSHHH=L5HLH=H5LHHHH HHHfHn HH0H4H<HDHLHHXH\HdHlHtH|HHHHHHHHHDHHHHHHHHHHHHHHH HHHH,H$HH8HH@HDHLHTH\HdHlHt|HH[A^]Q]~RfHUvtkOpenGLRenderPassvtkRenderingOpenGL2Python.vtkOpenGLRenderPassvtkOpenGLRenderPass - Abstract render pass with shader modifications. Superclass: vtkRenderPass Allows a render pass to update shader code using a new virtual API. 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) -> vtkOpenGLRenderPass C++: static vtkOpenGLRenderPass *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkOpenGLRenderPass C++: vtkOpenGLRenderPass *NewInstance() PreReplaceShaderValuesV.PreReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: virtual bool PreReplaceShaderValues( std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called before other mapper shader replacments Return false on error. PostReplaceShaderValuesV.PostReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: virtual bool PostReplaceShaderValues( std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called after other mapper shader replacements. Return false on error. SetShaderParametersV.SetShaderParameters(vtkShaderProgram, vtkAbstractMapper, vtkProp, vtkOpenGLVertexArrayObject) -> bool C++: virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) Update the uniforms of the shader program. Return false on error. GetShaderStageMTimeV.GetShaderStageMTime() -> int C++: virtual vtkMTimeType GetShaderStageMTime() For multi-stage render passes that need to change shader code during a single pass, use this method to notify a mapper that the shader needs to be rebuilt (rather than reuse the last cached shader. This method should return the last time that the shader stage changed, or 0 if the shader is single-stage. RenderPassesV.RenderPasses() -> vtkInformationObjectBaseVectorKey C++: static vtkInformationObjectBaseVectorKey *RenderPasses() Key containing information about the current pass. SetActiveDrawBuffersV.SetActiveDrawBuffers(int) C++: virtual void SetActiveDrawBuffers(unsigned int _arg) Number of active draw buffers. 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