(42 __text__TEXT@6__gcc_except_tab__TEXT`__StaticInit__TEXTxX<H__bss__DATA2__data__DATAp(>8__cstring__TEXTP__mod_init_func__DATA(+.X@ __compact_unwind__LD0+ .`@__eh_frame__TEXTP.828A h2  @AZF P!9UH]Hf.UHH=H5HH uHH=H]ÐUH]fDUHSPHH=H5HH uHH=H5~HHt H tH[]H=H[]fPDUHAVSH0HuHsHEЋFEHEHEH}ȃu\Hut^H]H=HAtH=(Ht HLcHuL1H0[A^]ÐUHAWAVSH(HuHHED~D}HG]ԉ]؅yHHLw(HEMA)AuQHuH}t|}L}tYH=LAtOH='LtH}111-HHHuHHxHHH [A^]DUHAWAVATSH@HuHHEDvDuHG]]yHHLg(HEMA)AHuH}tkH5ZH}HU}tQIH5JH}HU}t4IHuH}t HuDELLLHt21!H}1 HE1H@[A\A^A_]HH@UHAWAVATSH@HuHHEDvDuHG]]yHHLg(HEMA)AHuH}tkH5*H}HU}tQIH5;H}HU}t4IHuH}t HuDELLLHt21!H}1 HE1H@[A\A^A_]HH@UHAWAVSH(HuHHED~D}HG]ԉ]؅y HHt`Lw(MtWA)Au;H5.H}HU}t4LHHuHHH}1H([A^A_]fUHAWAVSH(HuHHED~D}HG]ԉ]؅y HHt`Lw(MtWA)Au;H5H}HU}t4LHHuHHH}1H([A^A_]  UHAVSHHH=L5HLH=H5LHHHH H<HHfHn HH0H4H<HDHLHHXH\HdHlHtH|HHHHHHHHHDHHHHHHHHHHHHHHH HHHH,H$HH8HH@HDHLHTH\HdHlHt|HH[A^]O[R k ^!e!"*"" ###%%&&(((())]***+vtkOpenGLVertexBufferObjectGroupvtkRenderingOpenGL2Python.vtkOpenGLVertexBufferObjectGroupvtkOpenGLVertexBufferObjectGroup - manage vertex buffer objects shared within a mapper Superclass: vtkObject This class holds onto the VBOs that a mapper is using. The basic operation is that during the render process the mapper may cache a number of dataArrays as VBOs associated with attributes. This class keep track of freeing VBOs no longer used by the mapper and uploading new data as needed. When using CacheCataArray the same array can be set each time and this class will not rebuild or upload unless needed. When using the AppendDataArray API no caching is done and the VBOs will be rebuilt and uploaded each time. So when appending th emapper need to handle checking if the VBO should be updated. Use case: make this an ivar of your mapper vbg->CacheDataArray("vertexMC", vtkDataArray); vbg->BuildAllVBOs(); if (vbg->GetMTime() > your VAO update time) { vbg->AddAllAttributesToVAO(...); } Appended Use case: make this an ivar of your mapper if (you need to update your VBOs) { vbg->ClearAllVBOs(); vbg->AppendDataArray("vertexMC", vtkDataArray1); vbg->AppendDataArray("vertexMC", vtkDataArray2); vbg->AppendDataArray("vertexMC", vtkDataArray3); vbg->BuildAllVBOs(); vbg->AddAllAttributesToVAO(...); } use VAO 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) -> vtkOpenGLVertexBufferObjectGroup C++: static vtkOpenGLVertexBufferObjectGroup *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkOpenGLVertexBufferObjectGroup C++: vtkOpenGLVertexBufferObjectGroup *NewInstance() GetNumberOfComponentsV.GetNumberOfComponents(string) -> int C++: int GetNumberOfComponents(const char *attribute) Returns the number of components for this attribute zero if the attribute does not exist GetNumberOfTuplesV.GetNumberOfTuples(string) -> int C++: int GetNumberOfTuples(const char *attribute) Returns the number of tuples for this attribute zero if the attribute does not exist ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. GetVBOV.GetVBO(string) -> vtkOpenGLVertexBufferObject C++: vtkOpenGLVertexBufferObject *GetVBO(const char *attribute) Returns the VBO for an attribute, NULL if it is not present. AddAllAttributesToVAOV.AddAllAttributesToVAO(vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void AddAllAttributesToVAO(vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) Attach all VBOs to their attributes RemoveAttributeV.RemoveAttribute(string) C++: void RemoveAttribute(const char *attribute) used to remove a no longer needed attribute Calling CacheDataArray with a nullptr attribute will also work. CacheDataArrayV.CacheDataArray(string, vtkDataArray, vtkOpenGLVertexBufferObjectCache, int) C++: void CacheDataArray(const char *attribute, vtkDataArray *da, vtkOpenGLVertexBufferObjectCache *cache, int destType) V.CacheDataArray(string, vtkDataArray, vtkViewport, int) C++: void CacheDataArray(const char *attribute, vtkDataArray *da, vtkViewport *vp, int destType) Set the data array for an attribute in the VBO Group registers the data array until build is called once this is called a valid VBO will exist AppendDataArrayV.AppendDataArray(string, vtkDataArray, int) C++: void AppendDataArray(const char *attribute, vtkDataArray *da, int destType) Append a data array for an attribute in the VBO Group registers the data array until build is called BuildAllVBOsV.BuildAllVBOs(vtkOpenGLVertexBufferObjectCache) C++: void BuildAllVBOs(vtkOpenGLVertexBufferObjectCache *) V.BuildAllVBOs(vtkViewport) C++: void BuildAllVBOs(vtkViewport *) using the data arays in this group build all the VBOs, once this has been called the reference to the data arrays will be freed. ClearAllVBOsV.ClearAllVBOs() C++: void ClearAllVBOs() Force all the VBOs to be freed from this group. Call this prior to starting appending operations. Not needed for single array caching. ClearAllDataArraysV.ClearAllDataArrays() C++: void ClearAllDataArrays() Clear all the data arrays. Typically an internal method. Automatically called at the end of BuildAllVBOs to prepare for the next set of attributes. 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