+) __text__TEXT -__gcc_except_tab__TEXT __StaticInit__TEXT `2H__bss__DATA)__data__DATAh4-__cstring__TEXTFh__mod_init_func__DATA#'6 __compact_unwind__LD$'6__eh_frame__TEXT&`8*6 h2  6Jh;T P0UH]Hf.UHH=H5HwH uHH=H]ÐUH]fDUHSPHH=H5HH uHH=H5HHt H tH[]H=H[]fPDUHAVSH0HuHHEЋFEHEHEH}ȃuoHutqH]H=?HAt1H=3"HtH=."Ht HLcHuL1H0[A^]f.@UHAWAVSH(HuH0HED~D}HG]ԉ]؅yHHLw(HEMA)AuhHuH}}L}tlH=.LAtbH="!LtOH=!Lt}utBA9vHtAvHILHu6H}1H([A^A_]ILHuHHfDUHAVSH HuHKHEDvDuHG]]y HHt H(HtD9uEt"_HHt*10H}111HHu։HHH [A^]UHAVSH HuHHEDvDuHG]]y HHtH(HtD9uHt1H}111 HHH [A^]f.UHAWAVSH(HuHHED~D}HG]ԉ]؅y HHt`Lw(MtWA)Au;H5H}HU}t4LHHuH}1H([A^A_]fUHAVSH HuHHEDvDuHG]]y HHtH(HtD9uHt1H}111 HHH [A^]f.UHAVSH HuHHEDvDuHG]]y HHtH(HtD9uHt1H}111 HHHH [A^]  UHAVSHHH=L5HLH=H5LHHHH HQHHfHn HH0H4H<HDHLHHXH\HdHlHtH|HHHHHHHHHDHHHHHHHHHHHHHHH HHHH,H$HH8HH@HDHLHTH\HdHlHt|HH[A^].78<1>3 8J# 1 !i"w"##vtkShadowMapBakerPassvtkRenderingOpenGL2Python.vtkShadowMapBakerPassvtkShadowMapBakerPass - Implement a builder of shadow map pass. Superclass: vtkRenderPass Bake a list of shadow maps, once per spot light. It work in conjunction with the vtkShadowMapPass, which uses the shadow maps for rendering the opaque geometry (a technique to render hard shadows in hardware). This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. Its delegate is usually set to a vtkOpaquePass. @par Implementation: The first pass of the algorithm is to generate a shadow map per light (depth map from the light point of view) by rendering the opaque objects @sa vtkRenderPass, vtkOpaquePass, vtkShadowMapPass 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) -> vtkShadowMapBakerPass C++: static vtkShadowMapBakerPass *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkShadowMapBakerPass C++: vtkShadowMapBakerPass *NewInstance() ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) override; Release graphics resources and ask components to release their own resources. \pre w_exists: w!=0 GetOpaqueSequenceV.GetOpaqueSequence() -> vtkRenderPass C++: virtual vtkRenderPass *GetOpaqueSequence() Delegate for rendering the camera, lights, and opaque geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It defaults to a vtkCameraPass with a sequence of vtkLightPass/vtkOpaquePass. SetOpaqueSequenceV.SetOpaqueSequence(vtkRenderPass) C++: virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence) Delegate for rendering the camera, lights, and opaque geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It defaults to a vtkCameraPass with a sequence of vtkLightPass/vtkOpaquePass. GetCompositeZPassV.GetCompositeZPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetCompositeZPass() Delegate for compositing of the shadow maps across processors. If it is NULL, there is no z compositing. It is usually set to a vtkCompositeZPass (Parallel package). Initial value is a NULL pointer. SetCompositeZPassV.SetCompositeZPass(vtkRenderPass) C++: virtual void SetCompositeZPass(vtkRenderPass *compositeZPass) Delegate for compositing of the shadow maps across processors. If it is NULL, there is no z compositing. It is usually set to a vtkCompositeZPass (Parallel package). Initial value is a NULL pointer. SetResolutionV.SetResolution(int) C++: virtual void SetResolution(unsigned int _arg) Set/Get the number of pixels in each dimension of the shadow maps (shadow maps are square). Initial value is 256. The greater the better. Resolution does not have to be a power-of-two value. GetResolutionV.GetResolution() -> int C++: virtual unsigned int GetResolution() Set/Get the number of pixels in each dimension of the shadow maps (shadow maps are square). Initial value is 256. The greater the better. Resolution does not have to be a power-of-two value. GetHasShadowsV.GetHasShadows() -> bool C++: bool GetHasShadows() INTERNAL USE ONLY. Internally used by vtkShadowMapBakerPass and vtkShadowMapPass. * Tell if there is at least one shadow. * Initial value is false. LightCreatesShadowV.LightCreatesShadow(vtkLight) -> bool C++: bool LightCreatesShadow(vtkLight *l) INTERNAL USE ONLY. Internally used by vtkShadowMapBakerPass and vtkShadowMapPass. * Tell if the light `l' can create shadows. * The light has to not be a head light and to be directional or * positional with an angle less than 180 degrees. * \pre l_exists: l!=0 GetNeedUpdateV.GetNeedUpdate() -> bool C++: bool GetNeedUpdate() INTERNAL USE ONLY. Internally used by vtkShadowMapBakerPass and vtkShadowMapPass. * Do the shadows need to be updated? * Value changed by vtkShadowMapBakerPass and used by vtkShadowMapPass. * Initial value is true. 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