180 __text__TEXTI3__gcc_except_tab__TEXTL__StaticInit__TEXT:H__bss__DATA80__data__DATAX<-__cstring__TEXTX__mod_init_func__DATA(*-H> __compact_unwind__LD0*-P>__eh_frame__TEXT,h0@? h2  H?UD P7UH]Hf.UHH=H5HgH uHH=H]ÐUH]fDUHSPHH=H5HH uHH=H5HHt H tH[]H=H[]fPDUHAVSH0HuHHEЋFEHEHEH}ȃHuH]H='HAtDH='Ht1H='HtH='Ht HLcHuL1H0[A^]UHAWAVSH(HuHHED~D}HG]ԉ]؅yHHLw(HEMA)Au{HuH}}L}tH=LAtuH=&LtbH=&LtOH=&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) -> vtkShadowMapPass C++: static vtkShadowMapPass *SafeDownCast(vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkShadowMapPass C++: vtkShadowMapPass *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 GetShadowMapBakerPassV.GetShadowMapBakerPass() -> vtkShadowMapBakerPass C++: virtual vtkShadowMapBakerPass *GetShadowMapBakerPass() Pass that generates the shadow maps. the vtkShadowMapPass will use the Resolution ivar of this pass. Initial value is a NULL pointer. SetShadowMapBakerPassV.SetShadowMapBakerPass(vtkShadowMapBakerPass) C++: virtual void SetShadowMapBakerPass( vtkShadowMapBakerPass *shadowMapBakerPass) Pass that generates the shadow maps. the vtkShadowMapPass will use the Resolution ivar of this pass. Initial value is a NULL pointer. GetOpaqueSequenceV.GetOpaqueSequence() -> vtkRenderPass C++: virtual vtkRenderPass *GetOpaqueSequence() Pass that render the lights and opaque geometry Typically a sequence pass with a light pass and opaque pass. SetOpaqueSequenceV.SetOpaqueSequence(vtkRenderPass) C++: virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence) Pass that render the lights and opaque geometry Typically a sequence pass with a light pass and opaque pass. ShadowMapPassV.ShadowMapPass() -> vtkInformationObjectBaseKey C++: static vtkInformationObjectBaseKey *ShadowMapPass() this key will contain the shadow map pass GetFragmentDeclarationV.GetFragmentDeclaration() -> string C++: std::string GetFragmentDeclaration() Get the shader code to compute light factors based on a mappers vertexVC variable GetFragmentImplementationV.GetFragmentImplementation() -> string C++: std::string GetFragmentImplementation() PreReplaceShaderValuesV.PreReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override; 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++: bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override; 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++: bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override; Update the uniforms of the shader program. 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