@! __text__TEXTB X#|__gcc_except_tab__TEXTD  __StaticInit__TEXT` 8'H__bss__DATA__data__DATA x)!__cstring__TEXT H__mod_init_func__DATAH* __compact_unwind__LD P*__eh_frame__TEXTp  + h2  (+A8/ P*UH]Hf.UHH=H5HWH uHH=H]ÐUH]fDUHSPHH=H5H H uHH=H5 HHt H tH[]H=H[]fPDUHSH(HuH;HE؋FEHEHEH}Ѓu1Hut3H}HuHcH([]þ1H([]UHAWAVSH(HuHHED~D}HG]ԉ]؅y HHtdLw(HEMt8A)Au3HuH}t}Hut;HHt<1@H}1)HE1ILPHuHcH([A^A_]f.@UHAVSH0HuHHEЋFEHEuGH5H}HU}t@HHtCHH5 HPE1LEHu+H}Ⱦ1H0[A^]E1HuLUHAVSH HuHHEDvDuHG]]yHHH(HD9u3HPxHt9HHH5 HPE1LEHucH}111RE1HuCLHt6HHt)HHH1Q@H߾1HH [A^]UHAWAVSH(HuHHED~D}HG]ԉ]؅y HHt\Lw(MtSA)Au7H5H}HU}t0}t7LHHu9H}1H([A^A_]ILHHuHHUHAVSH HuHHEDvDuHG]]y HHt#H(HtD9uEt%Ht*11H}111 HHuHcHHH [A^]@UHAWAVSH(HuHHED~D}HG]ԉ]؅y HHtSLw(MtJA)Au.HuH}t0}ut4LHu6H}1H([A^A_]ILHuHH@UHAWAVSH(HuH HED~D}HG]ԉ]؅y HHtgLw(Mt^A)AuBHuH}tD}utHA9tAILHu6H}1H([A^A_]ILHuHHUHAWAVSH(HuHHED~D}HG]ԉ]؅y HHtgLw(Mt^A)AuBHuH}tD}utHA9tAILHu6H}1H([A^A_]ILHuHHUHAVSH HuHHEDvDuHG]]y HHt!H(HtD9uEt#H_xHt+12H}111!HHHuHHHH [A^]DUHAVSH HuHHEDvDuHG]]y HHt!H(HtD9uEt#H_`Ht+12H}111!HHHuHHHH [A^]DUHSPHH=HtZH=GHtGH=PHt4H=THt!H=OHtHH[]H[]  UHAVSHHH=L5HLH=H5LHHHH HHHfHn HH0H4H<HDHLHHXH\HdHlHtH|HHHHHHHHHDH#HHHHHHHHHHHHHH HHHH,H$HH8HH@HDHLHTH\HdHlHt|HH[A^]oxy}rh<I_nTdvtkSimpleMotionBlurPassvtkRenderingOpenGL2Python.vtkSimpleMotionBlurPassvtkSimpleMotionBlurPass - Avergae frames to simulate motion blur. Superclass: vtkDepthImageProcessingPass A slow and simple approach that simply renders multiple frames and accumulates them before displaying them. As such it causes the render process to be SubFrames times slower than normal but handles all types of motion correctly as it is actually rendering all the sub frames. @sa vtkRenderPass 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) -> vtkSimpleMotionBlurPass C++: static vtkSimpleMotionBlurPass *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkSimpleMotionBlurPass C++: vtkSimpleMotionBlurPass *NewInstance() ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) Release graphics resources and ask components to release their own resources. \pre w_exists: w!=0 GetSubFramesV.GetSubFrames() -> int C++: virtual int GetSubFrames() Set the number of sub frames for doing motion blur. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. SetSubFramesV.SetSubFrames(int) C++: virtual void SetSubFrames(int subFrames) Set the number of sub frames for doing motion blur. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. SetDepthFormatV.SetDepthFormat(int) C++: virtual void SetDepthFormat(int _arg) Set the format to use for the depth texture e.g. vtkTextureObject::Float32 SetColorFormatV.SetColorFormat(int) C++: virtual void SetColorFormat(int _arg) Set the format to use for the color texture vtkTextureObject::Float16 vtkTextureObject::Float32 and vtkTextureObject::Fixed8 are supported. Fixed8 is the default. 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