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Superclass: vtkVolumeMapper vtkMultiBlockVolumeMapper renders vtkMultiBlockDataSet instances containing vtkImageData blocks (all of the blocks are expected to be vtkImageData). Bounds containing the full set of blocks are computed so that vtkRenderer can adjust the clipping planes appropriately. This mapper creates an instance of vtkSmartVolumeMapper per block to which it defers the actual rendering. At render time, blocks (mappers) are sorted back-to-front and each block is rendered independently. It attempts to load all of the blocks at the same time but tries to catch allocation errors in which case it falls back to using a single mapper instance and reloading data for each block. Jittering is used to alleviate seam artifacts at the block edges due to the discontinuous resolution between blocks. Jittering is disabled by default until valid resolution is set (e.g. x > 0 && y > 0). Jittering is only supported in GPURenderMode. 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) -> vtkMultiBlockVolumeMapper C++: static vtkMultiBlockVolumeMapper *SafeDownCast( vtkObjectBase *o) NewInstanceV.NewInstance() -> vtkMultiBlockVolumeMapper C++: vtkMultiBlockVolumeMapper *NewInstance() GetBoundsV.GetBounds() -> (float, ...) C++: double *GetBounds() override; V.GetBounds([float, float, float, float, float, float]) C++: void GetBounds(double bounds[6]) override; API Superclass \sa vtkAbstractVolumeMapper SelectScalarArrayV.SelectScalarArray(int) C++: void SelectScalarArray(int arrayNum) override; V.SelectScalarArray(string) C++: void SelectScalarArray(char const *arrayName) override; API Superclass \sa vtkAbstractVolumeMapper SetScalarModeV.SetScalarMode(int) C++: void SetScalarMode(int ScalarMode) override; API Superclass \sa vtkAbstractVolumeMapper SetArrayAccessModeV.SetArrayAccessMode(int) C++: void SetArrayAccessMode(int accessMode) override; API Superclass \sa vtkAbstractVolumeMapper RenderV.Render(vtkRenderer, vtkVolume) C++: void Render(vtkRenderer *ren, vtkVolume *vol) override; Render the current dataset. \warning Internal method - not intended for general use, do NOT use this method outside of the rendering process. ReleaseGraphicsResourcesV.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *window) override; \warning Internal method - not intended for general use, do NOT use this method outside of the rendering process. SetVectorModeV.SetVectorMode(int) C++: void SetVectorMode(int mode) VectorMode interface exposed from vtkSmartVolumeMapper. GetVectorModeV.GetVectorMode() -> int C++: virtual int GetVectorMode() VectorMode interface exposed from vtkSmartVolumeMapper. SetVectorComponentV.SetVectorComponent(int) C++: void SetVectorComponent(int component) VectorMode interface exposed from vtkSmartVolumeMapper. GetVectorComponentV.GetVectorComponent() -> int C++: virtual int GetVectorComponent() VectorMode interface exposed from vtkSmartVolumeMapper. SetJitteringResolutionV.SetJitteringResolution(int, int) C++: void SetJitteringResolution(int x, int y) Set the resolution of the noise texture used for ray jittering (viewport's resolution is normally a good choice). In this mapper jittering is used to alleviate seam artifacts at the block edges due to discontinuous resolution between blocks. Jittering is disabled by default until valid resolution is set (e.g. x > 0 && y > 0). SetBlendModeV.SetBlendMode(int) C++: void SetBlendMode(int mode) override; Blending mode API from vtkVolumeMapper \sa vtkVolumeMapper::SetBlendMode SetCroppingV.SetCropping(int) C++: void SetCropping(int mode) override; Cropping API from vtkVolumeMapper \sa vtkVolumeMapper::SetCropping SetCroppingRegionPlanesV.SetCroppingRegionPlanes(float, float, float, float, float, float) C++: void SetCroppingRegionPlanes(double arg1, double arg2, double arg3, double arg4, double arg5, double arg6) override; V.SetCroppingRegionPlanes([float, float, float, float, float, float]) C++: void SetCroppingRegionPlanes(double *planes) override; \sa vtkVolumeMapper::SetCroppingRegionPlanes SetCroppingRegionFlagsV.SetCroppingRegionFlags(int) C++: void SetCroppingRegionFlags(int mode) override; \sa vtkVolumeMapper::SetCroppingRegionFlags vtkVolumeMappervtkAbstractVolumeMappervtkAbstractMapper3DvtkAbstractMappervtkAlgorithmvtkObjectvtkObjectBasep_void@i@zvtkRenderervtkVolumevtkWindow(i)vtkOpenGLGPUVolumeRayCastMapperPassesRenderPassDepthPassvtkRenderingVolumeOpenGL2Python.vtkOpenGLGPUVolumeRayCastMapper.PassesvtkRenderingVolumeOpenGL2Python.vtkOpenGLGPUVolumeRayCastMappervtkOpenGLGPUVolumeRayCastMapper - no description provided. Superclass: vtkGPUVolumeRayCastMapper V.SafeDownCast(vtkObjectBase) -> vtkOpenGLGPUVolumeRayCastMapper C++: static vtkOpenGLGPUVolumeRayCastMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLGPUVolumeRayCastMapper C++: vtkOpenGLGPUVolumeRayCastMapper *NewInstance() GetDepthTextureV.GetDepthTexture() -> vtkTextureObject C++: vtkTextureObject *GetDepthTexture() Low level API to enable access to depth texture in RenderToTexture mode. It will return either NULL if RenderToImage was never turned on or texture captured the last time RenderToImage was on. GetColorTextureV.GetColorTexture() -> vtkTextureObject C++: vtkTextureObject *GetColorTexture() Low level API to enable access to color texture in RenderToTexture mode. It will return either NULL if RenderToImage was never turned on or texture captured the last time RenderToImage was on. GetDepthImageV.GetDepthImage(vtkImageData) C++: void GetDepthImage(vtkImageData *im) override; Low level API to export the depth texture as vtkImageData in RenderToImage mode. GetColorImageV.GetColorImage(vtkImageData) C++: void GetColorImage(vtkImageData *im) override; Low level API to export the color texture as vtkImageData in RenderToImage mode. GetCurrentPassV.GetCurrentPass() -> int C++: virtual int GetCurrentPass() Mapper can have multiple passes and internally it will set the state. The state can not be set externally explicitly but can be set indirectly depending on the options set by the user. SetNoiseGeneratorV.SetNoiseGenerator(vtkImplicitFunction) C++: void SetNoiseGenerator(vtkImplicitFunction *generator) Sets a user defined function to generate the ray jittering noise. vtkPerlinNoise is used by default with a texture size equivlent to the window size. These settings will have no effect when UseJittering is Off. SetNoiseTextureSizeV.SetNoiseTextureSize(int, int) C++: void SetNoiseTextureSize(int, int) V.SetNoiseTextureSize((int, int)) C++: void SetNoiseTextureSize(int a[2]) SetPartitionsV.SetPartitions(int, int, int) C++: void SetPartitions(unsigned short x, unsigned short y, unsigned short z) Set a fixed number of partitions in which to split the volume during rendring. This will force by-block rendering without trying to compute an optimum number of partitions. PreLoadDataV.PreLoadData(vtkRenderer, vtkVolume) -> bool C++: bool PreLoadData(vtkRenderer *ren, vtkVolume *vol) Load the volume texture into GPU memory. Actual loading occurs in vtkVolumeTexture::LoadVolume. The mapper by default loads data lazily (at render time), so it is most commonly not necessary to call this function. This method is only exposed in order to support on-site loading which is useful in cases where the user needs to know a-priori whether loading will succeed or not. AddShaderReplacementV.AddShaderReplacement(vtkShader.Type, string, bool, string, bool) C++: void AddShaderReplacement(vtkShader::Type shaderType, const std::string &originalValue, bool replaceFirst, const std::string &replacementValue, bool replaceAll) This function enables you to apply your own substitutions to the shader creation process. The shader code in this class is created by applying a bunch of string replacements to a shader template. Using this function you can apply your own string replacements to add features you desire. ClearShaderReplacementV.ClearShaderReplacement(vtkShader.Type, string, bool) C++: void ClearShaderReplacement(vtkShader::Type shaderType, const std::string &originalValue, bool replaceFirst) This function enables you to apply your own substitutions to the shader creation process. The shader code in this class is created by applying a bunch of string replacements to a shader template. Using this function you can apply your own string replacements to add features you desire. SetVertexShaderCodeV.SetVertexShaderCode(string) C++: virtual void SetVertexShaderCode(const char *_arg) Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. GetVertexShaderCodeV.GetVertexShaderCode() -> string C++: virtual char *GetVertexShaderCode() Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. SetFragmentShaderCodeV.SetFragmentShaderCode(string) C++: virtual void SetFragmentShaderCode(const char *_arg) Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. GetFragmentShaderCodeV.GetFragmentShaderCode() -> string C++: virtual char *GetFragmentShaderCode() Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. vtkGPUVolumeRayCastMappervtkImageDatavtkImplicitFunctionvtkShader.TypevtkOpenGLProjectedTetrahedraMappervtkRenderingVolumeOpenGL2Python.vtkOpenGLProjectedTetrahedraMappervtkOpenGLProjectedTetrahedraMapper - OpenGL implementation of PT Superclass: vtkProjectedTetrahedraMapper @bug This mapper relies highly on the implementation of the OpenGL pipeline. A typical hardware driver has lots of options and some settings can cause this mapper to produce artifacts. V.SafeDownCast(vtkObjectBase) -> vtkOpenGLProjectedTetrahedraMapper C++: static vtkOpenGLProjectedTetrahedraMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLProjectedTetrahedraMapper C++: vtkOpenGLProjectedTetrahedraMapper *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *window) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. V.Render(vtkRenderer, vtkVolume) C++: void Render(vtkRenderer *renderer, vtkVolume *volume) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Render the volume SetUseFloatingPointFrameBufferV.SetUseFloatingPointFrameBuffer(bool) C++: virtual void SetUseFloatingPointFrameBuffer(bool _arg) Set/get whether to use floating-point rendering buffers rather than the default. GetUseFloatingPointFrameBufferV.GetUseFloatingPointFrameBuffer() -> bool C++: virtual bool GetUseFloatingPointFrameBuffer() Set/get whether to use floating-point rendering buffers rather than the default. UseFloatingPointFrameBufferOnV.UseFloatingPointFrameBufferOn() C++: virtual void UseFloatingPointFrameBufferOn() Set/get whether to use floating-point rendering buffers rather than the default. UseFloatingPointFrameBufferOffV.UseFloatingPointFrameBufferOff() C++: virtual void UseFloatingPointFrameBufferOff() Set/get whether to use floating-point rendering buffers rather than the default. IsSupportedV.IsSupported(vtkRenderWindow) -> bool C++: bool IsSupported(vtkRenderWindow *context) override; Return true if the rendering context provides the nececessary functionality to use this class. vtkProjectedTetrahedraMappervtkUnstructuredGridVolumeMappervtkRenderWindowvtkOpenGLRayCastImageDisplayHelpervtkRenderingVolumeOpenGL2Python.vtkOpenGLRayCastImageDisplayHelpervtkOpenGLRayCastImageDisplayHelper - OpenGL subclass that draws the image to the screen Superclass: vtkRayCastImageDisplayHelper This is the concrete implementation of a ray cast image display helper - a helper class responsible for drawing the image to the screen. @sa vtkRayCastImageDisplayHelper V.SafeDownCast(vtkObjectBase) -> vtkOpenGLRayCastImageDisplayHelper C++: static vtkOpenGLRayCastImageDisplayHelper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLRayCastImageDisplayHelper C++: vtkOpenGLRayCastImageDisplayHelper *NewInstance() RenderTextureV.RenderTexture(vtkVolume, vtkRenderer, [int, int], [int, int], [int, int], [int, int], float, [int, ...]) C++: void RenderTexture(vtkVolume *vol, vtkRenderer *ren, int imageMemorySize[2], int imageViewportSize[2], int imageInUseSize[2], int imageOrigin[2], float requestedDepth, unsigned char *image) override; V.RenderTexture(vtkVolume, vtkRenderer, [int, int], [int, int], [int, int], [int, int], float, [int, ...]) C++: void RenderTexture(vtkVolume *vol, vtkRenderer *ren, int imageMemorySize[2], int imageViewportSize[2], int imageInUseSize[2], int imageOrigin[2], float requestedDepth, unsigned short *image) override; V.RenderTexture(vtkVolume, vtkRenderer, vtkFixedPointRayCastImage, float) C++: void RenderTexture(vtkVolume *vol, vtkRenderer *ren, vtkFixedPointRayCastImage *image, float requestedDepth) override; V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Derived class should implemen this if needed vtkRayCastImageDisplayHelper@VVPPPPfP *vtkVolume *vtkRenderer *i *i *i *i *B@VVPPPPfP *vtkVolume *vtkRenderer *i *i *i *i *HvtkFixedPointRayCastImagevtkSmartVolumeMapperVectorModeTypeDefaultRenderModeRayCastAndTextureRenderModeRayCastRenderModeTextureRenderModeGPURenderModeOSPRayRenderModeUndefinedRenderModeInvalidRenderModeDISABLEDMAGNITUDECOMPONENTvtkRenderingVolumeOpenGL2Python.vtkSmartVolumeMapper.VectorModeTypevtkRenderingVolumeOpenGL2Python.vtkSmartVolumeMappervtkSmartVolumeMapper - Adaptive volume mapper Superclass: vtkVolumeMapper vtkSmartVolumeMapper is a volume mapper that will delegate to a specific volume mapper based on rendering parameters and available hardware. Use the SetRequestedRenderMode() method to control the behavior of the selection. The following options are available: @par vtkSmartVolumeMapper::DefaultRenderMode: Allow the vtkSmartVolumeMapper to select the best mapper based on rendering parameters and hardware support. If GPU ray casting is supported, this mapper will be used for all rendering. If not, then the vtkFixedPointRayCastMapper will be used exclusively. This is the default requested render mode, and is generally the best option. When you use this option, your volume will always be rendered, but the method used to render it may vary based on parameters and platform. @par vtkSmartVolumeMapper::RayCastRenderMode: Use the vtkFixedPointVolumeRayCastMapper for both interactive and still rendering. When you use this option your volume will always be rendered with the vtkFixedPointVolumeRayCastMapper. @par vtkSmartVolumeMapper::GPURenderMode: Use the vtkGPUVolumeRayCastMapper, if supported, for both interactive and still rendering. If the GPU ray caster is not supported (due to hardware limitations or rendering parameters) then no image will be rendered. Use this option only if you have already checked for supported based on the current hardware, number of scalar components, and rendering parameters in the vtkVolumeProperty. @par vtkSmartVolumeMapper::GPURenderMode: You can adjust the contrast and brightness in the rendered image using the FinalColorWindow and FinalColorLevel ivars. By default the FinalColorWindow is set to 1.0, and the FinalColorLevel is set to 0.5, which applies no correction to the computed image. To apply the window / level operation to the computer image color, first a Scale and Bias value are computed: scale = 1.0 / this->FinalColorWindow bias = 0.5 - this->FinalColorLevel / this->FinalColorWindow To compute a new color (R', G', B', A') from an existing color (R,G,B,A) for a pixel, the following equation is used: R' = R*scale + bias*A G' = G*scale + bias*A B' = B*scale + bias*A A' = A Note that bias is multiplied by the alpha component before adding because the red, green, and blue component of the color are already pre-multiplied by alpha. Also note that the window / level operation leaves the alpha component unchanged - it only adjusts the RGB values. V.SafeDownCast(vtkObjectBase) -> vtkSmartVolumeMapper C++: static vtkSmartVolumeMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSmartVolumeMapper C++: vtkSmartVolumeMapper *NewInstance() SetFinalColorWindowV.SetFinalColorWindow(float) C++: virtual void SetFinalColorWindow(float _arg) Set the final color window. This controls the contrast of the image. The default value is 1.0. The Window can be negative (this causes a "negative" effect on the image) Although Window can be set to 0.0, any value less than 0.00001 and greater than or equal to 0.0 will be set to 0.00001, and any value greater than -0.00001 but less than or equal to 0.0 will be set to -0.00001. Initial value is 1.0. GetFinalColorWindowV.GetFinalColorWindow() -> float C++: virtual float GetFinalColorWindow() Get the final color window. Initial value is 1.0. SetFinalColorLevelV.SetFinalColorLevel(float) C++: virtual void SetFinalColorLevel(float _arg) Set the final color level. The level controls the brightness of the image. The final color window will be centered at the final color level, and together represent a linear remapping of color values. The default value for the level is 0.5. GetFinalColorLevelV.GetFinalColorLevel() -> float C++: virtual float GetFinalColorLevel() Get the final color level. SetRequestedRenderModeV.SetRequestedRenderMode(int) C++: void SetRequestedRenderMode(int mode) Set the requested render mode. The default is vtkSmartVolumeMapper::DefaultRenderMode. SetRequestedRenderModeToDefaultV.SetRequestedRenderModeToDefault() C++: void SetRequestedRenderModeToDefault() Set the requested render mode to vtkSmartVolumeMapper::DefaultRenderMode. This is the best option for an application that must adapt to different data types, hardware, and rendering parameters. SetRequestedRenderModeToRayCastV.SetRequestedRenderModeToRayCast() C++: void SetRequestedRenderModeToRayCast() Set the requested render mode to vtkSmartVolumeMapper::RayCastRenderMode. This option will use software rendering exclusively. This is a good option if you know there is no hardware acceleration. SetRequestedRenderModeToGPUV.SetRequestedRenderModeToGPU() C++: void SetRequestedRenderModeToGPU() Set the requested render mode to vtkSmartVolumeMapper::GPURenderMode. This option will use hardware accelerated rendering exclusively. This is a good option if you know there is hardware acceleration. SetRequestedRenderModeToOSPRayV.SetRequestedRenderModeToOSPRay() C++: void SetRequestedRenderModeToOSPRay() Set the requested render mode to vtkSmartVolumeMapper::OSPRayRenderMode. This option will use intel OSPRay to do software rendering exclusively. GetRequestedRenderModeV.GetRequestedRenderMode() -> int C++: virtual int GetRequestedRenderMode() Get the requested render mode. GetLastUsedRenderModeV.GetLastUsedRenderMode() -> int C++: int GetLastUsedRenderMode() This will return the render mode used during the previous call to Render(). SetMaxMemoryInBytesV.SetMaxMemoryInBytes(int) C++: virtual void SetMaxMemoryInBytes(vtkIdType _arg) Value passed to the GPU mapper. Ignored by other mappers. Maximum size of the 3D texture in GPU memory. Will default to the size computed from the graphics card. Can be adjusted by the user. Useful if the automatic detection is defective or missing. GetMaxMemoryInBytesV.GetMaxMemoryInBytes() -> int C++: virtual vtkIdType GetMaxMemoryInBytes() Value passed to the GPU mapper. Ignored by other mappers. Maximum size of the 3D texture in GPU memory. Will default to the size computed from the graphics card. Can be adjusted by the user. Useful if the automatic detection is defective or missing. SetMaxMemoryFractionV.SetMaxMemoryFraction(float) C++: virtual void SetMaxMemoryFraction(float _arg) Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. GetMaxMemoryFractionMinValueV.GetMaxMemoryFractionMinValue() -> float C++: virtual float GetMaxMemoryFractionMinValue() Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. GetMaxMemoryFractionMaxValueV.GetMaxMemoryFractionMaxValue() -> float C++: virtual float GetMaxMemoryFractionMaxValue() Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. GetMaxMemoryFractionV.GetMaxMemoryFraction() -> float C++: virtual float GetMaxMemoryFraction() Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. SetInterpolationModeV.SetInterpolationMode(int) C++: virtual void SetInterpolationMode(int _arg) Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). GetInterpolationModeMinValueV.GetInterpolationModeMinValue() -> int C++: virtual int GetInterpolationModeMinValue() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). GetInterpolationModeMaxValueV.GetInterpolationModeMaxValue() -> int C++: virtual int GetInterpolationModeMaxValue() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). GetInterpolationModeV.GetInterpolationMode() -> int C++: virtual int GetInterpolationMode() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). SetInterpolationModeToNearestNeighborV.SetInterpolationModeToNearestNeighbor() C++: void SetInterpolationModeToNearestNeighbor() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). SetInterpolationModeToLinearV.SetInterpolationModeToLinear() C++: void SetInterpolationModeToLinear() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). SetInterpolationModeToCubicV.SetInterpolationModeToCubic() C++: void SetInterpolationModeToCubic() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). CreateCanonicalViewV.CreateCanonicalView(vtkRenderer, vtkVolume, vtkVolume, vtkImageData, int, [float, float, float], [float, float, float]) C++: void CreateCanonicalView(vtkRenderer *ren, vtkVolume *volume, vtkVolume *volume2, vtkImageData *image, int blend_mode, double viewDirection[3], double viewUp[3]) This method can be used to render a representative view of the input data into the supplied image given the supplied blending mode, view direction, and view up vector. SetInteractiveUpdateRateV.SetInteractiveUpdateRate(float) C++: virtual void SetInteractiveUpdateRate(double _arg) If the DesiredUpdateRate of the vtkRenderWindow that caused the Render falls at or above this rate, the render is considered interactive and the mapper may be adjusted (depending on the render mode). Initial value is 1.0. GetInteractiveUpdateRateMinValueV.GetInteractiveUpdateRateMinValue() -> float C++: virtual double GetInteractiveUpdateRateMinValue() If the DesiredUpdateRate of the vtkRenderWindow that caused the Render falls at or above this rate, the render is considered interactive and the mapper may be adjusted (depending on the render mode). Initial value is 1.0. GetInteractiveUpdateRateMaxValueV.GetInteractiveUpdateRateMaxValue() -> float C++: virtual double GetInteractiveUpdateRateMaxValue() If the DesiredUpdateRate of the vtkRenderWindow that caused the Render falls at or above this rate, the render is considered interactive and the mapper may be adjusted (depending on the render mode). Initial value is 1.0. GetInteractiveUpdateRateV.GetInteractiveUpdateRate() -> float C++: virtual double GetInteractiveUpdateRate() Get the update rate at or above which this is considered an interactive render. Initial value is 1.0. SetInteractiveAdjustSampleDistancesV.SetInteractiveAdjustSampleDistances(int) C++: virtual void SetInteractiveAdjustSampleDistances(int _arg) If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. GetInteractiveAdjustSampleDistancesMinValueV.GetInteractiveAdjustSampleDistancesMinValue() -> int C++: virtual int GetInteractiveAdjustSampleDistancesMinValue() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. GetInteractiveAdjustSampleDistancesMaxValueV.GetInteractiveAdjustSampleDistancesMaxValue() -> int C++: virtual int GetInteractiveAdjustSampleDistancesMaxValue() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. GetInteractiveAdjustSampleDistancesV.GetInteractiveAdjustSampleDistances() -> int C++: virtual int GetInteractiveAdjustSampleDistances() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. InteractiveAdjustSampleDistancesOnV.InteractiveAdjustSampleDistancesOn() C++: virtual void InteractiveAdjustSampleDistancesOn() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. InteractiveAdjustSampleDistancesOffV.InteractiveAdjustSampleDistancesOff() C++: virtual void InteractiveAdjustSampleDistancesOff() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. SetAutoAdjustSampleDistancesV.SetAutoAdjustSampleDistances(int) C++: virtual void SetAutoAdjustSampleDistances(int _arg) If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. GetAutoAdjustSampleDistancesMinValueV.GetAutoAdjustSampleDistancesMinValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMinValue() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. GetAutoAdjustSampleDistancesMaxValueV.GetAutoAdjustSampleDistancesMaxValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMaxValue() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. GetAutoAdjustSampleDistancesV.GetAutoAdjustSampleDistances() -> int C++: virtual int GetAutoAdjustSampleDistances() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. AutoAdjustSampleDistancesOnV.AutoAdjustSampleDistancesOn() C++: virtual void AutoAdjustSampleDistancesOn() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. AutoAdjustSampleDistancesOffV.AutoAdjustSampleDistancesOff() C++: virtual void AutoAdjustSampleDistancesOff() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. SetSampleDistanceV.SetSampleDistance(float) C++: virtual void SetSampleDistance(float _arg) Set/Get the distance between samples used for rendering when AutoAdjustSampleDistances is off, or when this mapper has more than 1 second allocated to it for rendering. If SampleDistance is negative, it will be computed based on the dataset spacing. Initial value is -1.0. GetSampleDistanceV.GetSampleDistance() -> float C++: virtual float GetSampleDistance() Set/Get the distance between samples used for rendering when AutoAdjustSampleDistances is off, or when this mapper has more than 1 second allocated to it for rendering. If SampleDistance is negative, it will be computed based on the dataset spacing. Initial value is -1.0. V.Render(vtkRenderer, vtkVolume) C++: void Render(vtkRenderer *, vtkVolume *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Initialize rendering for this volume. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. V.SetVectorMode(int) C++: void SetVectorMode(int mode) VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.GetVectorMode() -> int C++: virtual int GetVectorMode() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.SetVectorComponent(int) C++: virtual void SetVectorComponent(int _arg) VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). GetVectorComponentMinValueV.GetVectorComponentMinValue() -> int C++: virtual int GetVectorComponentMinValue() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). GetVectorComponentMaxValueV.GetVectorComponentMaxValue() -> int C++: virtual int GetVectorComponentMaxValue() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.GetVectorComponent() -> int C++: virtual int GetVectorComponent() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. 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