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Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.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. V.SafeDownCast(vtkObjectBase) -> vtkThreadedImageAlgorithm C++: static vtkThreadedImageAlgorithm *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkThreadedImageAlgorithm C++: vtkThreadedImageAlgorithm *NewInstance() V.ThreadedExecute(vtkImageData, vtkImageData, [int, int, int, int, int, int], int) C++: virtual void ThreadedExecute(vtkImageData *inData, vtkImageData *outData, int extent[6], int threadId) V.GetEnableSMP() -> bool C++: virtual bool GetEnableSMP() Enable/Disable SMP for threading. V.SetEnableSMP(bool) C++: virtual void SetEnableSMP(bool _arg) Enable/Disable SMP for threading. V.SetGlobalDefaultEnableSMP(bool) C++: static void SetGlobalDefaultEnableSMP(bool enable) Global Disable SMP for all derived Imaging filters. V.GetGlobalDefaultEnableSMP() -> bool C++: static bool GetGlobalDefaultEnableSMP() Global Disable SMP for all derived Imaging filters. V.SetMinimumPieceSize(int, int, int) C++: void SetMinimumPieceSize(int, int, int) V.SetMinimumPieceSize((int, int, int)) C++: void SetMinimumPieceSize(int a[3]) V.GetMinimumPieceSize() -> (int, int, int) C++: int *GetMinimumPieceSize() V.SetDesiredBytesPerPiece(int) C++: virtual void SetDesiredBytesPerPiece(vtkIdType _arg) The desired bytes per piece when volume is split for execution. When SMP is enabled, this is used to subdivide the volume into pieces. Smaller pieces allow for better dynamic load balancing, but increase the total overhead. The default is 65536 bytes. V.GetDesiredBytesPerPiece() -> int C++: virtual vtkIdType GetDesiredBytesPerPiece() The desired bytes per piece when volume is split for execution. When SMP is enabled, this is used to subdivide the volume into pieces. Smaller pieces allow for better dynamic load balancing, but increase the total overhead. The default is 65536 bytes. V.SetSplitMode(int) C++: virtual void SetSplitMode(int _arg) Set the method used to divide the volume into pieces. Slab mode splits the volume along the Z direction first, Beam mode splits evenly along the Z and Y directions, and Block mode splits evenly along all three directions. Most filters use Slab mode as the default. V.GetSplitModeMinValue() -> int C++: virtual int GetSplitModeMinValue() Set the method used to divide the volume into pieces. Slab mode splits the volume along the Z direction first, Beam mode splits evenly along the Z and Y directions, and Block mode splits evenly along all three directions. Most filters use Slab mode as the default. V.GetSplitModeMaxValue() -> int C++: virtual int GetSplitModeMaxValue() Set the method used to divide the volume into pieces. Slab mode splits the volume along the Z direction first, Beam mode splits evenly along the Z and Y directions, and Block mode splits evenly along all three directions. Most filters use Slab mode as the default. V.SetSplitModeToSlab() C++: void SetSplitModeToSlab() Set the method used to divide the volume into pieces. Slab mode splits the volume along the Z direction first, Beam mode splits evenly along the Z and Y directions, and Block mode splits evenly along all three directions. Most filters use Slab mode as the default. V.SetSplitModeToBeam() C++: void SetSplitModeToBeam() Set the method used to divide the volume into pieces. Slab mode splits the volume along the Z direction first, Beam mode splits evenly along the Z and Y directions, and Block mode splits evenly along all three directions. Most filters use Slab mode as the default. V.SetSplitModeToBlock() C++: void SetSplitModeToBlock() Set the method used to divide the volume into pieces. Slab mode splits the volume along the Z direction first, Beam mode splits evenly along the Z and Y directions, and Block mode splits evenly along all three directions. Most filters use Slab mode as the default. V.GetSplitMode() -> int C++: virtual int GetSplitMode() Set the method used to divide the volume into pieces. Slab mode splits the volume along the Z direction first, Beam mode splits evenly along the Z and Y directions, and Block mode splits evenly along all three directions. Most filters use Slab mode as the default. V.SetNumberOfThreads(int) C++: virtual void SetNumberOfThreads(int _arg) Get/Set the number of threads to create when rendering. This is ignored if EnableSMP is On. V.GetNumberOfThreadsMinValue() -> int C++: virtual int GetNumberOfThreadsMinValue() Get/Set the number of threads to create when rendering. This is ignored if EnableSMP is On. V.GetNumberOfThreadsMaxValue() -> int C++: virtual int GetNumberOfThreadsMaxValue() Get/Set the number of threads to create when rendering. This is ignored if EnableSMP is On. V.GetNumberOfThreads() -> int C++: virtual int GetNumberOfThreads() Get/Set the number of threads to create when rendering. This is ignored if EnableSMP is On. V.SplitExtent([int, int, int, int, int, int], [int, int, int, int, int, int], int, int) -> int C++: virtual int SplitExtent(int splitExt[6], int startExt[6], int num, int total) Putting this here until I merge graphics and imaging streaming. 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