ELF>9@@('   UH@dH%(HD$81HHt$HD$HFHD$$D$ t0H|$1HT$8dH+%(uhH@]@HT$H|$H5|$HtHt+HH5HPtHuH1Huff.fUSHHdH%(HD$81HHt$HD$HFHD$$D$ HD$t6H|$1HT$8dH+%(HH[]DHt$H|$tHl$H=HtHH=uHuHc@HH=tH@SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uUH0[fDHHuӐt0HuHcfHHHH;tЉfATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$uXHELH@H;ulH=tLH=u)HeHcZfDLLH=tL븐HЉfATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfH8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(H8@HHuҐHtIH@H;uQ0tLJ0HuHHfH0H;t@f.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(H8@HHuҐHtIH@H;uQ0tLJ0HuHHH8H;t@1ff.fUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(H@]fDHHuϐHt$ H|$tD$$t$ t990tHE0HHuHH|@HEH@H;u;0tƉ0HHff.ATL%H HH5LuLHLA\ATIUHHt HH5LHtHmtH]A\HH]A\AVAUATUHHfnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uVHo(Ht!D$ +D$$tPH|$1HT$8dH+%(HH]A\A]A^f.HHuŐLt$ Ll$LH5L|$ ItLLtD$$T$ u/HELHHeHHWLH90tH0D0SafeDownCastvtkObjectBasevtkRIBLightIsTypeOfGetShadowsIsANewInstanceShadowsOnShadowsOffSetShadowsRendervtkRenderervtkIOExportPython.vtkRIBLightvtkLightvtkObjectUH=Hu]ÐHH=tHH=tH]HH@H;u!0tLJ0HH@H;u)0tLJ01vtkRIBLight - RIP Light Superclass: vtkLight vtkRIBLight is a subclass of vtkLight that allows the user to specify light source shaders and shadow casting lights for use with RenderMan. @sa vtkRIBExporter vtkRIBProperty V.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. 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) -> vtkRIBLight C++: static vtkRIBLight *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRIBLight C++: vtkRIBLight *NewInstance() V.ShadowsOn() C++: virtual void ShadowsOn() V.ShadowsOff() C++: virtual void ShadowsOff() V.SetShadows(int) C++: virtual void SetShadows(int _arg) V.GetShadows() -> int C++: virtual int GetShadows() V.Render(vtkRenderer, int) C++: void Render(vtkRenderer *ren, int index) override; Abstract interface to renderer. Each concrete subclass of vtkLight will load its data into the graphics system in response to this method invocation. The actual loading is performed by a vtkLightDevice subclass, which will get created automatically. 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