ELF>06@@%$  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=tHH=tHATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLfDHЉfATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATL%H HH5LuLHLA\ATIUHHt HH5LHtHmtH]A\HH]A\UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(u|H@]f.HHuϐH5HT$H|$|$HtD$$u(HEHHuHcDHff.@UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(uzH@]f.HHuϐH5HT$H|$|$HtD$$u(HEHHuHH@HSafeDownCastvtkObjectBasevtkOpenGLContextActorIsTypeOfIsANewInstanceRenderOverlayvtkViewportReleaseGraphicsResourcesvtkWindowHHvtkContextActorvtkPropvtkObjectUH=Hu]ÐHH=tHH=tHH=tH]vtkOpenGLContextActor - provides a vtkProp derived object. Superclass: vtkContextActor This object provides the entry point for the vtkContextScene to be rendered in a vtkRenderer. Uses the RenderOverlay pass to render the 2D vtkContextScene. vtkRenderingContextOpenGL2Python.vtkOpenGLContextActorV.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) -> vtkOpenGLContextActor C++: static vtkOpenGLContextActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLContextActor C++: vtkOpenGLContextActor *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *window) override; Release any graphics resources that are being consumed by this actor. The parameter window could be used to determine which graphic resources to release. V.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *viewport) override; We only render in the overlay for the context scene. 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