ELF>J@@%$  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@ATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$uXHELH@H;ulH=tLH=u)HeHcZfDLLH=tL븐HЉfATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATL%H HH5LuLHLA\ATIUHHt HH5LHtHmtH]A\HH]A\ATUHHfnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uJHo(Ht!D$ +D$$tDH|$1HT$8dH+%(HH]A\fHHuѐLd$Ht$LtHt$ LtD$$T$ t$u1HEHHH{HpfDHHfDATUHHfnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uJHo(Ht!D$ +D$$tDH|$1HT$8dH+%(HH]A\fHHuѐLd$Ht$LtHt$ LtD$$T$ t$u)HEHHuHHtfHSH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uMH0[fDHHuӐu$HHuDf.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@ff.SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uMH0[fDHHuӐu$HHuDf.UH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uNH0]fDHHuӐu$HHHuH@HfUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(uzH@]f.HHuϐH5HT$H|$|$HtD$$u(HEHHuHH@HH8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8HHuҐu$HHuHH@SafeDownCastvtkObjectBasevtkOpenGLContextBufferIdIsTypeOfIsANewInstanceGetPickedItemSetValuesIsAllocatedAllocateIsSupportedGetContextSetContextvtkRenderWindowReleaseGraphicsResourcesHHvtkAbstractContextBufferIdvtkObjectUH=Hu]ÐHH=tHH=tH]vtkOpenGLContextBufferId - 2D array of ids stored in VRAM. Superclass: vtkAbstractContextBufferId An 2D array where each element is the id of an entity drawn at the given pixel. vtkRenderingContextOpenGL2Python.vtkOpenGLContextBufferIdV.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) -> vtkOpenGLContextBufferId C++: static vtkOpenGLContextBufferId *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLContextBufferId C++: vtkOpenGLContextBufferId *NewInstance() V.ReleaseGraphicsResources() C++: void ReleaseGraphicsResources() override; Release any graphics resources that are being consumed by this object. V.SetContext(vtkRenderWindow) C++: void SetContext(vtkRenderWindow *context) override; Set/Get the OpenGL context owning the texture object resource. V.GetContext() -> vtkRenderWindow C++: vtkRenderWindow *GetContext() override; Set/Get the OpenGL context owning the texture object resource. V.IsSupported() -> bool C++: bool IsSupported() override; Returns if the context supports the required extensions. \pre context_is_set: this->GetContext()!=0 V.Allocate() C++: void Allocate() override; Allocate the memory for at least Width*Height elements. \pre positive_width: GetWidth()>0 \pre positive_height: GetHeight()>0 \pre context_is_set: this->GetContext()!=0 V.IsAllocated() -> bool C++: bool IsAllocated() override; Tell if the buffer has been allocated. V.SetValues(int, int) C++: void SetValues(int srcXmin, int srcYmin) override; Copy the contents of the current read buffer to the internal texture starting at lower left corner of the framebuffer (srcXmin,srcYmin). \pre is_allocated: this->IsAllocated() V.GetPickedItem(int, int) -> int C++: vtkIdType GetPickedItem(int x, int y) override; Return item under abscissa x and ordinate y. Abscissa go from left to right. Ordinate go from bottom to top. 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