ELF>h@@('  UH@dH%(HD$81HHt$HD$HFHD$$D$ t0H|$1HT$8dH+%(uhH@]@HT$H|$H5|$HtHt+HH5HPtHuH1Huff.fHGI~H)ǃuHH=LHH51HÐUSHHdH%(HD$81HHt$HD$HFHD$$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 HH5LuLLA\ff.@ATIUHHt HH5LHtHmtH]A\HH]A\AWAVAUATUSHhfnFdH%(HD$X1HHt$ HD$(HGfnȉD$8fbfD$0uSHo(Ht!D$0+D$4tMH|$ 1HT$XdH+%($Hh[]A\A]A^A_@HHuȐLl$ HT$H5L|$ItLt$@LLtD$4T$HD$@\$PfH~fI~D$ubHELLHD$f.D$@zYuWfHnf.d$HzJuHfInf.l$Pz;u9HHHLLHD$fHuLLf.AWAVAUATUSHfnFdH%(HD$x1HHt$0HD$8HGfnȉD$HfbfD$@HD$(Ho(Ht:D$@+D$DwZH\$'Ld$0HH5L|$'Iul@1HT$xdH+%(xHĈ[]A\A]A^A_H|$0f.HHSDHH5L|$'{Ll$PLHD$LYLt$tLL 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) -> vtkOpenGLGL2PSHelperImpl C++: static vtkOpenGLGL2PSHelperImpl *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLGL2PSHelperImpl C++: vtkOpenGLGL2PSHelperImpl *NewInstance() V.ProcessTransformFeedback(vtkTransformFeedback, vtkRenderer, vtkActor) C++: void ProcessTransformFeedback(vtkTransformFeedback *tfc, vtkRenderer *ren, vtkActor *act) override; V.ProcessTransformFeedback(vtkTransformFeedback, vtkRenderer, [int, int, int, int]) C++: void ProcessTransformFeedback(vtkTransformFeedback *tfc, vtkRenderer *ren, unsigned char col[4]) override; V.ProcessTransformFeedback(vtkTransformFeedback, vtkRenderer, [float, float, float, float]) C++: void ProcessTransformFeedback(vtkTransformFeedback *tfc, vtkRenderer *ren, float col[4]) override; Parse the vertex information in tfc and inject primitives into GL2PS. ren is used to obtain viewport information to complete the vertex tranformation into pixel coordinates, and act/col are used to color the vertices when tfc does not contain color information. V.DrawString(string, vtkTextProperty, [float, float, float], float, vtkRenderer) C++: void DrawString(const std::string &str, vtkTextProperty *tprop, double pos[3], double backgroundDepth, vtkRenderer *ren) override; Format the text in str according to tprop and instruct GL2PS to draw it at pixel coordinate pos. Background depth is the z value for the background quad, and should be in NDC space. The drawing is always done in the overlay plane. @sa TextAsPath V.DrawPath(vtkPath, [float, float, float], [float, float], [int, int, int, int], [float, float], float, float, string) C++: void DrawPath(vtkPath *path, double rasterPos[3], double windowPos[2], unsigned char rgba[4], double scale[2]=nullptr, double rotateAngle=0.0, float strokeWidth=-1, const char *label=nullptr) override; Generate PS, EPS, or SVG markup from a vtkPath object, and then inject it into the output using the gl2psSpecial command. The path is translated uniformly in the scene by windowPos. It is scaled by scale and rotated counter-clockwise by rotateAngle. The rasterPos is in world coordinates and determines clipping and depth. If scale is NULL, no scaling is done. If strokeWidth is positive, the path will be stroked with the indicated width. If zero or negative, the path will be filled (default). The label string is inserted into the GL2PS output at the beginning of the path specification as a comment on supported backends. V.Draw3DPath(vtkPath, vtkMatrix4x4, [float, float, float], [int, int, int, int], vtkRenderer, string) C++: void Draw3DPath(vtkPath *path, vtkMatrix4x4 *actorMatrix, double rasterPos[3], unsigned char actorColor[4], vtkRenderer *ren, const char *label=nullptr) override; Transform the path using the actor's matrix and current GL state, then draw it to GL2PS. The label string is inserted into the GL2PS output at the beginning of the path specification as a comment on supported backends. V.DrawImage(vtkImageData, [float, float, float]) C++: void DrawImage(vtkImageData *image, double pos[3]) override; Draw the image at pos. 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