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Most renderings will use the subclass vtkDualDepthPeelingPass instead. Render the translucent polygonal geometry of a scene without sorting polygons in the view direction. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. The depth peeling algorithm works by rendering the translucent polygonal geometry multiple times (once for each peel). The actually rendering of the translucent polygonal geometry is performed by its delegate TranslucentPass. This delegate is therefore used multiple times. Its delegate is usually set to a vtkTranslucentPass. This implementation makes use of textures and is suitable for ES3 For ES3 it must be embedded within a pass that makes use of framebuffers so that the required OpaqueZTexture and OpaqueRGBATexture can be passed from the outer frambuffer pass. For OpenGL ES3 be aware the occlusion ratio test is not supported. The maximum number of peels is used instead so set it to a reasonable value. For many scenes a value of 4 or 5 will work well. @sa vtkRenderPass, vtkTranslucentPass, vtkFramebufferPass vtkRenderingOpenGL2Python.vtkDepthPeelingPassV.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) -> vtkDepthPeelingPass C++: static vtkDepthPeelingPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDepthPeelingPass C++: vtkDepthPeelingPass *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) override; Release graphics resources and ask components to release their own resources. \pre w_exists: w!=0 V.GetTranslucentPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetTranslucentPass() Delegate for rendering the translucent polygonal geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkTranslucentPass. Initial value is a NULL pointer. V.SetTranslucentPass(vtkRenderPass) C++: virtual void SetTranslucentPass( vtkRenderPass *translucentPass) Delegate for rendering the translucent polygonal geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkTranslucentPass. Initial value is a NULL pointer. V.SetOcclusionRatio(float) C++: virtual void SetOcclusionRatio(double _arg) In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.GetOcclusionRatioMinValue() -> float C++: virtual double GetOcclusionRatioMinValue() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.GetOcclusionRatioMaxValue() -> float C++: virtual double GetOcclusionRatioMaxValue() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.GetOcclusionRatio() -> float C++: virtual double GetOcclusionRatio() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.SetMaximumNumberOfPeels(int) C++: virtual void SetMaximumNumberOfPeels(int _arg) In case of depth peeling, define the maximum number of peeling layers. Initial value is 4. A special value of 0 means no maximum limit. It has to be a positive value. V.GetMaximumNumberOfPeels() -> int C++: virtual int GetMaximumNumberOfPeels() In case of depth peeling, define the maximum number of peeling layers. Initial value is 4. A special value of 0 means no maximum limit. It has to be a positive value. V.PostReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override; Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called after other mapper shader replacements. Return false on error. V.SetShaderParameters(vtkShaderProgram, vtkAbstractMapper, vtkProp, vtkOpenGLVertexArrayObject) -> bool C++: bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override; Update the uniforms of the shader program. Return false on error. V.SetOpaqueZTexture(vtkTextureObject) C++: void SetOpaqueZTexture(vtkTextureObject *) V.SetOpaqueRGBATexture(vtkTextureObject) C++: void SetOpaqueRGBATexture(vtkTextureObject *) V.SetDepthFormat(int) C++: virtual void SetDepthFormat(int _arg) Set the format to use for the depth texture e.g. vtkTextureObject::Float32 ATL%UH-HHH=LHH=LH5HHH]A\H$L9tH|$pL9tH|$PH9tHX3HD?GCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx  0FD X l !  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