ELF>a@@/.%&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=tHH=tHff.ATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLH=tLHЉfUH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uVH0]fDHHuӐtHHuH뵐HH@H;tHSH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uUH0[fDHHuӐtHuHcfHH0H;tЉfSH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uUH0[fDHHuӐtHuHcfHH H;tЉfUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(u_H@]f.HHuϐH5HT$H|$|$HtHHuHHff.UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(H@]fDHHuϐHt$ H|$tD$$t$ t99tHEHHuHH|@HEH8H;u;tƉHHff.UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(H@]fDHHuϐHt$ H|$tD$$t$ t99tHEHHuHH|@HEH(H;u;tƉHHff.ATUHHfnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uJHo(Ht!D$ +D$$tDH|$1HT$8dH+%(HH]A\fHHuѐLd$HLtHt$LtHt$LtHt$ LtDD$ L$HT$4$HcHHUff.ATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATL%H 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) -> vtkOpenGLTexture C++: static vtkOpenGLTexture *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLTexture C++: vtkOpenGLTexture *NewInstance() V.Render(vtkRenderer) C++: void Render(vtkRenderer *ren) override; Renders a texture map. It first checks the object's modified time to make sure the texture maps Input is valid, then it invokes the Load() method. V.Load(vtkRenderer) C++: void Load(vtkRenderer *) override; Implement base class method. V.PostRender(vtkRenderer) C++: void PostRender(vtkRenderer *) override; Cleans up after the texture rendering to restore the state of the graphics context. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this texture. The parameter window could be used to determine which graphic resources to release. Using the same texture object in multiple render windows is NOT currently supported. V.CopyTexImage(int, int, int, int) C++: void CopyTexImage(int x, int y, int width, int height) copy the renderers read buffer into this texture V.GetIsDepthTexture() -> int C++: virtual int GetIsDepthTexture() Provide for specifying a format for the texture V.SetIsDepthTexture(int) C++: virtual void SetIsDepthTexture(int _arg) Provide for specifying a format for the texture V.GetTextureType() -> int C++: virtual int GetTextureType() What type of texture map GL_TEXTURE_2D versus GL_TEXTURE_RECTANGLE V.SetTextureType(int) C++: virtual void SetTextureType(int _arg) What type of texture map GL_TEXTURE_2D versus GL_TEXTURE_RECTANGLE V.GetTextureObject() -> vtkTextureObject C++: virtual vtkTextureObject *GetTextureObject() V.SetTextureObject(vtkTextureObject) C++: void SetTextureObject(vtkTextureObject *) V.GetTextureUnit() -> int C++: int GetTextureUnit() override; Return the texture unit used for this texture V.IsTranslucent() -> int C++: int IsTranslucent() override; Is this Texture Translucent? returns false (0) if the texture is either fully opaque or has only fully transparent pixels and fully opaque pixels and the Interpolate flag is turn off. 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