ELF>5@@%$  UH@dH%(HD$81HHt$HD$HFHD$$D$ t0H|$1HT$8dH+%(uhH@]@HT$H|$H5|$HtHt+HH5HPtHuH1Huff.fAVAUATUHHfnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uVHo(Ht!D$ +D$$tPH|$1HT$8dH+%(HH]A\A]A^f.HHuŐLt$ Ll$LH5L|$ ItLLtT$ HLHHoHdfUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(u_H@]f.HHuϐH5HT$H|$|$HtHHuHHff.USHHdH%(HD$81HHt$HD$HFHD$$D$ HD$t6H|$1HT$8dH+%(utHH[]fHt$H|$tHl$H=HtHH=uHuHc@HATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$uXHELH@H;u\H=tLH=u)HeHcZfDLL@HЉfATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATL%H HH5LuLHLA\ATIUHHt HH5LHtHmtH]A\HH]A\SafeDownCastvtkObjectBaseGetVBOvtkDataArrayRemoveVBOvtkOpenGLVertexBufferObjectIsTypeOfIsANewInstancevtkOpenGLVertexBufferObjectCachevtkOpenGLVertexBufferObjectCache - manage vertex buffer objects shared within a context Superclass: vtkObject This class allows mappers to share VBOs. Specifically it is used by the V..B..O..Group to see if a VBO already exists for a given vtkDataArray. vtkRenderingOpenGL2Python.vtkOpenGLVertexBufferObjectCacheV.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) -> vtkOpenGLVertexBufferObjectCache C++: static vtkOpenGLVertexBufferObjectCache *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLVertexBufferObjectCache C++: vtkOpenGLVertexBufferObjectCache *NewInstance() V.GetVBO(vtkDataArray, int) -> vtkOpenGLVertexBufferObject C++: vtkOpenGLVertexBufferObject *GetVBO(vtkDataArray *array, int destType) Returns the vertex buffer object which holds the data array's data. If such a VBO does not exist a new empty VBO will be created you need to append to. The return value has been registered, you are responsible for deleting it. The data array pointers are also registered. V.RemoveVBO(vtkOpenGLVertexBufferObject) C++: void RemoveVBO(vtkOpenGLVertexBufferObject *vbo) Removes all references to a given vertex buffer object. 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