ELF>N@@/.%&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.SH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uUH0[fDHHuӐtHuHcfHHH;tЉfUH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uVH0]fDHHuӐtHo`HuH@HHH;tHUH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uVH0]fDHHuӐtHoxHuH@HHH;tHATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLH=tLHЉfUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(H@]fDHHuϐHt$ H|$tD$$t$ t99tHEHHuHH|@HEHH;u;tƉHHff.UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(H@]fDHHuϐHt$ H|$tD$$t$ t99tHEHHuHH|@HEHH;u;tƉHHff.ATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATL%H |HH5LuLHLA\ATIUHHt HH5LHtHmtH]A\HH]A\UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(urH@]f.HHuϐHt$ H|$tD$$t$ u)HEHHuHHDHfUH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(uzH@]f.HHuϐH5HT$H|$|$HtD$$u(HEHHuHH@H9tHD9tHDHGxHG`SafeDownCastvtkObjectBasevtkSimpleMotionBlurPassIsTypeOfGetSubFramesGetColorTextureGetDepthTextureIsASetColorFormatSetDepthFormatNewInstanceSetSubFramesReleaseGraphicsResourcesvtkWindowHHvtkDepthImageProcessingPassvtkImageProcessingPassvtkRenderPassvtkObjectUH=Hu]ÐHH=tHH=tHH=tHH=tH]vtkSimpleMotionBlurPass - Avergae frames to simulate motion blur. Superclass: vtkDepthImageProcessingPass A slow and simple approach that simply renders multiple frames and accumulates them before displaying them. As such it causes the render process to be SubFrames times slower than normal but handles all types of motion correctly as it is actually rendering all the sub frames. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkSimpleMotionBlurPassV.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) -> vtkSimpleMotionBlurPass C++: static vtkSimpleMotionBlurPass *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSimpleMotionBlurPass C++: vtkSimpleMotionBlurPass *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) Release graphics resources and ask components to release their own resources. \pre w_exists: w!=0 V.GetSubFrames() -> int C++: virtual int GetSubFrames() Set the number of sub frames for doing motion blur. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. V.SetSubFrames(int) C++: virtual void SetSubFrames(int subFrames) Set the number of sub frames for doing motion blur. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. V.SetDepthFormat(int) C++: virtual void SetDepthFormat(int _arg) Set the format to use for the depth texture e.g. vtkTextureObject::Float32 V.SetColorFormat(int) C++: virtual void SetColorFormat(int _arg) Set the format to use for the color texture vtkTextureObject::Float16 vtkTextureObject::Float32 and vtkTextureObject::Fixed8 are supported. Fixed8 is the default. 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