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.zuHH.zuH.zuH9tHD9tHD@8tH@9tHD@8tH@GL@8wLtH@wLfGetMaximumTextureSize3DvtkOpenGLRenderWindowGetMaximumTextureSizeSafeDownCastvtkObjectBasevtkTextureObjectCreate3DCreate2DIsSupportedIsTypeOfSendParametersBindGetLinearMagnificationDeactivateResetFormatAndTypeActivateGetContextGetVTKDataTypeIsBoundGetTextureUnitDownloadGetBorderColorGetMinificationFilterGetSamplesGetBaseLevelGetTargetGetMagnificationFilterGetUseSRGBColorSpaceGetWidthGetDepthGetHeightGetSupportsTextureIntegerGetRequireTextureIntegerGetRequireTextureFloatGetSupportsTextureFloatGetWrapSGetNumberOfDimensionsGetRequireDepthBufferFloatGetSupportsDepthBufferFloatGetComponentsGetWrapRGetHandleGetMaxLevelGetMinLODGetDepthTextureCompareGetGenerateMipmapGetMaxLODGetWrapTGetAutoParametersGetTuplesSetContextSetDataTypeReleaseGraphicsResourcesvtkWindowSetFormatSetInternalFormatGetDefaultDataTypeGetDataTypeGetWrapTModeGetWrapRModeGetMinificationFilterModeGetMagnificationFilterModeGetWrapSModeResizeSetSamplesSetMinificationFilterSetMinLODSetMaxLODSetAutoParametersSetMagnificationFilterSetWrapTSetWrapRSetBaseLevelSetMaxLevelSetWrapSSetRequireTextureIntegerSetRequireTextureFloatSetDepthTextureCompareSetRequireDepthBufferFloatUseSRGBColorSpaceOnSetUseSRGBColorSpaceUseSRGBColorSpaceOffSetGenerateMipmapAllocateDepthAllocate1DGetDefaultInternalFormatGetInternalFormatGetFormatGetDefaultFormatCreate1DvtkPixelBufferObjectGetShiftAndScaleSetLinearMagnificationCreateTextureBuffervtkOpenGLBufferObjectCreateDepthAllocate2DIsAAllocate3DAllocateProxyTexture3DCreate1DFromRawNewInstanceCopyFromFrameBufferCreate2DFromRawCreateDepthFromRawCreate3DFromRawSetBorderColorCopyToFrameBuffervtkShaderProgramvtkOpenGLVertexArrayObjectLequalGequalLessGreaterEqualNotEqualAlwaysTrueNeverClampToEdgeRepeatMirroredRepeatClampToBorderNumberOfWrapModesNearestLinearNearestMipmapNearestNearestMipmapLinearLinearMipmapNearestLinearMipmapLinearNumberOfMinificationModesNativeFixed8Fixed16Fixed24Fixed32Float16Float32NumberOfDepthFormatsV *vtkOpenGLRenderWindow@IIIiVq *vtkPixelBufferObject@IIIiiq@IIiVq *vtkPixelBufferObject@IIiiqHHvtkObjectUH=Hu]ÐHH=tH]HH0H;u!LuGLfHH0H;u!LtGLf1H^ VHH;NuG.z.u,.z#u!.zu.z u f.GetDepthTextureCompareFunctionSetDepthTextureCompareFunctionvtkTextureObject - abstracts an OpenGL texture object. Superclass: vtkObject vtkTextureObject represents an OpenGL texture object. It provides API to create textures using data already loaded into pixel buffer objects. It can also be used to create textures without uploading any data. NumberOfDepthTextureCompareFunctionsvtkRenderingOpenGL2Python.vtkTextureObjectV.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) -> vtkTextureObject C++: static vtkTextureObject *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextureObject C++: vtkTextureObject *NewInstance() V.SetContext(vtkOpenGLRenderWindow) C++: void SetContext(vtkOpenGLRenderWindow *) Get/Set the context. This does not increase the reference count of the context to avoid reference loops. * { * this->TextureObject = vtkTextureObject::New(); * }SetContext() may raise an error is the OpenGL context does not support the * required OpenGL extensions. V.GetContext() -> vtkOpenGLRenderWindow C++: vtkOpenGLRenderWindow *GetContext() Get/Set the context. This does not increase the reference count of the context to avoid reference loops. * { * this->TextureObject = vtkTextureObject::New(); * }SetContext() may raise an error is the OpenGL context does not support the * required OpenGL extensions. V.GetWidth() -> int C++: virtual unsigned int GetWidth() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetHeight() -> int C++: virtual unsigned int GetHeight() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetDepth() -> int C++: virtual unsigned int GetDepth() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetSamples() -> int C++: virtual unsigned int GetSamples() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetComponents() -> int C++: virtual int GetComponents() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetTuples() -> int C++: unsigned int GetTuples() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetNumberOfDimensions() -> int C++: virtual int GetNumberOfDimensions() V.SetSamples(int) C++: virtual void SetSamples(unsigned int _arg) V.GetTarget() -> int C++: virtual unsigned int GetTarget() Returns OpenGL texture target to which the texture is/can be bound. V.GetHandle() -> int C++: virtual unsigned int GetHandle() Returns the OpenGL handle. V.GetTextureUnit() -> int C++: int GetTextureUnit() Return the texture unit used for this texture V.Bind() C++: void Bind() Bind the texture, must have been created using Create(). A side affect is that tex parameters are sent. RenderWindow must be set before calling this. V.Activate() C++: void Activate() Activate and Bind the texture V.Deactivate() C++: void Deactivate() Deactivate and UnBind the texture V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) Deactivate and UnBind the texture V.IsBound() -> bool C++: bool IsBound() Tells if the texture object is bound to the active texture image unit. (a texture object can be bound to multiple texture image unit). V.SendParameters() C++: void SendParameters() Send all the texture object parameters to the hardware if not done yet. Parameters are automatically sent as a side affect of Bind. Disable this by setting AutoParameters 0. \pre is_bound: IsBound() V.SetAutoParameters(int) C++: virtual void SetAutoParameters(int _arg) Send all the texture object parameters to the hardware if not done yet. Parameters are automatically sent as a side affect of Bind. Disable this by setting AutoParameters 0. \pre is_bound: IsBound() V.GetAutoParameters() -> int C++: virtual int GetAutoParameters() Send all the texture object parameters to the hardware if not done yet. Parameters are automatically sent as a side affect of Bind. Disable this by setting AutoParameters 0. \pre is_bound: IsBound() V.Create2DFromRaw(int, int, int, int, void) -> bool C++: bool Create2DFromRaw(unsigned int width, unsigned int height, int numComps, int dataType, void *data) Create a 2D texture from client memory numComps must be in [1-4]. V.CreateDepthFromRaw(int, int, int, int, void) -> bool C++: bool CreateDepthFromRaw(unsigned int width, unsigned int height, int internalFormat, int rawType, void *raw) Create a 2D depth texture using a raw pointer. This is a blocking call. If you can, use PBO instead. V.CreateTextureBuffer(int, int, int, vtkOpenGLBufferObject) -> bool C++: bool CreateTextureBuffer(unsigned int numValues, int numComps, int dataType, vtkOpenGLBufferObject *bo) Create a texture buffer basically a 1D texture that can be very large for passing data into the fragment shader V.Create1D(int, vtkPixelBufferObject, bool) -> bool C++: bool Create1D(int numComps, vtkPixelBufferObject *pbo, bool shaderSupportsTextureInt) Create a 1D texture using the PBO. Eventually we may start supporting creating a texture from subset of data in the PBO, but for simplicity we'll begin with entire PBO data. numComps must be in [1-4]. shaderSupportsTextureInt is true if the shader has an alternate implementation supporting sampler with integer values. Even if the card supports texture int, it does not mean that the implementor of the shader made a version that supports texture int. V.Create1DFromRaw(int, int, int, void) -> bool C++: bool Create1DFromRaw(unsigned int width, int numComps, int dataType, void *data) Create 1D texture from client memory V.Create2D(int, int, int, vtkPixelBufferObject, bool) -> bool C++: bool Create2D(unsigned int width, unsigned int height, int numComps, vtkPixelBufferObject *pbo, bool shaderSupportsTextureInt) V.Create2D(int, int, int, int, bool) -> bool C++: bool Create2D(unsigned int width, unsigned int height, int numComps, int vtktype, bool) Create a 2D texture using the PBO. Eventually we may start supporting creating a texture from subset of data in the PBO, but for simplicity we'll begin with entire PBO data. numComps must be in [1-4]. V.Create3D(int, int, int, int, vtkPixelBufferObject, bool) -> bool C++: bool Create3D(unsigned int width, unsigned int height, unsigned int depth, int numComps, vtkPixelBufferObject *pbo, bool shaderSupportsTextureInt) V.Create3D(int, int, int, int, int, bool) -> bool C++: bool Create3D(unsigned int width, unsigned int height, unsigned int depth, int numComps, int vtktype, bool) Create a 3D texture using the PBO. Eventually we may start supporting creating a texture from subset of data in the PBO, but for simplicity we'll begin with entire PBO data. numComps must be in [1-4]. V.Create3DFromRaw(int, int, int, int, int, void) -> bool C++: bool Create3DFromRaw(unsigned int width, unsigned int height, unsigned int depth, int numComps, int dataType, void *data) Create a 3D texture from client memory numComps must be in [1-4]. V.AllocateProxyTexture3D(int, int, int, int, int) -> bool C++: bool AllocateProxyTexture3D(unsigned int const width, unsigned int const height, unsigned int const depth, int const numComps, int const dataType) Create a 3D texture using the GL_PROXY_TEXTURE_3D target. This serves as a pre-allocation step which assists in verifying that the size of the texture to be created is supported by the implementation and that there is sufficient texture memory available for it. V.Download() -> vtkPixelBufferObject C++: vtkPixelBufferObject *Download() This is used to download raw data from the texture into a pixel bufer. The pixel buffer API can then be used to download the pixel buffer data to CPU arrays. The caller takes on the responsibility of deleting the returns vtkPixelBufferObject once it done with it. V.CreateDepth(int, int, int, vtkPixelBufferObject) -> bool C++: bool CreateDepth(unsigned int width, unsigned int height, int internalFormat, vtkPixelBufferObject *pbo) Create a 2D depth texture using a PBO. \pre: valid_internalFormat: internalFormat>=0 && internalFormat bool C++: bool AllocateDepth(unsigned int width, unsigned int height, int internalFormat) Create a 2D depth texture but does not initialize its values. V.Allocate1D(int, int, int) -> bool C++: bool Allocate1D(unsigned int width, int numComps, int vtkType) Create a 1D color texture but does not initialize its values. Internal format is deduced from numComps and vtkType. V.Allocate2D(int, int, int, int) -> bool C++: bool Allocate2D(unsigned int width, unsigned int height, int numComps, int vtkType) Create a 2D color texture but does not initialize its values. Internal format is deduced from numComps and vtkType. V.Allocate3D(int, int, int, int, int) -> bool C++: bool Allocate3D(unsigned int width, unsigned int height, unsigned int depth, int numComps, int vtkType) Create a 3D color texture but does not initialize its values. Internal format is deduced from numComps and vtkType. V.GetVTKDataType() -> int C++: int GetVTKDataType() Get the data type for the texture as a vtk type int i.e. VTK_INT etc. V.GetDataType(int) -> int C++: int GetDataType(int vtk_scalar_type) Get the data type for the texture as GLenum type. V.SetDataType(int) C++: void SetDataType(unsigned int glType) Get the data type for the texture as GLenum type. V.GetDefaultDataType(int) -> int C++: int GetDefaultDataType(int vtk_scalar_type) Get the data type for the texture as GLenum type. V.GetInternalFormat(int, int, bool) -> int C++: unsigned int GetInternalFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set internal format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.SetInternalFormat(int) C++: void SetInternalFormat(unsigned int glInternalFormat) Get/Set internal format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.GetDefaultInternalFormat(int, int, bool) -> int C++: unsigned int GetDefaultInternalFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set internal format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.GetFormat(int, int, bool) -> int C++: unsigned int GetFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.SetFormat(int) C++: void SetFormat(unsigned int glFormat) Get/Set format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.GetDefaultFormat(int, int, bool) -> int C++: unsigned int GetDefaultFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.ResetFormatAndType() C++: void ResetFormatAndType() Reset format, internal format, and type of the texture. * This method is useful when a texture is reused in a * context same as the previous render call. In such * cases, texture destruction does not happen and therefore * previous set values are used. V.GetMinificationFilterMode(int) -> int C++: unsigned int GetMinificationFilterMode(int vtktype) V.GetMagnificationFilterMode(int) -> int C++: unsigned int GetMagnificationFilterMode(int vtktype) V.GetWrapSMode(int) -> int C++: unsigned int GetWrapSMode(int vtktype) V.GetWrapTMode(int) -> int C++: unsigned int GetWrapTMode(int vtktype) V.GetWrapRMode(int) -> int C++: unsigned int GetWrapRMode(int vtktype) V.SetRequireDepthBufferFloat(bool) C++: virtual void SetRequireDepthBufferFloat(bool _arg) Optional, require support for floating point depth buffer formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetRequireDepthBufferFloat() -> bool C++: virtual bool GetRequireDepthBufferFloat() Optional, require support for floating point depth buffer formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetSupportsDepthBufferFloat() -> bool C++: virtual bool GetSupportsDepthBufferFloat() Optional, require support for floating point depth buffer formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.SetRequireTextureFloat(bool) C++: virtual void SetRequireTextureFloat(bool _arg) Optional, require support for floating point texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetRequireTextureFloat() -> bool C++: virtual bool GetRequireTextureFloat() Optional, require support for floating point texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetSupportsTextureFloat() -> bool C++: virtual bool GetSupportsTextureFloat() Optional, require support for floating point texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.SetRequireTextureInteger(bool) C++: virtual void SetRequireTextureInteger(bool _arg) Optional, require support for integer texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetRequireTextureInteger() -> bool C++: virtual bool GetRequireTextureInteger() Optional, require support for integer texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetSupportsTextureInteger() -> bool C++: virtual bool GetSupportsTextureInteger() Optional, require support for integer texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetWrapS() -> int C++: virtual int GetWrapS() Wrap mode for the first texture coordinate "s" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.SetWrapS(int) C++: virtual void SetWrapS(int _arg) Wrap mode for the first texture coordinate "s" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.GetWrapT() -> int C++: virtual int GetWrapT() Wrap mode for the first texture coordinate "t" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.SetWrapT(int) C++: virtual void SetWrapT(int _arg) Wrap mode for the first texture coordinate "t" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.GetWrapR() -> int C++: virtual int GetWrapR() Wrap mode for the first texture coordinate "r" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.SetWrapR(int) C++: virtual void SetWrapR(int _arg) Wrap mode for the first texture coordinate "r" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.GetMinificationFilter() -> int C++: virtual int GetMinificationFilter() Minification filter mode. Valid values are: - Nearest - Linear - NearestMipmapNearest - NearestMipmapLinear - LinearMipmapNearest - LinearMipmapLinear Initial value is Nearest (note initial value in OpenGL spec is NearestMipMapLinear but this is error-prone because it makes the texture object incomplete. ). V.SetMinificationFilter(int) C++: virtual void SetMinificationFilter(int _arg) Minification filter mode. Valid values are: - Nearest - Linear - NearestMipmapNearest - NearestMipmapLinear - LinearMipmapNearest - LinearMipmapLinear Initial value is Nearest (note initial value in OpenGL spec is NearestMipMapLinear but this is error-prone because it makes the texture object incomplete. ). V.GetMagnificationFilter() -> int C++: virtual int GetMagnificationFilter() Magnification filter mode. Valid values are: - Nearest - Linear Initial value is Nearest V.SetMagnificationFilter(int) C++: virtual void SetMagnificationFilter(int _arg) Magnification filter mode. Valid values are: - Nearest - Linear Initial value is Nearest V.SetLinearMagnification(bool) C++: void SetLinearMagnification(bool val) Tells if the magnification mode is linear (true) or nearest (false). Initial value is false (initial value in OpenGL spec is true). V.GetLinearMagnification() -> bool C++: bool GetLinearMagnification() V.SetBorderColor(float, float, float, float) C++: void SetBorderColor(float, float, float, float) V.SetBorderColor((float, float, float, float)) C++: void SetBorderColor(float a[4]) V.GetBorderColor() -> (float, float, float, float) C++: float *GetBorderColor() V.SetMinLOD(float) C++: virtual void SetMinLOD(float _arg) Lower-clamp the computed LOD against this value. Any float value is valid. Initial value is -1000.0f, as in OpenGL spec. V.GetMinLOD() -> float C++: virtual float GetMinLOD() Lower-clamp the computed LOD against this value. Any float value is valid. Initial value is -1000.0f, as in OpenGL spec. V.SetMaxLOD(float) C++: virtual void SetMaxLOD(float _arg) Upper-clamp the computed LOD against this value. Any float value is valid. Initial value is 1000.0f, as in OpenGL spec. V.GetMaxLOD() -> float C++: virtual float GetMaxLOD() Upper-clamp the computed LOD against this value. Any float value is valid. Initial value is 1000.0f, as in OpenGL spec. V.SetBaseLevel(int) C++: virtual void SetBaseLevel(int _arg) Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 0, as in OpenGL spec. V.GetBaseLevel() -> int C++: virtual int GetBaseLevel() Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 0, as in OpenGL spec. V.SetMaxLevel(int) C++: virtual void SetMaxLevel(int _arg) Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 1000, as in OpenGL spec. V.GetMaxLevel() -> int C++: virtual int GetMaxLevel() Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 1000, as in OpenGL spec. V.GetDepthTextureCompare() -> bool C++: virtual bool GetDepthTextureCompare() Tells if the output of a texture unit with a depth texture uses comparison or not. Comparison happens between D_t the depth texture value in the range [0,1] and with R the interpolated third texture coordinate clamped to range [0,1]. The result of the comparison is noted `r'. If this flag is false, r=D_t. Initial value is false, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.SetDepthTextureCompare(bool) C++: virtual void SetDepthTextureCompare(bool _arg) Tells if the output of a texture unit with a depth texture uses comparison or not. Comparison happens between D_t the depth texture value in the range [0,1] and with R the interpolated third texture coordinate clamped to range [0,1]. The result of the comparison is noted `r'. If this flag is false, r=D_t. Initial value is false, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.GetDepthTextureCompareFunction() -> int C++: virtual int GetDepthTextureCompareFunction() In case DepthTextureCompare is true, specify the comparison function in use. The result of the comparison is noted `r'. Valid values are: - Value - Lequal: r=R<=Dt ? 1.0 : 0.0 - Gequal: r=R>=Dt ? 1.0 : 0.0 - Less: r=RDt ? 1.0 : 0.0 - Equal: r=R==Dt ? 1.0 : 0.0 - NotEqual: r=R!=Dt ? 1.0 : 0.0 - AlwaysTrue: r=1.0 - Never: r=0.0 If the magnification of minification factor are not nearest, percentage closer filtering (PCF) is used: R is compared to several D_t and r is the average of the comparisons (it is NOT the average of D_t compared once to R). Initial value is Lequal, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.SetDepthTextureCompareFunction(int) C++: virtual void SetDepthTextureCompareFunction(int _arg) In case DepthTextureCompare is true, specify the comparison function in use. The result of the comparison is noted `r'. Valid values are: - Value - Lequal: r=R<=Dt ? 1.0 : 0.0 - Gequal: r=R>=Dt ? 1.0 : 0.0 - Less: r=RDt ? 1.0 : 0.0 - Equal: r=R==Dt ? 1.0 : 0.0 - NotEqual: r=R!=Dt ? 1.0 : 0.0 - AlwaysTrue: r=1.0 - Never: r=0.0 If the magnification of minification factor are not nearest, percentage closer filtering (PCF) is used: R is compared to several D_t and r is the average of the comparisons (it is NOT the average of D_t compared once to R). Initial value is Lequal, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.GetGenerateMipmap() -> bool C++: virtual bool GetGenerateMipmap() Tells the hardware to generate mipmap textures from the first texture image at BaseLevel. Initial value is false, as in OpenGL spec. V.SetGenerateMipmap(bool) C++: virtual void SetGenerateMipmap(bool _arg) Tells the hardware to generate mipmap textures from the first texture image at BaseLevel. Initial value is false, as in OpenGL spec. V.GetMaximumTextureSize(vtkOpenGLRenderWindow) -> int C++: static int GetMaximumTextureSize( vtkOpenGLRenderWindow *context) Query and return maximum texture size (dimension) supported by the OpenGL driver for a particular context. It should be noted that this size does not consider the internal format of the texture and therefore there is no guarantee that a texture of this size will be allocated by the driver. Also, the method does not make the context current so if the passed context is not valid or current, a value of -1 will be returned. V.GetMaximumTextureSize3D(vtkOpenGLRenderWindow) -> int C++: static int GetMaximumTextureSize3D( vtkOpenGLRenderWindow *context) V.GetMaximumTextureSize3D() -> int C++: int GetMaximumTextureSize3D() Query and return maximum texture size (dimension) supported by the OpenGL driver for a particular context. It should be noted that this size does not consider the internal format of the texture and therefore there is no guarantee that a texture of this size will be allocated by the driver. Also, the method does not make the context current so if the passed context is not valid or current, a value of -1 will be returned. V.IsSupported(vtkOpenGLRenderWindow, bool, bool, bool) -> bool C++: static bool IsSupported(vtkOpenGLRenderWindow *renWin, bool requireTexFloat, bool requireDepthFloat, bool requireTexInt) V.IsSupported(vtkOpenGLRenderWindow) -> bool C++: static bool IsSupported(vtkOpenGLRenderWindow *renWin) Returns if the context supports the required extensions. If flags for optional extenisons are set then the test fails when support for them is not found. V.CopyToFrameBuffer(vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) V.CopyToFrameBuffer(int, int, int, int, int, int, int, int, int, int, vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(int srcXmin, int srcYmin, int srcXmax, int srcYmax, int dstXmin, int dstYmin, int dstXmax, int dstYmax, int dstSizeX, int dstSizeY, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) V.CopyToFrameBuffer(int, int, int, int, int, int, int, int, vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(int srcXmin, int srcYmin, int srcXmax, int srcYmax, int dstXmin, int dstYmin, int dstSizeX, int dstSizeY, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) V.CopyToFrameBuffer([float, ...], [float, ...], vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(float *tcoords, float *verts, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) Copy the texture (src) in the current framebuffer. A variety of signatures based on what you want to do Copy the entire texture to the entire current viewport V.CopyFromFrameBuffer(int, int, int, int, int, int) C++: void CopyFromFrameBuffer(int srcXmin, int srcYmin, int dstXmin, int dstYmin, int width, int height) Copy a sub-part of a logical buffer of the framebuffer (color or depth) to the texture object. src is the framebuffer, dst is the texture. (srcXmin,srcYmin) is the location of the lower left corner of the rectangle in the framebuffer. (dstXmin,dstYmin) is the location of the lower left corner of the rectangle in the texture. width and height specifies the size of the rectangle in pixels. If the logical buffer is a color buffer, it has to be selected first with glReadBuffer(). \pre is2D: GetNumberOfDimensions()==2 V.GetShiftAndScale(float, float) C++: void GetShiftAndScale(float &shift, float &scale) Get the shift and scale required in the shader to return the texture values to their original range. This is useful when for example you have unsigned char data and it is being accessed using the floating point texture calls. In that case OpenGL maps the uchar range to a different floating point range under the hood. Applying the shift and scale will return the data to its original values in the shader. The texture's internal format must be set before calling these routines. Creating the texture does set it. V.Resize(int, int) C++: void Resize(unsigned int width, unsigned int height) V.GetUseSRGBColorSpace() -> bool C++: virtual bool GetUseSRGBColorSpace() Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. V.SetUseSRGBColorSpace(bool) C++: virtual void SetUseSRGBColorSpace(bool _arg) Is this texture using the sRGB color space. 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