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Superclass: vtkOpenGLRenderPass The output can be used for deferred color mapping. It supports using arrays of either point or cell data. The target array can be selected by setting an array name/id and a component number. Only opaque geometry is supported. There are two rendering modes available: * INVERTIBLE_LUT Encodes array values as RGB data and renders the result to the default framebuffer. It uses a texture as a color LUT to map the values to RGB data. Texture size constraints limit its precision (currently 12-bit). The implementation of this mode is in vtkInternalsInvertible. * FLOATING_POINT Renders actual array values as floating point data to an internal RGBA32F framebuffer. This class binds and unbinds the framebuffer on each render pass. Resources are allocated on demand. When rendering point data values are uploaded to the GPU as vertex attributes. When rendering cell data values are uploaded as a texture buffer. Custom vertex and fragment shaders are defined in order to adjust its behavior for either type of data. @sa vtkRenderPass vtkOpenGLRenderPass vtkRenderingOpenGL2Python.vtkValuePassV.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) -> vtkValuePass C++: static vtkValuePass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkValuePass C++: vtkValuePass *NewInstance() V.SetRenderingMode(int) C++: virtual void SetRenderingMode(int _arg) V.GetRenderingMode() -> int C++: virtual int GetRenderingMode() V.SetInputArrayToProcess(int, string) C++: void SetInputArrayToProcess(int fieldAssociation, const char *name) V.SetInputArrayToProcess(int, int) C++: void SetInputArrayToProcess(int fieldAssociation, int fieldId) V.SetInputComponentToProcess(int) C++: void SetInputComponentToProcess(int component) V.SetScalarRange(float, float) C++: void SetScalarRange(double min, double max) V.GetFloatImageDataArray(vtkRenderer) -> vtkFloatArray C++: vtkFloatArray *GetFloatImageDataArray(vtkRenderer *ren) Interface to get the rendered image in FLOATING_POINT mode. Returns a single component array containing the rendered values. \warning The returned array is owned by this class. V.GetFloatImageData(int, int, int, void) C++: void GetFloatImageData(int const format, int const width, int const height, void *data) Interface to get the rendered image in FLOATING_POINT mode. Low level API, a format for the internal glReadPixels call can be specified. 'data' is expected to be allocated and cleaned-up by the caller. V.GetFloatImageExtents() -> (int, ...) C++: int *GetFloatImageExtents() Interface to get the rendered image in FLOATING_POINT mode. Image extents of the value array. V.IsFloatingPointModeSupported() -> bool C++: bool IsFloatingPointModeSupported() Check for extension support. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Release graphics resources and ask components to release their own resources. Default implementation is empty. \pre w_exists: w!=0 V.ColorToValue((int, ...), float, float, float) C++: void ColorToValue(unsigned char const *color, double const min, double const scale, double &value) Convert an RGB triplet to a floating point value. This method is exposed as a convenience function for testing (TestValuePass2). vtkRenderingOpenGL2Python.vtkValuePass.ModeATL%UH-HHH=LHH-H=LH5HH=LHHHH]A\HD GCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx 0D X zPLRx <$FBB A(D (D BBBA d! 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