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- OpenGL rendering window Superclass: vtkOpenGLRenderWindow vtkXOpenGLRenderWindow is a concrete implementation of the abstract class vtkRenderWindow. vtkOpenGLRenderer interfaces to the OpenGL graphics library. Application programmers should normally use vtkRenderWindow instead of the OpenGL specific version. vtkRenderingOpenGL2Python.vtkXOpenGLRenderWindowV.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) -> vtkXOpenGLRenderWindow C++: static vtkXOpenGLRenderWindow *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkXOpenGLRenderWindow C++: vtkXOpenGLRenderWindow *NewInstance() V.Start() C++: void Start() override; Begin the rendering process. V.Frame() C++: void Frame() override; End the rendering process and display the image. V.WindowInitialize() C++: virtual void WindowInitialize() Initialize the window for rendering. V.Initialize() C++: void Initialize() override; Initialize the rendering window. This will setup all system-specific resources. This method and Finalize() must be symmetric and it should be possible to call them multiple times, even changing WindowId in-between. This is what WindowRemap does. V.Finalize() C++: void Finalize() override; "Deinitialize" the rendering window. This will shutdown all system-specific resources. After having called this, it should be possible to destroy a window that was used for a SetWindowId() call without any ill effects. V.SetFullScreen(int) C++: void SetFullScreen(int) override; Change the window to fill the entire screen. V.WindowRemap() C++: void WindowRemap() override; Resize the window. V.PrefFullScreen() C++: virtual void PrefFullScreen() Set the preferred window size to full screen. V.SetSize(int, int) C++: void SetSize(int, int) override; V.SetSize([int, int]) C++: void SetSize(int a[2]) override; Specify the size of the rendering window in pixels. V.GetDesiredDepth() -> int C++: virtual int GetDesiredDepth() Get the X properties of an ideal rendering window. V.SetStereoCapableWindow(int) C++: void SetStereoCapableWindow(int capable) override; Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. This method overrides the superclass method since this class can actually check whether the window has been realized yet. V.MakeCurrent() C++: void MakeCurrent() override; Make this window the current OpenGL context. V.IsCurrent() -> bool C++: bool IsCurrent() override; Tells if this window is the current OpenGL context for the calling thread. V.SetForceMakeCurrent() C++: void SetForceMakeCurrent() override; If called, allow MakeCurrent() to skip cache-check when called. MakeCurrent() reverts to original behavior of cache-checking on the next render. V.ReportCapabilities() -> string C++: const char *ReportCapabilities() override; Get report of capabilities for the render window V.IsDirect() -> int C++: int IsDirect() override; Is this render window using hardware acceleration? 0-false, 1-true V.GetGenericDisplayId() -> void C++: void *GetGenericDisplayId() override; Xwindow get set functions V.GetGenericWindowId() -> void C++: void *GetGenericWindowId() override; Dummy stubs for vtkWindow API. V.GetGenericParentId() -> void C++: void *GetGenericParentId() override; Dummy stubs for vtkWindow API. V.GetGenericContext() -> void C++: void *GetGenericContext() override; Dummy stubs for vtkWindow API. V.GetGenericDrawable() -> void C++: void *GetGenericDrawable() override; Dummy stubs for vtkWindow API. V.GetScreenSize() -> (int, int) C++: int *GetScreenSize() override; Get the current size of the screen in pixels. V.GetPosition() -> (int, int) C++: int *GetPosition() override; Get the position in screen coordinates (pixels) of the window. V.SetDisplayId(void) C++: void SetDisplayId(void *) override; Set the X display id for this RenderWindow to use to a pre-existing X display id. V.SetParentId(void) C++: void SetParentId(void *) override; Sets the parent of the window that WILL BE created. V.SetWindowId(void) C++: void SetWindowId(void *) override; Set this RenderWindow's X window id to a pre-existing window. V.SetNextWindowId(void) C++: void SetNextWindowId(void *) override; Set the window id of the new window once a WindowRemap is done. This is the generic prototype as required by the vtkRenderWindow parent. V.SetWindowName(string) C++: void SetWindowName(const char *) override; Set name of rendering window. V.InitializeFromCurrentContext() -> bool C++: bool InitializeFromCurrentContext() override; Initialize the render window from the information associated with the currently activated OpenGL context. V.SetPosition(int, int) C++: void SetPosition(int, int) override; V.SetPosition([int, int]) C++: void SetPosition(int a[2]) override; Move the window to a new position on the display. V.HideCursor() C++: void HideCursor() override; Hide or Show the mouse cursor, it is nice to be able to hide the default cursor if you want VTK to display a 3D cursor instead. V.ShowCursor() C++: void ShowCursor() override; Hide or Show the mouse cursor, it is nice to be able to hide the default cursor if you want VTK to display a 3D cursor instead. V.SetCurrentCursor(int) C++: void SetCurrentCursor(int) override; Change the shape of the cursor V.GetEventPending() -> int C++: int GetEventPending() override; Check to see if a mouse button has been pressed or mouse wheel activated. All other events are ignored by this method. This is a useful check to abort a long render. V.SetWindowInfo(string) C++: void SetWindowInfo(char *info) override; Set this RenderWindow's X window id to a pre-existing window. V.SetNextWindowInfo(string) C++: void SetNextWindowInfo(char *info) override; Set the window info that will be used after WindowRemap() V.SetParentInfo(string) C++: void SetParentInfo(char *info) override; Sets the X window id of the window that WILL BE created. V.Render() C++: void Render() override; This computes the size of the render window before calling the supper classes render V.SetOffScreenRendering(int) C++: void SetOffScreenRendering(int i) override; Render without displaying the window. V.PushContext() C++: void PushContext() override; Ability to push and pop this window's context as the current context. The idea being to if needed make this window's context current and when done releasing resources restore the prior context V.PopContext() C++: void PopContext() override; Ability to push and pop this window's context as the current context. The idea being to if needed make this window's context current and when done releasing resources restore the prior context V.SetSwapControl(int) -> bool C++: bool SetSwapControl(int i) override; Set the number of vertical syncs required between frames. A value of 0 means swap buffers as quickly as possible regardless of the vertical refresh. A value of 1 means swap buffers in sync with the vertical refresh to elimiate tearing. A value of -1 means use a value of 1 unless we missed a frame in which case swap immediately. Returns true if the call succeeded. 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