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Superclass: vtkGPUVolumeRayCastMapper vtkRenderingVolumeOpenGL2Python.vtkOpenGLGPUVolumeRayCastMapperV.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) -> vtkOpenGLGPUVolumeRayCastMapper C++: static vtkOpenGLGPUVolumeRayCastMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLGPUVolumeRayCastMapper C++: vtkOpenGLGPUVolumeRayCastMapper *NewInstance() V.GetDepthTexture() -> vtkTextureObject C++: vtkTextureObject *GetDepthTexture() Low level API to enable access to depth texture in RenderToTexture mode. It will return either NULL if RenderToImage was never turned on or texture captured the last time RenderToImage was on. V.GetColorTexture() -> vtkTextureObject C++: vtkTextureObject *GetColorTexture() Low level API to enable access to color texture in RenderToTexture mode. It will return either NULL if RenderToImage was never turned on or texture captured the last time RenderToImage was on. V.GetDepthImage(vtkImageData) C++: void GetDepthImage(vtkImageData *im) override; Low level API to export the depth texture as vtkImageData in RenderToImage mode. V.GetColorImage(vtkImageData) C++: void GetColorImage(vtkImageData *im) override; Low level API to export the color texture as vtkImageData in RenderToImage mode. V.GetCurrentPass() -> int C++: virtual int GetCurrentPass() Mapper can have multiple passes and internally it will set the state. The state can not be set externally explicitly but can be set indirectly depending on the options set by the user. V.SetNoiseGenerator(vtkImplicitFunction) C++: void SetNoiseGenerator(vtkImplicitFunction *generator) Sets a user defined function to generate the ray jittering noise. vtkPerlinNoise is used by default with a texture size equivlent to the window size. These settings will have no effect when UseJittering is Off. V.SetNoiseTextureSize(int, int) C++: void SetNoiseTextureSize(int, int) V.SetNoiseTextureSize((int, int)) C++: void SetNoiseTextureSize(int a[2]) V.SetPartitions(int, int, int) C++: void SetPartitions(unsigned short x, unsigned short y, unsigned short z) Set a fixed number of partitions in which to split the volume during rendring. This will force by-block rendering without trying to compute an optimum number of partitions. V.PreLoadData(vtkRenderer, vtkVolume) -> bool C++: bool PreLoadData(vtkRenderer *ren, vtkVolume *vol) Load the volume texture into GPU memory. Actual loading occurs in vtkVolumeTexture::LoadVolume. The mapper by default loads data lazily (at render time), so it is most commonly not necessary to call this function. This method is only exposed in order to support on-site loading which is useful in cases where the user needs to know a-priori whether loading will succeed or not. V.AddShaderReplacement(vtkShader.Type, string, bool, string, bool) C++: void AddShaderReplacement(vtkShader::Type shaderType, const std::string &originalValue, bool replaceFirst, const std::string &replacementValue, bool replaceAll) This function enables you to apply your own substitutions to the shader creation process. The shader code in this class is created by applying a bunch of string replacements to a shader template. Using this function you can apply your own string replacements to add features you desire. V.ClearShaderReplacement(vtkShader.Type, string, bool) C++: void ClearShaderReplacement(vtkShader::Type shaderType, const std::string &originalValue, bool replaceFirst) This function enables you to apply your own substitutions to the shader creation process. The shader code in this class is created by applying a bunch of string replacements to a shader template. Using this function you can apply your own string replacements to add features you desire. V.SetVertexShaderCode(string) C++: virtual void SetVertexShaderCode(const char *_arg) Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. V.GetVertexShaderCode() -> string C++: virtual char *GetVertexShaderCode() Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. V.SetFragmentShaderCode(string) C++: virtual void SetFragmentShaderCode(const char *_arg) Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. V.GetFragmentShaderCode() -> string C++: virtual char *GetFragmentShaderCode() Allow the program to set the shader codes used directly instead of using the built in templates. Be aware, if set, this template will be used for all cases, primitive types, picking etc. vtkRenderingVolumeOpenGL2Python.vtkOpenGLGPUVolumeRayCastMapper.PassesHHvtkGPUVolumeRayCastMappervtkVolumeMappervtkAbstractVolumeMappervtkAbstractMapper3DvtkAbstractMappervtkAlgorithmvtkObjectUH=Hu]ÐHH=tHH=tHH=tHH=tHH=tHH=tHH=oH]H|$0H9tHH|$`H9tH|$@H9tLR!ATL%UH-HHH=LHH-HH=LHH=LH5HHH]A\HD GCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx  09D X l  4FBD Y BBO ^BB4FBD Y BBO ^BB EDPa AE zPLRx $HIdEY B (bEAD`n AAF ED@ AG ED@ AG ED@ AG EDP AK (@5FADP ABG (l5FADP ABG @;FBB A(A0Dp 0A(A BBBE ("FAD` ABC DFBB A(A0D 0D(A BBBE , tgFD@ EE LtFBB B(A0A8G 8D0A(B BBBA &0 FAA D`  AABH (@FCD` ABD 8l^FBA A(Dp (A ABBD 8^FBA A(Dp (A ABBD $`EO l AG VA8 -FPO U BBB  BBD 0HOFDD n ABA DDB$|FHN eAB EDP AK EDP AK   3 s b ` 05 w  5 5L `; "! #!e p g !&9 p  ^ P^G(z(*$$?p  (*  *BV h%u*$046D<SBeHyNTZ`flrx~2F\`gr| " /"9l" "  " N "      "  ? 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