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]f(f.ztHEHHXHHJf.HEH H;u\ f/w> ]f(f.ztHf(Zf(fH^UH@fnFdH%(HD$81HHt$HD$HGfn؉D$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(H@]fDHHuϐHt$ H|$tD$$D$ tg / ](.ztHEHH[HHMDHEHH;u\ /w? ](.ztHfD(a(HcfATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(,H@[]A\HHuːHt$H|$tD$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLH=tLH=tLH=pLafDHЉOff.@U1H=H1H=HHH8Hmt H]fDHHD$HD$H]AVL5H |AUHH5LATUSt[L]A\A]A^H-L-HHHHHH5LtH-HLHL9t?Hc{HHtH3HLHmuHHL9uHLc0{HHtH3HLHmt HI9uL[L]A\A]A^HfDH4ATIUHHt HH5LHtHmtH]A\HH]A\UH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$1HT$8dH+%(uzH@]f.HHuϐH5HT$H|$|$HtD$$u(HEHHHuHH@HAVAUATUHHfnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ Ho(Ht!D$ +D$$tFinalColorWindow bias = 0.5 - this->FinalColorLevel / this->FinalColorWindow To compute a new color (R', G', B', A') from an existing color (R,G,B,A) for a pixel, the following equation is used: R' = R*scale + bias*A G' = G*scale + bias*A B' = B*scale + bias*A A' = A Note that bias is multiplied by the alpha component before adding because the red, green, and blue component of the color are already pre-multiplied by alpha. Also note that the window / level operation leaves the alpha component unchanged - it only adjusts the RGB values. vtkRenderingVolumeOpenGL2Python.vtkSmartVolumeMapperV.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) -> vtkSmartVolumeMapper C++: static vtkSmartVolumeMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSmartVolumeMapper C++: vtkSmartVolumeMapper *NewInstance() V.SetFinalColorWindow(float) C++: virtual void SetFinalColorWindow(float _arg) Set the final color window. This controls the contrast of the image. The default value is 1.0. The Window can be negative (this causes a "negative" effect on the image) Although Window can be set to 0.0, any value less than 0.00001 and greater than or equal to 0.0 will be set to 0.00001, and any value greater than -0.00001 but less than or equal to 0.0 will be set to -0.00001. Initial value is 1.0. V.GetFinalColorWindow() -> float C++: virtual float GetFinalColorWindow() Get the final color window. Initial value is 1.0. V.SetFinalColorLevel(float) C++: virtual void SetFinalColorLevel(float _arg) Set the final color level. The level controls the brightness of the image. The final color window will be centered at the final color level, and together represent a linear remapping of color values. The default value for the level is 0.5. V.GetFinalColorLevel() -> float C++: virtual float GetFinalColorLevel() Get the final color level. V.SetRequestedRenderMode(int) C++: void SetRequestedRenderMode(int mode) Set the requested render mode. The default is vtkSmartVolumeMapper::DefaultRenderMode. V.SetRequestedRenderModeToDefault() C++: void SetRequestedRenderModeToDefault() Set the requested render mode to vtkSmartVolumeMapper::DefaultRenderMode. This is the best option for an application that must adapt to different data types, hardware, and rendering parameters. V.SetRequestedRenderModeToRayCast() C++: void SetRequestedRenderModeToRayCast() Set the requested render mode to vtkSmartVolumeMapper::RayCastRenderMode. This option will use software rendering exclusively. This is a good option if you know there is no hardware acceleration. V.SetRequestedRenderModeToGPU() C++: void SetRequestedRenderModeToGPU() Set the requested render mode to vtkSmartVolumeMapper::GPURenderMode. This option will use hardware accelerated rendering exclusively. This is a good option if you know there is hardware acceleration. V.SetRequestedRenderModeToOSPRay() C++: void SetRequestedRenderModeToOSPRay() Set the requested render mode to vtkSmartVolumeMapper::OSPRayRenderMode. This option will use intel OSPRay to do software rendering exclusively. V.GetRequestedRenderMode() -> int C++: virtual int GetRequestedRenderMode() Get the requested render mode. V.GetLastUsedRenderMode() -> int C++: int GetLastUsedRenderMode() This will return the render mode used during the previous call to Render(). V.SetMaxMemoryInBytes(int) C++: virtual void SetMaxMemoryInBytes(vtkIdType _arg) Value passed to the GPU mapper. Ignored by other mappers. Maximum size of the 3D texture in GPU memory. Will default to the size computed from the graphics card. Can be adjusted by the user. Useful if the automatic detection is defective or missing. V.GetMaxMemoryInBytes() -> int C++: virtual vtkIdType GetMaxMemoryInBytes() Value passed to the GPU mapper. Ignored by other mappers. Maximum size of the 3D texture in GPU memory. Will default to the size computed from the graphics card. Can be adjusted by the user. Useful if the automatic detection is defective or missing. V.SetMaxMemoryFraction(float) C++: virtual void SetMaxMemoryFraction(float _arg) Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. V.GetMaxMemoryFractionMinValue() -> float C++: virtual float GetMaxMemoryFractionMinValue() Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. V.GetMaxMemoryFractionMaxValue() -> float C++: virtual float GetMaxMemoryFractionMaxValue() Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. V.GetMaxMemoryFraction() -> float C++: virtual float GetMaxMemoryFraction() Value passed to the GPU mapper. Ignored by other mappers. Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. V.SetInterpolationMode(int) C++: virtual void SetInterpolationMode(int _arg) Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). V.GetInterpolationModeMinValue() -> int C++: virtual int GetInterpolationModeMinValue() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). V.GetInterpolationModeMaxValue() -> int C++: virtual int GetInterpolationModeMaxValue() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). V.GetInterpolationMode() -> int C++: virtual int GetInterpolationMode() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). V.SetInterpolationModeToNearestNeighbor() C++: void SetInterpolationModeToNearestNeighbor() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). V.SetInterpolationModeToLinear() C++: void SetInterpolationModeToLinear() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). V.SetInterpolationModeToCubic() C++: void SetInterpolationModeToCubic() Set interpolation mode for downsampling (lowres GPU) (initial value: cubic). V.CreateCanonicalView(vtkRenderer, vtkVolume, vtkVolume, vtkImageData, int, [float, float, float], [float, float, float]) C++: void CreateCanonicalView(vtkRenderer *ren, vtkVolume *volume, vtkVolume *volume2, vtkImageData *image, int blend_mode, double viewDirection[3], double viewUp[3]) This method can be used to render a representative view of the input data into the supplied image given the supplied blending mode, view direction, and view up vector. V.SetInteractiveUpdateRate(float) C++: virtual void SetInteractiveUpdateRate(double _arg) If the DesiredUpdateRate of the vtkRenderWindow that caused the Render falls at or above this rate, the render is considered interactive and the mapper may be adjusted (depending on the render mode). Initial value is 1.0. V.GetInteractiveUpdateRateMinValue() -> float C++: virtual double GetInteractiveUpdateRateMinValue() If the DesiredUpdateRate of the vtkRenderWindow that caused the Render falls at or above this rate, the render is considered interactive and the mapper may be adjusted (depending on the render mode). Initial value is 1.0. V.GetInteractiveUpdateRateMaxValue() -> float C++: virtual double GetInteractiveUpdateRateMaxValue() If the DesiredUpdateRate of the vtkRenderWindow that caused the Render falls at or above this rate, the render is considered interactive and the mapper may be adjusted (depending on the render mode). Initial value is 1.0. V.GetInteractiveUpdateRate() -> float C++: virtual double GetInteractiveUpdateRate() Get the update rate at or above which this is considered an interactive render. Initial value is 1.0. V.SetInteractiveAdjustSampleDistances(int) C++: virtual void SetInteractiveAdjustSampleDistances(int _arg) If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. V.GetInteractiveAdjustSampleDistancesMinValue() -> int C++: virtual int GetInteractiveAdjustSampleDistancesMinValue() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. V.GetInteractiveAdjustSampleDistancesMaxValue() -> int C++: virtual int GetInteractiveAdjustSampleDistancesMaxValue() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. V.GetInteractiveAdjustSampleDistances() -> int C++: virtual int GetInteractiveAdjustSampleDistances() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. V.InteractiveAdjustSampleDistancesOn() C++: virtual void InteractiveAdjustSampleDistancesOn() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. V.InteractiveAdjustSampleDistancesOff() C++: virtual void InteractiveAdjustSampleDistancesOff() If the InteractiveAdjustSampleDistances flag is enabled, vtkSmartVolumeMapper interactively sets and resets the AutoAdjustSampleDistances flag on the internal volume mapper. This flag along with InteractiveUpdateRate is useful to adjust volume mapper sample distance based on whether the render is interactive or still. By default, InteractiveAdjustSampleDistances is enabled. V.SetAutoAdjustSampleDistances(int) C++: virtual void SetAutoAdjustSampleDistances(int _arg) If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. V.GetAutoAdjustSampleDistancesMinValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMinValue() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. V.GetAutoAdjustSampleDistancesMaxValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMaxValue() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. V.GetAutoAdjustSampleDistances() -> int C++: virtual int GetAutoAdjustSampleDistances() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. V.AutoAdjustSampleDistancesOn() C++: virtual void AutoAdjustSampleDistancesOn() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. V.AutoAdjustSampleDistancesOff() C++: virtual void AutoAdjustSampleDistancesOff() If AutoAdjustSampleDistances is on, the ImageSampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). Note that, this flag is ignored when InteractiveAdjustSampleDistances is enabled. To explicitly set and use this flag, one must disable InteractiveAdjustSampleDistances. V.SetSampleDistance(float) C++: virtual void SetSampleDistance(float _arg) Set/Get the distance between samples used for rendering when AutoAdjustSampleDistances is off, or when this mapper has more than 1 second allocated to it for rendering. If SampleDistance is negative, it will be computed based on the dataset spacing. Initial value is -1.0. V.GetSampleDistance() -> float C++: virtual float GetSampleDistance() Set/Get the distance between samples used for rendering when AutoAdjustSampleDistances is off, or when this mapper has more than 1 second allocated to it for rendering. If SampleDistance is negative, it will be computed based on the dataset spacing. Initial value is -1.0. V.Render(vtkRenderer, vtkVolume) C++: void Render(vtkRenderer *, vtkVolume *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Initialize rendering for this volume. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. V.SetVectorMode(int) C++: void SetVectorMode(int mode) VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.GetVectorMode() -> int C++: virtual int GetVectorMode() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.SetVectorComponent(int) C++: virtual void SetVectorComponent(int _arg) VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.GetVectorComponentMinValue() -> int C++: virtual int GetVectorComponentMinValue() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.GetVectorComponentMaxValue() -> int C++: virtual int GetVectorComponentMaxValue() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. In addition, the mapper can compute a scalar field representing the magnitude of this vector using a vtkImageMagnitude object (MAGNITUDE mode). V.GetVectorComponent() -> int C++: virtual int GetVectorComponent() VectorMode is a special rendering mode for 3-component vectors which makes use of GPURayCastMapper's independent-component capabilities. In this mode, a single component in the vector can be selected for rendering. 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