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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) -> vtkFixedPointRayCastImage C++: static vtkFixedPointRayCastImage *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkFixedPointRayCastImage C++: vtkFixedPointRayCastImage *NewInstance() V.GetImage() -> (int, ...) C++: unsigned short *GetImage() Get the internal storage for the image. It is a pointer to unsigned short with four components (RGBA) per pixel. This memory is allocated when the AllocateImage method is called. V.SetImageViewportSize(int, int) C++: void SetImageViewportSize(int, int) V.SetImageViewportSize((int, int)) C++: void SetImageViewportSize(int a[2]) V.GetImageViewportSize() -> (int, int) C++: int *GetImageViewportSize() Set / Get the ImageViewportSize. This is the size of the whole viewport in pixels. V.SetImageMemorySize(int, int) C++: void SetImageMemorySize(int, int) V.SetImageMemorySize((int, int)) C++: void SetImageMemorySize(int a[2]) V.GetImageMemorySize() -> (int, int) C++: int *GetImageMemorySize() Set / Get the ImageMemorySize. This is the size in pixels of the Image ivar. This will be a power of two in order to ensure that the texture can be rendered by graphics hardware that requires power of two textures. V.SetImageInUseSize(int, int) C++: void SetImageInUseSize(int, int) V.SetImageInUseSize((int, int)) C++: void SetImageInUseSize(int a[2]) V.GetImageInUseSize() -> (int, int) C++: int *GetImageInUseSize() Set / Get the size of the image we are actually using. As long as the memory size is big enough, but not too big, we won't bother deleting and re-allocated, we'll just continue to use the memory size we have. This size will always be equal to or less than the ImageMemorySize. V.SetImageOrigin(int, int) C++: void SetImageOrigin(int, int) V.SetImageOrigin((int, int)) C++: void SetImageOrigin(int a[2]) V.GetImageOrigin() -> (int, int) C++: int *GetImageOrigin() Set / Get the origin of the image. This is the starting pixel within the whole viewport that our Image starts on. That is, we could be generating just a subregion of the whole viewport due to the fact that our volume occupies only a portion of the viewport. The Image pixels will start from this location. V.SetImageSampleDistance(float) C++: virtual void SetImageSampleDistance(float _arg) Set / Get the ImageSampleDistance that will be used for rendering. This is a copy of the value stored in the mapper. It is stored here for sharing between all mappers that are participating in the creation of this image. V.GetImageSampleDistance() -> float C++: virtual float GetImageSampleDistance() Set / Get the ImageSampleDistance that will be used for rendering. This is a copy of the value stored in the mapper. It is stored here for sharing between all mappers that are participating in the creation of this image. V.AllocateImage() C++: void AllocateImage() Call this method once the ImageMemorySize has been set the allocate the image. If an image already exists, it will be deleted first. V.ClearImage() C++: void ClearImage() Clear the image to (0,0,0,0) for each pixel. V.SetZBufferSize(int, int) C++: void SetZBufferSize(int, int) V.SetZBufferSize((int, int)) C++: void SetZBufferSize(int a[2]) V.GetZBufferSize() -> (int, int) C++: int *GetZBufferSize() Set / Get the size of the ZBuffer in pixels. The zbuffer will be captured for the region of the screen covered by the ImageInUseSize image. However, due to subsampling, the size of the ImageInUseSize image may be smaller than this ZBuffer image which will be captured at screen resolution. V.SetZBufferOrigin(int, int) C++: void SetZBufferOrigin(int, int) V.SetZBufferOrigin((int, int)) C++: void SetZBufferOrigin(int a[2]) V.GetZBufferOrigin() -> (int, int) C++: int *GetZBufferOrigin() Set / Get the origin of the ZBuffer. This is the distance from the lower left corner of the viewport where the ZBuffer started (multiply the ImageOrigin by the ImageSampleDistance) This is the pixel location on the full resolution viewport where the ZBuffer capture will start. These values are used to convert the (x,y) pixel location within the ImageInUseSize image into a ZBuffer location. V.SetUseZBuffer(int) C++: virtual void SetUseZBuffer(int _arg) The UseZBuffer flag indicates whether the ZBuffer is in use. The ZBuffer is captured and used when IntermixIntersectingGeometry is on in the mapper, and when there are props that have been rendered before the current volume. V.GetUseZBufferMinValue() -> int C++: virtual int GetUseZBufferMinValue() The UseZBuffer flag indicates whether the ZBuffer is in use. The ZBuffer is captured and used when IntermixIntersectingGeometry is on in the mapper, and when there are props that have been rendered before the current volume. V.GetUseZBufferMaxValue() -> int C++: virtual int GetUseZBufferMaxValue() The UseZBuffer flag indicates whether the ZBuffer is in use. The ZBuffer is captured and used when IntermixIntersectingGeometry is on in the mapper, and when there are props that have been rendered before the current volume. V.GetUseZBuffer() -> int C++: virtual int GetUseZBuffer() The UseZBuffer flag indicates whether the ZBuffer is in use. The ZBuffer is captured and used when IntermixIntersectingGeometry is on in the mapper, and when there are props that have been rendered before the current volume. V.UseZBufferOn() C++: virtual void UseZBufferOn() The UseZBuffer flag indicates whether the ZBuffer is in use. The ZBuffer is captured and used when IntermixIntersectingGeometry is on in the mapper, and when there are props that have been rendered before the current volume. V.UseZBufferOff() C++: virtual void UseZBufferOff() The UseZBuffer flag indicates whether the ZBuffer is in use. The ZBuffer is captured and used when IntermixIntersectingGeometry is on in the mapper, and when there are props that have been rendered before the current volume. V.GetZBufferValue(int, int) -> float C++: float GetZBufferValue(int x, int y) Get the ZBuffer value corresponding to location (x,y) where (x,y) are indexing into the ImageInUse image. This must be converted to the zbuffer image coordinates. Nearest neighbor value is returned. If UseZBuffer is off, then 1.0 is always returned. V.GetZBuffer() -> (float, ...) C++: float *GetZBuffer() Get the ZBuffer. The size of the ZBuffer should be specific with SetZBufferSize, and AllocateZBuffer method should be called before getting the ZBuffer. V.AllocateZBuffer() C++: void AllocateZBuffer() HHHDGCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx .0 D.X l. .  .  .  41H\ p  EDPa AE <EY B W?<(EAD`j AAJ DH@ I `H@ I |H@ I ED@ AG ED@ AG ED@ AG ED@ AG (ED@ AG LED@ AG pED@ AG ED@ AG ED@ AG ED@ AG ED@ AG $ED@ AG (HFAD` ABG tDEDP AG  H@ E H@ E \EDP AG 0^FAA D`  AABH (gFD@ EE (LFCD` ABD (xFCD` ABD (FCD` ABD (FCD` ABD (FCD` ABD ((FCD` ABD TMFF0pOFDD n ABA DDB !"#$%&'()*+, -/-135gMP0 Q  J   7tD -\h`^g0T # &I<o>788<>// //50/>/N/Y/g/}// ////!/'/ -/!3/*9/1?/<E/LK/cQ/qW/~]/c/i/o/u/{///7"."  ".8 " m ". " "!. "" 9 "#r "$ "%. "&  "'.B "( u ")1 "* "+  ",E j "-    ; L "1<s z  "3?  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