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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) -> vtkGPUVolumeRayCastMapper C++: static vtkGPUVolumeRayCastMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkGPUVolumeRayCastMapper C++: vtkGPUVolumeRayCastMapper *NewInstance() V.SetAutoAdjustSampleDistances(int) C++: virtual void SetAutoAdjustSampleDistances(int _arg) If AutoAdjustSampleDistances is on, the 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). V.GetAutoAdjustSampleDistancesMinValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMinValue() If AutoAdjustSampleDistances is on, the 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). V.GetAutoAdjustSampleDistancesMaxValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMaxValue() If AutoAdjustSampleDistances is on, the 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). V.GetAutoAdjustSampleDistances() -> int C++: virtual int GetAutoAdjustSampleDistances() If AutoAdjustSampleDistances is on, the 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). V.AutoAdjustSampleDistancesOn() C++: virtual void AutoAdjustSampleDistancesOn() If AutoAdjustSampleDistances is on, the 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). V.AutoAdjustSampleDistancesOff() C++: virtual void AutoAdjustSampleDistancesOff() If AutoAdjustSampleDistances is on, the 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). V.SetLockSampleDistanceToInputSpacing(int) C++: virtual void SetLockSampleDistanceToInputSpacing(int _arg) Compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3). Off by default. V.GetLockSampleDistanceToInputSpacingMinValue() -> int C++: virtual int GetLockSampleDistanceToInputSpacingMinValue() Compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3). Off by default. V.GetLockSampleDistanceToInputSpacingMaxValue() -> int C++: virtual int GetLockSampleDistanceToInputSpacingMaxValue() Compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3). Off by default. V.GetLockSampleDistanceToInputSpacing() -> int C++: virtual int GetLockSampleDistanceToInputSpacing() Compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3). Off by default. V.LockSampleDistanceToInputSpacingOn() C++: virtual void LockSampleDistanceToInputSpacingOn() Compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3). Off by default. V.LockSampleDistanceToInputSpacingOff() C++: virtual void LockSampleDistanceToInputSpacingOff() Compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3). Off by default. V.SetUseJittering(int) C++: virtual void SetUseJittering(int _arg) If UseJittering is on, each ray traversal direction will be perturbed slightly using a noise-texture to get rid of wood-grain effect. V.GetUseJitteringMinValue() -> int C++: virtual int GetUseJitteringMinValue() If UseJittering is on, each ray traversal direction will be perturbed slightly using a noise-texture to get rid of wood-grain effect. V.GetUseJitteringMaxValue() -> int C++: virtual int GetUseJitteringMaxValue() If UseJittering is on, each ray traversal direction will be perturbed slightly using a noise-texture to get rid of wood-grain effect. V.GetUseJittering() -> int C++: virtual int GetUseJittering() If UseJittering is on, each ray traversal direction will be perturbed slightly using a noise-texture to get rid of wood-grain effect. V.UseJitteringOn() C++: virtual void UseJitteringOn() If UseJittering is on, each ray traversal direction will be perturbed slightly using a noise-texture to get rid of wood-grain effect. V.UseJitteringOff() C++: virtual void UseJitteringOff() If UseJittering is on, each ray traversal direction will be perturbed slightly using a noise-texture to get rid of wood-grain effect. V.SetUseDepthPass(int) C++: virtual void SetUseDepthPass(int _arg) If UseDepthPass is on, the mapper will use two passes. In the first pass, an isocontour depth buffer will be utilized as starting point for ray-casting hence eliminating traversal on voxels that are not going to participate in final rendering. UseDepthPass requires reasonable contour values to be set which can be set by calling GetDepthPassContourValues() method and using vtkControurValues API. V.GetUseDepthPassMinValue() -> int C++: virtual int GetUseDepthPassMinValue() If UseDepthPass is on, the mapper will use two passes. In the first pass, an isocontour depth buffer will be utilized as starting point for ray-casting hence eliminating traversal on voxels that are not going to participate in final rendering. UseDepthPass requires reasonable contour values to be set which can be set by calling GetDepthPassContourValues() method and using vtkControurValues API. V.GetUseDepthPassMaxValue() -> int C++: virtual int GetUseDepthPassMaxValue() If UseDepthPass is on, the mapper will use two passes. In the first pass, an isocontour depth buffer will be utilized as starting point for ray-casting hence eliminating traversal on voxels that are not going to participate in final rendering. UseDepthPass requires reasonable contour values to be set which can be set by calling GetDepthPassContourValues() method and using vtkControurValues API. V.GetUseDepthPass() -> int C++: virtual int GetUseDepthPass() If UseDepthPass is on, the mapper will use two passes. In the first pass, an isocontour depth buffer will be utilized as starting point for ray-casting hence eliminating traversal on voxels that are not going to participate in final rendering. UseDepthPass requires reasonable contour values to be set which can be set by calling GetDepthPassContourValues() method and using vtkControurValues API. V.UseDepthPassOn() C++: virtual void UseDepthPassOn() If UseDepthPass is on, the mapper will use two passes. In the first pass, an isocontour depth buffer will be utilized as starting point for ray-casting hence eliminating traversal on voxels that are not going to participate in final rendering. UseDepthPass requires reasonable contour values to be set which can be set by calling GetDepthPassContourValues() method and using vtkControurValues API. V.UseDepthPassOff() C++: virtual void UseDepthPassOff() If UseDepthPass is on, the mapper will use two passes. In the first pass, an isocontour depth buffer will be utilized as starting point for ray-casting hence eliminating traversal on voxels that are not going to participate in final rendering. UseDepthPass requires reasonable contour values to be set which can be set by calling GetDepthPassContourValues() method and using vtkControurValues API. V.GetDepthPassContourValues() -> vtkContourValues C++: vtkContourValues *GetDepthPassContourValues() Return handle to contour values container so that values can be set by the application. Contour values will be used only when UseDepthPass is on. 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. 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. Initial value is 1.0. V.SetImageSampleDistance(float) C++: virtual void SetImageSampleDistance(float _arg) Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.GetImageSampleDistanceMinValue() -> float C++: virtual float GetImageSampleDistanceMinValue() Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.GetImageSampleDistanceMaxValue() -> float C++: virtual float GetImageSampleDistanceMaxValue() Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.GetImageSampleDistance() -> float C++: virtual float GetImageSampleDistance() Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.SetMinimumImageSampleDistance(float) C++: virtual void SetMinimumImageSampleDistance(float _arg) This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMinimumImageSampleDistanceMinValue() -> float C++: virtual float GetMinimumImageSampleDistanceMinValue() This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMinimumImageSampleDistanceMaxValue() -> float C++: virtual float GetMinimumImageSampleDistanceMaxValue() This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMinimumImageSampleDistance() -> float C++: virtual float GetMinimumImageSampleDistance() This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.SetMaximumImageSampleDistance(float) C++: virtual void SetMaximumImageSampleDistance(float _arg) This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMaximumImageSampleDistanceMinValue() -> float C++: virtual float GetMaximumImageSampleDistanceMinValue() This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMaximumImageSampleDistanceMaxValue() -> float C++: virtual float GetMaximumImageSampleDistanceMaxValue() This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMaximumImageSampleDistance() -> float C++: virtual float GetMaximumImageSampleDistance() This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.SetFinalColorWindow(float) C++: virtual void SetFinalColorWindow(float _arg) Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.GetFinalColorWindow() -> float C++: virtual float GetFinalColorWindow() Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.SetFinalColorLevel(float) C++: virtual void SetFinalColorLevel(float _arg) Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.GetFinalColorLevel() -> float C++: virtual float GetFinalColorLevel() Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.SetMaxMemoryInBytes(int) C++: virtual void SetMaxMemoryInBytes(vtkIdType _arg) 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. V.GetMaxMemoryInBytes() -> int C++: virtual vtkIdType GetMaxMemoryInBytes() 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. V.SetMaxMemoryFraction(float) C++: virtual void SetMaxMemoryFraction(float _arg) 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() 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() 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() Maximum fraction of the MaxMemoryInBytes that should be used to hold the texture. Valid values are 0.1 to 1.0. V.SetReportProgress(bool) C++: virtual void SetReportProgress(bool _arg) Tells if the mapper will report intermediate progress. Initial value is true. As the progress works with a GL blocking call (glFinish()), this can be useful for huge dataset but can slow down rendering of small dataset. It should be set to true for big dataset or complex shading and streaming but to false for small datasets. V.GetReportProgress() -> bool C++: virtual bool GetReportProgress() Tells if the mapper will report intermediate progress. Initial value is true. As the progress works with a GL blocking call (glFinish()), this can be useful for huge dataset but can slow down rendering of small dataset. It should be set to true for big dataset or complex shading and streaming but to false for small datasets. V.IsRenderSupported(vtkRenderWindow, vtkVolumeProperty) -> int C++: virtual int IsRenderSupported(vtkRenderWindow *window, vtkVolumeProperty *property) Based on hardware and properties, we may or may not be able to render using 3D texture mapping. This indicates if 3D texture mapping is supported by the hardware, and if the other extensions necessary to support the specific properties are available. V.CreateCanonicalView(vtkRenderer, vtkVolume, vtkImageData, int, [float, float, float], [float, float, float]) C++: void CreateCanonicalView(vtkRenderer *ren, vtkVolume *volume, vtkImageData *image, int blend_mode, double viewDirection[3], double viewUp[3]) V.SetMaskInput(vtkImageData) C++: void SetMaskInput(vtkImageData *mask) Optionally, set a mask input. This mask may be a binary mask or a label map. This must be specified via SetMaskType. * If the mask is a binary mask, the volume rendering is confined to regions * within the binary mask. The binary mask is assumed to have a datatype of * UCHAR and values of 255 (inside) and 0 (outside). * The mask may also be a label map. The label map is allowed to contain only * 3 labels (values of 0, 1 and 2) and must have a datatype of UCHAR. In voxels * with label value of 0, the color transfer function supplied by component * 0 is used. * In voxels with label value of 1, the color transfer function supplied by * component 1 is used and blended with the transfer function supplied by * component 0, with the blending weight being determined by * MaskBlendFactor. * In voxels with a label value of 2, the color transfer function supplied * by component 2 is used and blended with the transfer function supplied by * component 0, with the blending weight being determined by * MaskBlendFactor. V.GetMaskInput() -> vtkImageData C++: virtual vtkImageData *GetMaskInput() Optionally, set a mask input. This mask may be a binary mask or a label map. This must be specified via SetMaskType. * If the mask is a binary mask, the volume rendering is confined to regions * within the binary mask. The binary mask is assumed to have a datatype of * UCHAR and values of 255 (inside) and 0 (outside). * The mask may also be a label map. The label map is allowed to contain only * 3 labels (values of 0, 1 and 2) and must have a datatype of UCHAR. In voxels * with label value of 0, the color transfer function supplied by component * 0 is used. * In voxels with label value of 1, the color transfer function supplied by * component 1 is used and blended with the transfer function supplied by * component 0, with the blending weight being determined by * MaskBlendFactor. * In voxels with a label value of 2, the color transfer function supplied * by component 2 is used and blended with the transfer function supplied by * component 0, with the blending weight being determined by * MaskBlendFactor. V.SetMaskType(int) C++: virtual void SetMaskType(int _arg) Set the mask type, if mask is to be used. See documentation for SetMaskInput(). The default is a LabelMapMaskType. V.GetMaskType() -> int C++: virtual int GetMaskType() Set the mask type, if mask is to be used. See documentation for SetMaskInput(). The default is a LabelMapMaskType. V.SetMaskTypeToBinary() C++: void SetMaskTypeToBinary() Set the mask type, if mask is to be used. See documentation for SetMaskInput(). The default is a LabelMapMaskType. V.SetMaskTypeToLabelMap() C++: void SetMaskTypeToLabelMap() Set the mask type, if mask is to be used. See documentation for SetMaskInput(). The default is a LabelMapMaskType. V.SetMaskBlendFactor(float) C++: virtual void SetMaskBlendFactor(float _arg) Tells how much mask color transfer function is used compared to the standard color transfer function when the mask is true. This is relevant only for the label map mask. 0.0 means only standard color transfer function. 1.0 means only mask color transfer function. The default value is 1.0. V.GetMaskBlendFactorMinValue() -> float C++: virtual float GetMaskBlendFactorMinValue() Tells how much mask color transfer function is used compared to the standard color transfer function when the mask is true. This is relevant only for the label map mask. 0.0 means only standard color transfer function. 1.0 means only mask color transfer function. The default value is 1.0. V.GetMaskBlendFactorMaxValue() -> float C++: virtual float GetMaskBlendFactorMaxValue() Tells how much mask color transfer function is used compared to the standard color transfer function when the mask is true. This is relevant only for the label map mask. 0.0 means only standard color transfer function. 1.0 means only mask color transfer function. The default value is 1.0. V.GetMaskBlendFactor() -> float C++: virtual float GetMaskBlendFactor() Tells how much mask color transfer function is used compared to the standard color transfer function when the mask is true. This is relevant only for the label map mask. 0.0 means only standard color transfer function. 1.0 means only mask color transfer function. The default value is 1.0. V.SetRenderToImage(int) C++: virtual void SetRenderToImage(int _arg) Enable or disable setting output of volume rendering to be color and depth textures. By default this is set to 0 (off). It should be noted that it is possible that underlying API specific mapper may not supoport RenderToImage mode. \warning \li This method ignores any other volumes / props in the scene. \li This method does not respect the general attributes of the scene i.e. background color, etc. It always produces a color image that has a transparent white background outside the bounds of the volume. * \sa GetDepthImage(), GetColorImage() V.GetRenderToImage() -> int C++: virtual int GetRenderToImage() Enable or disable setting output of volume rendering to be color and depth textures. By default this is set to 0 (off). It should be noted that it is possible that underlying API specific mapper may not supoport RenderToImage mode. \warning \li This method ignores any other volumes / props in the scene. \li This method does not respect the general attributes of the scene i.e. background color, etc. It always produces a color image that has a transparent white background outside the bounds of the volume. * \sa GetDepthImage(), GetColorImage() V.RenderToImageOn() C++: virtual void RenderToImageOn() Enable or disable setting output of volume rendering to be color and depth textures. By default this is set to 0 (off). It should be noted that it is possible that underlying API specific mapper may not supoport RenderToImage mode. \warning \li This method ignores any other volumes / props in the scene. \li This method does not respect the general attributes of the scene i.e. background color, etc. It always produces a color image that has a transparent white background outside the bounds of the volume. * \sa GetDepthImage(), GetColorImage() V.RenderToImageOff() C++: virtual void RenderToImageOff() Enable or disable setting output of volume rendering to be color and depth textures. By default this is set to 0 (off). It should be noted that it is possible that underlying API specific mapper may not supoport RenderToImage mode. \warning \li This method ignores any other volumes / props in the scene. \li This method does not respect the general attributes of the scene i.e. background color, etc. It always produces a color image that has a transparent white background outside the bounds of the volume. * \sa GetDepthImage(), GetColorImage() V.SetDepthImageScalarType(int) C++: virtual void SetDepthImageScalarType(int _arg) Set/Get the scalar type of the depth texture in RenderToImage mode. By default, the type if VTK_FLOAT. \sa SetRenderToImage() V.GetDepthImageScalarType() -> int C++: virtual int GetDepthImageScalarType() Set/Get the scalar type of the depth texture in RenderToImage mode. By default, the type if VTK_FLOAT. \sa SetRenderToImage() V.SetDepthImageScalarTypeToUnsignedChar() C++: void SetDepthImageScalarTypeToUnsignedChar() Set/Get the scalar type of the depth texture in RenderToImage mode. By default, the type if VTK_FLOAT. \sa SetRenderToImage() V.SetDepthImageScalarTypeToUnsignedShort() C++: void SetDepthImageScalarTypeToUnsignedShort() Set/Get the scalar type of the depth texture in RenderToImage mode. By default, the type if VTK_FLOAT. \sa SetRenderToImage() V.SetDepthImageScalarTypeToFloat() C++: void SetDepthImageScalarTypeToFloat() Set/Get the scalar type of the depth texture in RenderToImage mode. By default, the type if VTK_FLOAT. \sa SetRenderToImage() V.SetClampDepthToBackface(int) C++: virtual void SetClampDepthToBackface(int _arg) Enable or disable clamping the depth value of the fully transparent voxel to the depth of the back-face of the volume. This parameter is used when RenderToImage mode is enabled. When ClampDepthToBackFace is false, the fully transparent voxels will have a value of 1.0 in the depth image. When this is true, the fully transparent voxels will have the depth value of the face at which the ray exits the volume. By default, this is set to 0 (off). \sa SetRenderToImage(), GetDepthImage() V.GetClampDepthToBackface() -> int C++: virtual int GetClampDepthToBackface() Enable or disable clamping the depth value of the fully transparent voxel to the depth of the back-face of the volume. This parameter is used when RenderToImage mode is enabled. When ClampDepthToBackFace is false, the fully transparent voxels will have a value of 1.0 in the depth image. When this is true, the fully transparent voxels will have the depth value of the face at which the ray exits the volume. By default, this is set to 0 (off). \sa SetRenderToImage(), GetDepthImage() V.ClampDepthToBackfaceOn() C++: virtual void ClampDepthToBackfaceOn() Enable or disable clamping the depth value of the fully transparent voxel to the depth of the back-face of the volume. This parameter is used when RenderToImage mode is enabled. When ClampDepthToBackFace is false, the fully transparent voxels will have a value of 1.0 in the depth image. When this is true, the fully transparent voxels will have the depth value of the face at which the ray exits the volume. By default, this is set to 0 (off). \sa SetRenderToImage(), GetDepthImage() V.ClampDepthToBackfaceOff() C++: virtual void ClampDepthToBackfaceOff() Enable or disable clamping the depth value of the fully transparent voxel to the depth of the back-face of the volume. This parameter is used when RenderToImage mode is enabled. When ClampDepthToBackFace is false, the fully transparent voxels will have a value of 1.0 in the depth image. When this is true, the fully transparent voxels will have the depth value of the face at which the ray exits the volume. By default, this is set to 0 (off). \sa SetRenderToImage(), GetDepthImage() V.GetDepthImage(vtkImageData) C++: virtual void GetDepthImage(vtkImageData *) Low level API to export the depth texture as vtkImageData in RenderToImage mode. Should be implemented by the graphics API specific mapper (GL or other). \sa SetRenderToImage() V.GetColorImage(vtkImageData) C++: virtual void GetColorImage(vtkImageData *) Low level API to export the color texture as vtkImageData in RenderToImage mode. Should be implemented by the graphics API specific mapper (GL or other). \sa SetRenderToImage() V.Render(vtkRenderer, vtkVolume) C++: void Render(vtkRenderer *, vtkVolume *) override; Initialize rendering for this volume. \warning INTERNAL METHOD - NOT INTENDED FOR GENERAL USE V.GPURender(vtkRenderer, vtkVolume) C++: virtual void GPURender(vtkRenderer *, vtkVolume *) Handled in the subclass - the actual render method \pre input is up-to-date. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. \warning INTERNAL METHOD - NOT INTENDED FOR GENERAL USE V.GetReductionRatio([float, float, float]) C++: virtual void GetReductionRatio(double ratio[3]) Return how much the dataset has to be reduced in each dimension to fit on the GPU. If the value is 1.0, there is no need to reduce the dataset. \pre the calling thread has a current OpenGL context. \pre mapper_supported: IsRenderSupported(renderer->GetRenderWindow(),0) The computation is based on hardware limits (3D texture indexable size) and MaxMemoryInBytes. \post valid_i_ratio: ratio[0]>0 && ratio[0]<=1.0 \post valid_j_ratio: ratio[1]>0 && ratio[1]<=1.0 \post valid_k_ratio: ratio[2]>0 && ratio[2]<=1.0 V.SetColorRangeType(int) C++: virtual void SetColorRangeType(int _arg) Set whether to use the scalar range or the native transfer function range when looking up transfer functions for color and opacity values. When the range is set to TransferFunctionRange::SCALAR, the function is distributed over the entire scalar range. If it is set to TransferFunctionRange::NATIVE, the scalar values outside the native transfer function range will be truncated to native range. By default, the volume scalar range is used. ote The native range of the transfer function is the range returned by vtkColorTransferFunction::GetRange() or vtkPiecewiseFunction::GetRange(). ote There is no special API provided for 2D transfer functions considering that they are set as a pre-generated vtkImageData on this class i.e. the range is already encoded. V.GetColorRangeType() -> int C++: virtual int GetColorRangeType() Set whether to use the scalar range or the native transfer function range when looking up transfer functions for color and opacity values. When the range is set to TransferFunctionRange::SCALAR, the function is distributed over the entire scalar range. If it is set to TransferFunctionRange::NATIVE, the scalar values outside the native transfer function range will be truncated to native range. By default, the volume scalar range is used. ote The native range of the transfer function is the range returned by vtkColorTransferFunction::GetRange() or vtkPiecewiseFunction::GetRange(). ote There is no special API provided for 2D transfer functions considering that they are set as a pre-generated vtkImageData on this class i.e. the range is already encoded. V.SetScalarOpacityRangeType(int) C++: virtual void SetScalarOpacityRangeType(int _arg) Set whether to use the scalar range or the native transfer function range when looking up transfer functions for color and opacity values. When the range is set to TransferFunctionRange::SCALAR, the function is distributed over the entire scalar range. If it is set to TransferFunctionRange::NATIVE, the scalar values outside the native transfer function range will be truncated to native range. By default, the volume scalar range is used. ote The native range of the transfer function is the range returned by vtkColorTransferFunction::GetRange() or vtkPiecewiseFunction::GetRange(). ote There is no special API provided for 2D transfer functions considering that they are set as a pre-generated vtkImageData on this class i.e. the range is already encoded. V.GetScalarOpacityRangeType() -> int C++: virtual int GetScalarOpacityRangeType() Set whether to use the scalar range or the native transfer function range when looking up transfer functions for color and opacity values. When the range is set to TransferFunctionRange::SCALAR, the function is distributed over the entire scalar range. If it is set to TransferFunctionRange::NATIVE, the scalar values outside the native transfer function range will be truncated to native range. By default, the volume scalar range is used. ote The native range of the transfer function is the range returned by vtkColorTransferFunction::GetRange() or vtkPiecewiseFunction::GetRange(). ote There is no special API provided for 2D transfer functions considering that they are set as a pre-generated vtkImageData on this class i.e. the range is already encoded. V.SetGradientOpacityRangeType(int) C++: virtual void SetGradientOpacityRangeType(int _arg) Set whether to use the scalar range or the native transfer function range when looking up transfer functions for color and opacity values. When the range is set to TransferFunctionRange::SCALAR, the function is distributed over the entire scalar range. If it is set to TransferFunctionRange::NATIVE, the scalar values outside the native transfer function range will be truncated to native range. By default, the volume scalar range is used. ote The native range of the transfer function is the range returned by vtkColorTransferFunction::GetRange() or vtkPiecewiseFunction::GetRange(). ote There is no special API provided for 2D transfer functions considering that they are set as a pre-generated vtkImageData on this class i.e. the range is already encoded. V.GetGradientOpacityRangeType() -> int C++: virtual int GetGradientOpacityRangeType() Set whether to use the scalar range or the native transfer function range when looking up transfer functions for color and opacity values. When the range is set to TransferFunctionRange::SCALAR, the function is distributed over the entire scalar range. If it is set to TransferFunctionRange::NATIVE, the scalar values outside the native transfer function range will be truncated to native range. By default, the volume scalar range is used. ote The native range of the transfer function is the range returned by vtkColorTransferFunction::GetRange() or vtkPiecewiseFunction::GetRange(). ote There is no special API provided for 2D transfer functions considering that they are set as a pre-generated vtkImageData on this class i.e. the range is already encoded. vtkRenderingVolumePython.vtkGPUVolumeRayCastMapper.TFRangeTypeHHHD =B?GCC: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0GNUzRx 10D X l1  1   1 4 H \!p Z   Z   $Z8 L ` t! ! ! I  ( <!P dx ! 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