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rPyvtkOpenGLFXAAFilter_ClassNewPyVTKAddFile_vtkOpenGLFXAAFilter_ZN19vtkOpenGLFXAAFilter19SetDebugOptionValueEN14vtkFXAAOptions11DebugOptionE_ZN19vtkOpenGLFXAAFilter26SetUseHighQualityEndpointsEb_ZN26vtkOpenGLFramebufferObject11GetLastSizeEv_ZN26vtkOpenGLFramebufferObject11GetLastSizeERiS0__ZN26vtkOpenGLFramebufferObject3NewEv_ZNK26vtkOpenGLFramebufferObject19NewInstanceInternalEv_ZN26vtkOpenGLFramebufferObject4BlitEPKiS1_jj_ZN26vtkOpenGLFramebufferObject18InitializeViewportEii_ZN26vtkOpenGLFramebufferObject11GetBothModeEv_ZN26vtkOpenGLFramebufferObject11GetReadModeEv_ZN26vtkOpenGLFramebufferObject11GetDrawModeEv_ZN26vtkOpenGLFramebufferObject11GetLastSizeEPi_ZN26vtkOpenGLFramebufferObject3IsAEPKc_ZN26vtkOpenGLFramebufferObject20DeactivateReadBufferEv_ZN26vtkOpenGLFramebufferObject21DeactivateDrawBuffersEv_ZN26vtkOpenGLFramebufferObject10GetContextEv_ZN26vtkOpenGLFramebufferObject31GetMaximumNumberOfActiveTargetsEv_ZN26vtkOpenGLFramebufferObject31GetMaximumNumberOfRenderTargetsEv_ZN26vtkOpenGLFramebufferObject18ActivateDrawBufferEj_ZN26vtkOpenGLFramebufferObject10SetContextEP15vtkRenderWindow_ZN26vtkOpenGLFramebufferObject18ActivateReadBufferEj_ZN26vtkOpenGLFramebufferObject21RemoveDepthAttachmentEj_ZN26vtkOpenGLFramebufferObject27GetNumberOfColorAttachmentsEj_ZN26vtkOpenGLFramebufferObject22CheckFrameBufferStatusEj_ZN26vtkOpenGLFramebufferObject21RemoveColorAttachmentEjj_ZN26vtkOpenGLFramebufferObject22RemoveColorAttachmentsEjj_ZN26vtkOpenGLFramebufferObject18AddDepthAttachmentEjP16vtkTextureObject_ZN26vtkOpenGLFramebufferObject18AddDepthAttachmentEjP15vtkRenderbuffer_ZN26vtkOpenGLFramebufferObject6ResizeEii_ZN26vtkOpenGLFramebufferObject13StartNonOrthoEii_ZN26vtkOpenGLFramebufferObject5StartEii_ZN26vtkOpenGLFramebufferObject18AddColorAttachmentEjjP15vtkRenderbuffer_ZN26vtkOpenGLFramebufferObject18AddColorAttachmentEjjP16vtkTextureObjectj_ZN17vtkPythonOverload10CallMethodEP11PyMethodDefP7_objectS3__ZN26vtkOpenGLFramebufferObject14DownloadColor3EPii_ZN13vtkPythonArgs8SetArrayEiPKii_ZN26vtkOpenGLFramebufferObject14DownloadColor4EPii_ZN26vtkOpenGLFramebufferObject13DownloadDepthEPii_ZN26vtkOpenGLFramebufferObject14DownloadColor1EPiii_ZN26vtkOpenGLFramebufferObject10RenderQuadEiiiiP16vtkShaderProgramP26vtkOpenGLVertexArrayObject_ZN26vtkOpenGLFramebufferObject6UnBindEv_ZN26vtkOpenGLFramebufferObject6UnBindEj_ZN26vtkOpenGLFramebufferObject22RestorePreviousBuffersEv_ZN26vtkOpenGLFramebufferObject22RestorePreviousBuffersEj_ZN26vtkOpenGLFramebufferObject18SaveCurrentBuffersEv_ZN26vtkOpenGLFramebufferObject18SaveCurrentBuffersEj_ZN26vtkOpenGLFramebufferObject23RestorePreviousBindingsEv_ZN26vtkOpenGLFramebufferObject23RestorePreviousBindingsEj_ZN26vtkOpenGLFramebufferObject4BindEv_ZN26vtkOpenGLFramebufferObject4BindEj_ZN26vtkOpenGLFramebufferObject19SaveCurrentBindingsEv_ZN26vtkOpenGLFramebufferObject19SaveCurrentBindingsEj_ZN26vtkOpenGLFramebufferObject18AddDepthAttachmentEj_ZN13vtkPythonArgs10GetArgSizeEi_ZN13vtkPythonArgs5ArrayIjEC1El_ZdaPv_ZN26vtkOpenGLFramebufferObject19ActivateDrawBuffersEj_ZN13vtkPythonArgs8GetArrayEPji_ZN26vtkOpenGLFramebufferObject19ActivateDrawBuffersEPji_ZN13vtkPythonArgs8SetArrayEiPKji_ZN26vtkOpenGLFramebufferObject19PopulateFramebufferEii_ZN26vtkOpenGLFramebufferObject19PopulateFramebufferEiibiibii_ZN26vtkOpenGLFramebufferObject8DownloadEPiiiii_ZN26vtkOpenGLFramebufferObject8DownloadEPiiiiiP20vtkPixelBufferObject_ZN13vtkPythonArgs11SetArgValueEiiPyvtkOpenGLFramebufferObject_ClassNewPyvtkFrameBufferObjectBase_ClassNewPyVTKAddFile_vtkOpenGLFramebufferObject_ZN26vtkOpenGLFramebufferObject24ReleaseGraphicsResourcesEP9vtkWindow_ZN22vtkOpenGLGlyph3DMapper3NewEv_ZNK22vtkOpenGLGlyph3DMapper19NewInstanceInternalEv_ZN22vtkOpenGLGlyph3DMapper3IsAEPKcPyvtkOpenGLGlyph3DMapper_ClassNewPyvtkGlyph3DMapper_ClassNewPyVTKAddFile_vtkOpenGLGlyph3DMapper_ZN31vtkObjectFactoryRegistryCleanupC1Ev_ZN31vtkObjectFactoryRegistryCleanupD1Ev_ZN22vtkOpenGLGlyph3DMapper24ReleaseGraphicsResourcesEP9vtkWindow_ZN22vtkOpenGLGlyph3DMapper6RenderEP11vtkRendererP8vtkActor_ZN25vtkOpenGLHardwareSelector3NewEv_ZNK25vtkOpenGLHardwareSelector19NewInstanceInternalEv_ZN25vtkOpenGLHardwareSelector3IsAEPKcPyvtkOpenGLHardwareSelector_ClassNewPyvtkHardwareSelector_ClassNewPyVTKAddFile_vtkOpenGLHardwareSelector_ZN25vtkOpenGLHardwareSelector14BeginSelectionEv_ZN25vtkOpenGLHardwareSelector15RenderProcessIdEj_ZN13vtkPythonArgs8GetValueERx_ZN25vtkOpenGLHardwareSelector17RenderAttributeIdEx_ZN25vtkOpenGLHardwareSelector20RenderCompositeIndexEj_ZN25vtkOpenGLHardwareSelector13EndRenderPropEv_ZN19vtkHardwareSelector13EndRenderPropEv_ZN25vtkOpenGLHardwareSelector15BeginRenderPropEv_ZN31vtkOpenGLImageAlgorithmCallback24InitializeShaderUniformsEP16vtkShaderProgram_ZN31vtkOpenGLImageAlgorithmCallback20UpdateShaderUniformsEP16vtkShaderProgrami_ZN31vtkOpenGLImageAlgorithmCallbackD2Ev_ZN31vtkOpenGLImageAlgorithmCallbackD1Ev_ZN31vtkOpenGLImageAlgorithmCallbackD0EvPyObject_HashNotImplemented_ZN29vtkOpenGLImageAlgorithmHelper3NewEv_ZNK29vtkOpenGLImageAlgorithmHelper19NewInstanceInternalEvPyDict_Size_Znwm_ZTV31vtkOpenGLImageAlgorithmCallbackPyVTKSpecialObject_NewPyExc_TypeErrorPyErr_SetString_ZN29vtkOpenGLImageAlgorithmHelper3IsAEPKc_ZN29vtkOpenGLImageAlgorithmHelper15SetRenderWindowEP15vtkRenderWindowPyvtkOpenGLImageAlgorithmCallback_TypeNewPyVTKSpecialType_AddPyvtkOpenGLImageAlgorithmHelper_ClassNewPyVTKAddFile_vtkOpenGLImageAlgorithmHelper_ZTS31vtkOpenGLImageAlgorithmCallback_ZTI31vtkOpenGLImageAlgorithmCallback_ZTVN10__cxxabiv117__class_type_infoEPyVTKSpecialObject_Repr_ZN20vtkOpenGLImageMapper3NewEv_ZNK20vtkOpenGLImageMapper19NewInstanceInternalEv_ZN20vtkOpenGLImageMapper10DrawPixelsEP11vtkViewportiiiPv_ZN20vtkOpenGLImageMapper13RenderOverlayEP11vtkViewportP10vtkActor2D_ZN14vtkImageMapper11RenderStartEP11vtkViewportP10vtkActor2D_ZN20vtkOpenGLImageMapper3IsAEPKcPyvtkOpenGLImageMapper_ClassNewPyvtkImageMapper_ClassNewPyVTKAddFile_vtkOpenGLImageMapper_ZN20vtkOpenGLImageMapper24ReleaseGraphicsResourcesEP9vtkWindow_ZN20vtkOpenGLImageMapper10RenderDataEP11vtkViewportP12vtkImageDataP10vtkActor2D_ZN25vtkOpenGLImageSliceMapper3NewEv_ZNK25vtkOpenGLImageSliceMapper19NewInstanceInternalEv_ZN25vtkOpenGLImageSliceMapper3IsAEPKcPyvtkOpenGLImageSliceMapper_ClassNewPyvtkImageSliceMapper_ClassNewPyVTKAddFile_vtkOpenGLImageSliceMapper_ZN25vtkOpenGLImageSliceMapper24ReleaseGraphicsResourcesEP9vtkWindow_ZN25vtkOpenGLImageSliceMapper6RenderEP11vtkRendererP13vtkImageSlice_ZN26vtkOpenGLIndexBufferObject3NewEv_ZNK26vtkOpenGLIndexBufferObject19NewInstanceInternalEv_ZN26vtkOpenGLIndexBufferObject3IsAEPKc_ZN26vtkOpenGLIndexBufferObject22CreateStripIndexBufferEP12vtkCellArrayb_ZN26vtkOpenGLIndexBufferObject25CreateTriangleIndexBufferEP12vtkCellArrayP9vtkPoints_ZN26vtkOpenGLIndexBufferObject25CreateEdgeFlagIndexBufferEP12vtkCellArrayP12vtkDataArray_ZN26vtkOpenGLIndexBufferObject29CreateTriangleLineIndexBufferEP12vtkCellArray_ZN26vtkOpenGLIndexBufferObject21CreateLineIndexBufferEP12vtkCellArray_ZN26vtkOpenGLIndexBufferObject22CreatePointIndexBufferEP12vtkCellArrayPyvtkOpenGLIndexBufferObject_ClassNewPyVTKAddFile_vtkOpenGLIndexBufferObject_ZN29vtkOpenGLLabeledContourMapper3NewEv_ZNK29vtkOpenGLLabeledContourMapper19NewInstanceInternalEv_ZN29vtkOpenGLLabeledContourMapper3IsAEPKcPyvtkOpenGLLabeledContourMapper_ClassNewPyvtkLabeledContourMapper_ClassNewPyVTKAddFile_vtkOpenGLLabeledContourMapper_ZN29vtkOpenGLLabeledContourMapper24ReleaseGraphicsResourcesEP9vtkWindow_ZN14vtkOpenGLLight3NewEv_ZNK14vtkOpenGLLight19NewInstanceInternalEv_ZN14vtkOpenGLLight3IsAEPKcPyvtkOpenGLLight_ClassNewPyvtkLight_ClassNewPyVTKAddFile_vtkOpenGLLight_ZN14vtkOpenGLLight6RenderEP11vtkRendereri_ZN28vtkOpenGLPointGaussianMapper3NewEv_ZNK28vtkOpenGLPointGaussianMapper19NewInstanceInternalEv_ZN28vtkOpenGLPointGaussianMapper3IsAEPKcPyvtkOpenGLPointGaussianMapper_ClassNewPyvtkPointGaussianMapper_ClassNewPyVTKAddFile_vtkOpenGLPointGaussianMapper_ZN28vtkOpenGLPointGaussianMapper11GetIsOpaqueEv_ZN28vtkOpenGLPointGaussianMapper24ReleaseGraphicsResourcesEP9vtkWindow_ZN23vtkOpenGLPolyDataMapper28GetPopulateSelectionSettingsEv_ZN23vtkOpenGLPolyDataMapper20GetSupportsSelectionEv_ZN23vtkOpenGLPolyDataMapper19GetPointIdArrayNameEv_ZN23vtkOpenGLPolyDataMapper18GetCellIdArrayNameEv_ZN23vtkOpenGLPolyDataMapper21GetProcessIdArrayNameEv_ZN23vtkOpenGLPolyDataMapper23GetCompositeIdArrayNameEv_ZN23vtkOpenGLPolyDataMapper19GetVertexShaderCodeEv_ZN23vtkOpenGLPolyDataMapper21GetFragmentShaderCodeEv_ZN23vtkOpenGLPolyDataMapper21GetGeometryShaderCodeEv_ZN23vtkOpenGLPolyDataMapper7GetVBOsEv_ZN23vtkOpenGLPolyDataMapper3NewEv_ZNK23vtkOpenGLPolyDataMapper19NewInstanceInternalEv_ZN23vtkOpenGLPolyDataMapper19SetPointIdArrayNameEPKcstrlen_Znam_ZN23vtkOpenGLPolyDataMapper18SetCellIdArrayNameEPKc_ZN23vtkOpenGLPolyDataMapper21SetProcessIdArrayNameEPKc_ZN23vtkOpenGLPolyDataMapper23SetCompositeIdArrayNameEPKc_ZN23vtkOpenGLPolyDataMapper19SetVertexShaderCodeEPKc_ZN23vtkOpenGLPolyDataMapper21SetFragmentShaderCodeEPKc_ZN23vtkOpenGLPolyDataMapper21SetGeometryShaderCodeEPKc_ZN23vtkOpenGLPolyDataMapper3IsAEPKc_ZN23vtkOpenGLPolyDataMapper11ShallowCopyEP17vtkAbstractMapper_ZN23vtkOpenGLPolyDataMapper22SetVBOShiftScaleMethodEi_ZN23vtkOpenGLPolyDataMapper22ClearShaderReplacementEN9vtkShader4TypeERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEb_ZN23vtkOpenGLPolyDataMapper20AddShaderReplacementEN9vtkShader4TypeERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEEbS9_b_Z49PyvtkOpenGLPolyDataMapper_PrimitiveTypes_FromEnumiPyvtkPolyDataMapper_ClassNewPyVTKAddFile_vtkOpenGLPolyDataMapper_ZN23vtkOpenGLPolyDataMapper32RemoveAllVertexAttributeMappingsEv_ZN23vtkOpenGLPolyDataMapper28RemoveVertexAttributeMappingEPKc_ZN23vtkOpenGLPolyDataMapper29MapDataArrayToVertexAttributeEPKcS1_ii_ZN23vtkOpenGLPolyDataMapper11GetIsOpaqueEv_ZN23vtkOpenGLPolyDataMapper24ReleaseGraphicsResourcesEP9vtkWindow_ZN23vtkOpenGLPolyDataMapper17RenderPieceFinishEP11vtkRendererP8vtkActor_ZN23vtkOpenGLPolyDataMapper15RenderPieceDrawEP11vtkRendererP8vtkActor_ZN23vtkOpenGLPolyDataMapper16RenderPie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tkPixelBufferObject19NewInstanceInternalEv_ZN20vtkPixelBufferObject11IsSupportedEP15vtkRenderWindow_ZN20vtkPixelBufferObject3IsAEPKc_ZN20vtkPixelBufferObject6UnBindEv_ZN20vtkPixelBufferObject13ReleaseMemoryEv_ZN20vtkPixelBufferObject4BindENS_10BufferTypeE_ZN20vtkPixelBufferObject11UnmapBufferENS_10BufferTypeE_ZN20vtkPixelBufferObject10GetContextEv_ZN20vtkPixelBufferObject10SetContextEP15vtkRenderWindow_ZN20vtkPixelBufferObject10Download3DEiPvPjiPx_ZN20vtkPixelBufferObject8Upload3DEiPvPjiPxiPi_ZN13vtkPythonArgs8GetArrayEPxi_ZN13vtkPythonArgs8SetArrayEiPKxi_ZN20vtkPixelBufferObject7SetSizeEji_ZN20vtkPixelBufferObject8AllocateEijiNS_10BufferTypeE_ZN20vtkPixelBufferObject8AllocateEjNS_10BufferTypeE_ZN20vtkPixelBufferObject9MapBufferEijiNS_10BufferTypeE_ZN20vtkPixelBufferObject9MapBufferENS_10BufferTypeE_ZN20vtkPixelBufferObject9MapBufferEjNS_10BufferTypeE_Z42PyvtkPixelBufferObject_BufferType_FromEnumiPyvtkPixelBufferObject_ClassNewPyVTKAddFile_vtkPixelBufferObject_ZN16vtkPointFillPass22SetCandidatePointRatioEf_ZN16vtkPointFillPass22GetCandidatePointRatioEv_ZN16vtkPointFillPass24SetMinimumCandidateAngleEf_ZN16vtkPointFillPass24GetMinimumCandidateAngleEv_ZN16vtkPointFillPass3NewEv_ZNK16vtkPointFillPass19NewInstanceInternalEv_ZN16vtkPointFillPass3IsAEPKcPyvtkPointFillPass_ClassNewPyVTKAddFile_vtkPointFillPass_ZN16vtkPointFillPass24ReleaseGraphicsResourcesEP9vtkWindow_ZN23vtkRenderPassCollection3NewEv_ZNK23vtkRenderPassCollection19NewInstanceInternalEv_ZN23vtkRenderPassCollection3IsAEPKc_ZN23vtkRenderPassCollection17GetNextRenderPassEv_ZN23vtkRenderPassCollection17GetLastRenderPassEv_ZN23vtkRenderPassCollection7AddItemEP13vtkRenderPassPyvtkRenderPassCollection_ClassNewPyvtkCollection_ClassNewPyVTKAddFile_vtkRenderPassCollection_ZN18vtkRenderStepsPass13GetCameraPassEv_ZN18vtkRenderStepsPass13GetLightsPassEv_ZN18vtkRenderStepsPass13GetOpaquePassEv_ZN18vtkRenderStepsPass18GetTranslucentPassEv_ZN18vtkRenderStepsPass17GetVolumetricPassEv_ZN18vtkRenderStepsPass14GetOverlayPassEv_ZN18vtkRenderStepsPass18GetPostProcessPassEv_ZN18vtkRenderStepsPass3NewEv_ZNK18vtkRenderStepsPass19NewInstanceInternalEv_ZN18vtkRenderStepsPass3IsAEPKc_ZN18vtkRenderStepsPass14SetOverlayPassEP13vtkRenderPass_ZN18vtkRenderStepsPass18SetTranslucentPassEP13vtkRenderPass_ZN18vtkRenderStepsPass18SetPostProcessPassEP13vtkRenderPass_ZN18vtkRenderStepsPass13SetLightsPassEP13vtkRenderPass_ZN18vtkRenderStepsPass13SetCameraPassEP13vtkCameraPass_ZN18vtkRenderStepsPass17SetVolumetricPassEP13vtkRenderPass_ZN18vtkRenderStepsPass13SetOpaquePassEP13vtkRenderPassPyvtkRenderStepsPass_ClassNewPyVTKAddFile_vtkRenderStepsPass_ZN18vtkRenderStepsPass24ReleaseGraphicsResourcesEP9vtkWindow_ZN15vtkRenderbuffer9GetHandleEv_ZN15vtkRenderbuffer8GetWidthEv_ZN15vtkRenderbuffer9GetHeightEv_ZN15vtkRenderbuffer10GetSamplesEv_ZN15vtkRenderbuffer3NewEv_ZNK15vtkRenderbuffer19NewInstanceInternalEv_ZN15vtkRenderbuffer11IsSupportedEP15vtkRenderWindow_ZN15vtkRenderbuffer3IsAEPKc_ZN15vtkRenderbuffer10GetContextEv_ZN15vtkRenderbuffer10SetContextEP15vtkRenderWindow_ZN15vtkRenderbuffer24ReleaseGraphicsResourcesEP9vtkWindow_ZN15vtkRenderbuffer6ResizeEjj_ZN15vtkRenderbuffer21CreateColorAttachmentEjj_ZN15vtkRenderbuffer21CreateDepthAttachmentEjj_ZN15vtkRenderbuffer6CreateEjjj_ZN15vtkRenderbuffer6CreateEjjjjPyvtkRenderbuffer_ClassNewPyVTKAddFile_vtkRenderbuffer_ZN11vtkSSAAPass15GetDelegatePassEv_ZN11vtkSSAAPass3NewEv_ZNK11vtkSSAAPass19NewInstanceInternalEv_ZN11vtkSSAAPass3IsAEPKcPyvtkSSAAPass_ClassNewPyVTKAddFile_vtkSSAAPass_ZN11vtkSSAAPass15SetDelegatePassEP13vtkRenderPass_ZN11vtkSSAAPass24ReleaseGraphicsResourcesEP9vtkWindow_ZN15vtkSequencePass9GetPassesEv_ZN15vtkSequencePass3NewEv_ZNK15vtkSequencePass19NewInstanceInternalEv_ZN15vtkSequencePass3IsAEPKcPyvtkSequencePass_ClassNewPyVTKAddFile_vtkSequencePass_ZN15vtkSequencePass9SetPassesEP23vtkRenderPassCollection_ZN15vtkSequencePass24ReleaseGraphicsResourcesEP9vtkWindow_ZN9vtkShader3NewEv_ZNK9vtkShader19NewInstanceInternalEv_ZN9vtkShader3IsAEPKc_ZN9vtkShader7CleanupEv_ZN9vtkShader7CompileEv_ZN9vtkShader7SetTypeENS_4TypeE_ZN9vtkShader9SetSourceERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE_Z25PyvtkShader_Type_FromEnumiPyvtkShader_ClassNewPyVTKAddFile_vtkShader_ZN16vtkShaderProgram15GetVertexShaderEv_ZN16vtkShaderProgram17GetFragmentShaderEv_ZN16vtkShaderProgram17GetGeometryShaderEv_ZN16vtkShaderProgram20GetTransformFeedbackEv_ZN16vtkShaderProgram11GetCompiledEv_ZN16vtkShaderProgram11SetCompiledEb_ZN16vtkShaderProgram18SetNumberOfOutputsEj_ZN16vtkShaderProgram29GetFileNamePrefixForDebuggingEv_ZN16vtkShaderProgram3NewEv_ZNK16vtkShaderProgram19NewInstanceInternalEv_ZN16vtkShaderProgram29SetFileNamePrefixForDebuggingEPKc_ZN16vtkShaderProgram10SubstituteEP9vtkShaderRKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEES9_b_ZN16vtkShaderProgram10SubstituteERNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEERKS5_S8_b_ZN16vtkShaderProgram20SetUniformMatrix4x4vEPKciPf_ZN16vtkShaderProgram3IsAEPKc_ZN16vtkShaderProgram10CompiledOnEv_ZN16vtkShader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t$HEHXfDLd$0Ll$LLT$$\$0Dt$4HEtaDH9\$0ugD9t$4u`HHXH諶HHqf.HH;ZtLH聺HuL1L躺HXmnff.H8fnFdH%(HD$(1H}H4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8蛵HHuҐu$H8莹HuHWH@裎茪ff.H8fnFdH%(HD$(1H8vH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8軴HHuҐu$H许HuHVH@C謩ff.UH@fnFdH%(HD$81HcuHt$HD$HGfnȉD$(fbfD$ uLHo(Ht!D$ +D$$tFH|$貿1HT$8dH+%(urH@]f.˳HHuϐHt$ H|$tD$$t$ u)HEH蟷HuHUHDHP虨fH8fnFdH%(HD$(1H&uH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H11课1HT$(dH+%(uLH8˲HHuҐu$Hp辶HuHTH@裑輧ff.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H11Ͻ1HT$(dH+%(uLH8HHuҐu$H޵HuHSH@裍ܦff.H8fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8 HHuҐu$H0HuHSH@#ff.H8fnFdH%(HD$(1HlwH4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H111HT$(dH+%(uLH8+HHuҐu$HxHuH"RH@胳ff.H8fnFdH%(HD$(1H@H4$HD$HGfnȉD$fbfD$u>H(HtD$9D$t;H11/1HT$(dH+%(uLH8KHHuҐu$Hh>HuHBQH@# 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) -> vtkCameraPass C++: static vtkCameraPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkCameraPass C++: vtkCameraPass *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) override; Release graphics resources and ask components to release their own resources. \pre w_exists: w!=0 V.GetDelegatePass() -> vtkRenderPass C++: virtual vtkRenderPass *GetDelegatePass() Delegate for rendering the geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkSequencePass with a vtkLigthsPass and a list of passes for the geometry. Initial value is a NULL pointer. V.SetDelegatePass(vtkRenderPass) C++: virtual void SetDelegatePass(vtkRenderPass *delegatePass) Delegate for rendering the geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkSequencePass with a vtkLigthsPass and a list of passes for the geometry. Initial value is a NULL pointer. V.SetAspectRatioOverride(float) C++: virtual void SetAspectRatioOverride(double _arg) Used to override the aspect ratio used when computing the projection matrix. This is useful when rendering for tile-displays for example. V.GetAspectRatioOverride() -> float C++: virtual double GetAspectRatioOverride() Used to override the aspect ratio used when computing the projection matrix. This is useful when rendering for tile-displays for example. vtkClearRGBPassGetBackgroundSetBackgroundvtkClearRGBPass - Paint in the color buffer. Superclass: vtkRenderPass Clear the color buffer to the specified color. @sa vtkValuePasses vtkRenderingOpenGL2Python.vtkClearRGBPassV.SafeDownCast(vtkObjectBase) -> vtkClearRGBPass C++: static vtkClearRGBPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkClearRGBPass C++: vtkClearRGBPass *NewInstance() V.SetBackground(float, float, float) C++: void SetBackground(double, double, double) V.SetBackground((float, float, float)) C++: void SetBackground(double a[3]) V.GetBackground() -> (float, float, float) C++: double *GetBackground() vtkClearZPassGetDepthMinValueGetDepthMaxValueGetDepthSetDepthvtkClearZPass - Clear the depth buffer with a given value. Superclass: vtkRenderPass Clear the depth buffer with a given value. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkClearZPassV.SafeDownCast(vtkObjectBase) -> vtkClearZPass C++: static vtkClearZPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkClearZPass C++: vtkClearZPass *NewInstance() V.SetDepth(float) C++: virtual void SetDepth(double _arg) Set/Get the depth value. Initial value is 1.0 (farest). V.GetDepthMinValue() -> float C++: virtual double GetDepthMinValue() Set/Get the depth value. Initial value is 1.0 (farest). V.GetDepthMaxValue() -> float C++: virtual double GetDepthMaxValue() Set/Get the depth value. Initial value is 1.0 (farest). V.GetDepth() -> float C++: virtual double GetDepth() Set/Get the depth value. Initial value is 1.0 (farest). ?vtkCompositePolyDataMapper2RemoveBlockVisibilitiesRemoveBlockColorsRemoveBlockOpacitiesRemoveBlockVisibilitesRemoveBlockOpacityRemoveBlockColorRemoveBlockVisibilityGetBlockOpacityGetBlockVisibilitySetBlockOpacitySetBlockVisibilityGetBlockColorp_voidSetBlockColorvtkRenderervtkActorGetIsOpaquevtkOpenGLPolyDataMappervtkPolyDataMappervtkMappervtkAbstractMapper3DvtkAbstractMappervtkAlgorithmGetCompositeDataDisplayAttributesGetColorMissingArraysWithNanColorSetCompositeDataDisplayAttributesvtkCompositeDataDisplayAttributesSetColorMissingArraysWithNanColorColorMissingArraysWithNanColorOffColorMissingArraysWithNanColorOnvtkCompositePolyDataMapper2 - mapper for composite dataset consisting of polygonal data. Superclass: vtkOpenGLPolyDataMapper vtkCompositePolyDataMapper2 is similar to vtkCompositePolyDataMapper except that instead of creating individual mapper for each block in the composite dataset, it iterates over the blocks internally. vtkRenderingOpenGL2Python.vtkCompositePolyDataMapper2V.SafeDownCast(vtkObjectBase) -> vtkCompositePolyDataMapper2 C++: static vtkCompositePolyDataMapper2 *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkCompositePolyDataMapper2 C++: vtkCompositePolyDataMapper2 *NewInstance() V.GetIsOpaque() -> bool C++: bool GetIsOpaque() override; Returns if the mapper does not expect to have translucent geometry. This may happen when using ScalarMode is set to not map scalars i.e. render the scalar array directly as colors and the scalar array has opacity i.e. alpha component. Note that even if this method returns true, an actor may treat the geometry as translucent since a constant translucency is set on the property, for example. Overridden to use the actual data and ScalarMode to determine if we have opaque geometry. V.SetCompositeDataDisplayAttributes( vtkCompositeDataDisplayAttributes) C++: void SetCompositeDataDisplayAttributes( vtkCompositeDataDisplayAttributes *attributes) Set/get the composite data set attributes. V.GetCompositeDataDisplayAttributes() -> vtkCompositeDataDisplayAttributes C++: vtkCompositeDataDisplayAttributes *GetCompositeDataDisplayAttributes( ) Set/get the composite data set attributes. V.SetBlockVisibility(int, bool) C++: void SetBlockVisibility(unsigned int index, bool visible) Set/get the visibility for a block given its flat index. V.GetBlockVisibility(int) -> bool C++: bool GetBlockVisibility(unsigned int index) Set/get the visibility for a block given its flat index. V.RemoveBlockVisibility(int) C++: void RemoveBlockVisibility(unsigned int index) Set/get the visibility for a block given its flat index. V.RemoveBlockVisibilities() C++: void RemoveBlockVisibilities() Set/get the visibility for a block given its flat index. V.RemoveBlockVisibilites() C++: void RemoveBlockVisibilites() V.SetBlockColor(int, [float, float, float]) C++: void SetBlockColor(unsigned int index, double color[3]) V.SetBlockColor(int, float, float, float) C++: void SetBlockColor(unsigned int index, double r, double g, double b) Set/get the color for a block given its flat index. V.GetBlockColor(int) -> (float, ...) C++: double *GetBlockColor(unsigned int index) Set/get the color for a block given its flat index. V.RemoveBlockColor(int) C++: void RemoveBlockColor(unsigned int index) Set/get the color for a block given its flat index. V.RemoveBlockColors() C++: void RemoveBlockColors() Set/get the color for a block given its flat index. V.SetBlockOpacity(int, float) C++: void SetBlockOpacity(unsigned int index, double opacity) Set/get the opacity for a block given its flat index. V.GetBlockOpacity(int) -> float C++: double GetBlockOpacity(unsigned int index) Set/get the opacity for a block given its flat index. V.RemoveBlockOpacity(int) C++: void RemoveBlockOpacity(unsigned int index) Set/get the opacity for a block given its flat index. V.RemoveBlockOpacities() C++: void RemoveBlockOpacities() Set/get the opacity for a block given its flat index. V.SetColorMissingArraysWithNanColor(bool) C++: virtual void SetColorMissingArraysWithNanColor(bool _arg) V.GetColorMissingArraysWithNanColor() -> bool C++: virtual bool GetColorMissingArraysWithNanColor() V.ColorMissingArraysWithNanColorOn() C++: virtual void ColorMissingArraysWithNanColorOn() V.ColorMissingArraysWithNanColorOff() C++: virtual void ColorMissingArraysWithNanColorOff() 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. V.Render(vtkRenderer, vtkActor) C++: void Render(vtkRenderer *ren, vtkActor *act) override; This calls RenderPiece (in a for loop if streaming is necessary). vtkDefaultPassvtkDefaultPass - Implement the basic render passes. Superclass: vtkRenderPass vtkDefaultPass implements the basic standard render passes of VTK. Subclasses can easily be implemented by reusing some parts of the basic implementation. It implements classic Render operations as well as versions with property key checking. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkDefaultPassV.SafeDownCast(vtkObjectBase) -> vtkDefaultPass C++: static vtkDefaultPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDefaultPass C++: vtkDefaultPass *NewInstance() vtkDepthOfFieldPassGetAutomaticFocalDistanceAutomaticFocalDistanceOffAutomaticFocalDistanceOnSetAutomaticFocalDistancevtkDepthImageProcessingPassvtkImageProcessingPassvtkDepthOfFieldPass - Implement a post-processing DOF blur pass. Superclass: vtkDepthImageProcessingPass Currently only does behind the focal plane This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. The delegate is used once. Its delegate is usually set to a vtkCameraPass or to a post-processing pass. @par Implementation: As the filter is separable, it first blurs the image horizontally and then vertically. This reduces the number of texture samples @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkDepthOfFieldPassV.SafeDownCast(vtkObjectBase) -> vtkDepthOfFieldPass C++: static vtkDepthOfFieldPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDepthOfFieldPass C++: vtkDepthOfFieldPass *NewInstance() V.SetAutomaticFocalDistance(bool) C++: virtual void SetAutomaticFocalDistance(bool _arg) Use automatic focal distance calculation, this is on by default When on the center of the viewport will always be in focus regardless of where the focal point is. V.GetAutomaticFocalDistance() -> bool C++: virtual bool GetAutomaticFocalDistance() Use automatic focal distance calculation, this is on by default When on the center of the viewport will always be in focus regardless of where the focal point is. V.AutomaticFocalDistanceOn() C++: virtual void AutomaticFocalDistanceOn() Use automatic focal distance calculation, this is on by default When on the center of the viewport will always be in focus regardless of where the focal point is. V.AutomaticFocalDistanceOff() C++: virtual void AutomaticFocalDistanceOff() Use automatic focal distance calculation, this is on by default When on the center of the viewport will always be in focus regardless of where the focal point is. vtkDepthImageProcessingPass - Convenient class for post-processing passes. Superclass: vtkImageProcessingPass Based on vtkImageProcessingPass, but writes depth as well in a texture Abstract class with some convenient methods frequently used in subclasses. @sa vtkRenderPass vtkDepthImageProcessingPass vtkEDLShading vtkRenderingOpenGL2Python.vtkDepthImageProcessingPassV.SafeDownCast(vtkObjectBase) -> vtkDepthImageProcessingPass C++: static vtkDepthImageProcessingPass *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkDepthImageProcessingPass C++: vtkDepthImageProcessingPass *NewInstance() vtkDepthPeelingPassGetOcclusionRatioMinValueGetOcclusionRatioMaxValueGetOcclusionRatioGetTranslucentPassGetMaximumNumberOfPeelsSetOpaqueZTextureSetOpaqueRGBATextureSetDepthFormatSetMaximumNumberOfPeelsSetOcclusionRatioSetShaderParametersvtkShaderProgramvtkPropvtkOpenGLVertexArrayObjectPostReplaceShaderValuesSetTranslucentPassvtkOpenGLRenderPassvtkDepthPeelingPass - Implement Depth Peeling for use within a frambuffer pass Superclass: vtkOpenGLRenderPass Note that this implementation is used as a fallback for drivers that don't support floating point textures. Most renderings will use the subclass vtkDualDepthPeelingPass instead. Render the translucent polygonal geometry of a scene without sorting polygons in the view direction. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. The depth peeling algorithm works by rendering the translucent polygonal geometry multiple times (once for each peel). The actually rendering of the translucent polygonal geometry is performed by its delegate TranslucentPass. This delegate is therefore used multiple times. Its delegate is usually set to a vtkTranslucentPass. This implementation makes use of textures and is suitable for ES3 For ES3 it must be embedded within a pass that makes use of framebuffers so that the required OpaqueZTexture and OpaqueRGBATexture can be passed from the outer frambuffer pass. For OpenGL ES3 be aware the occlusion ratio test is not supported. The maximum number of peels is used instead so set it to a reasonable value. For many scenes a value of 4 or 5 will work well. @sa vtkRenderPass, vtkTranslucentPass, vtkFramebufferPass vtkRenderingOpenGL2Python.vtkDepthPeelingPassV.SafeDownCast(vtkObjectBase) -> vtkDepthPeelingPass C++: static vtkDepthPeelingPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDepthPeelingPass C++: vtkDepthPeelingPass *NewInstance() V.GetTranslucentPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetTranslucentPass() Delegate for rendering the translucent polygonal geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkTranslucentPass. Initial value is a NULL pointer. V.SetTranslucentPass(vtkRenderPass) C++: virtual void SetTranslucentPass( vtkRenderPass *translucentPass) Delegate for rendering the translucent polygonal geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkTranslucentPass. Initial value is a NULL pointer. V.SetOcclusionRatio(float) C++: virtual void SetOcclusionRatio(double _arg) In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.GetOcclusionRatioMinValue() -> float C++: virtual double GetOcclusionRatioMinValue() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.GetOcclusionRatioMaxValue() -> float C++: virtual double GetOcclusionRatioMaxValue() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.GetOcclusionRatio() -> float C++: virtual double GetOcclusionRatio() In case of use of depth peeling technique for rendering translucent material, define the threshold under which the algorithm stops to iterate over peel layers. This is the ratio of the number of pixels that have been touched by the last layer over the total number of pixels of the viewport area. Initial value is 0.0, meaning rendering have to be exact. Greater values may speed-up the rendering with small impact on the quality. V.SetMaximumNumberOfPeels(int) C++: virtual void SetMaximumNumberOfPeels(int _arg) In case of depth peeling, define the maximum number of peeling layers. Initial value is 4. A special value of 0 means no maximum limit. It has to be a positive value. V.GetMaximumNumberOfPeels() -> int C++: virtual int GetMaximumNumberOfPeels() In case of depth peeling, define the maximum number of peeling layers. Initial value is 4. A special value of 0 means no maximum limit. It has to be a positive value. V.PostReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override; Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called after other mapper shader replacements. Return false on error. V.SetShaderParameters(vtkShaderProgram, vtkAbstractMapper, vtkProp, vtkOpenGLVertexArrayObject) -> bool C++: bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override; Update the uniforms of the shader program. Return false on error. V.SetOpaqueZTexture(vtkTextureObject) C++: void SetOpaqueZTexture(vtkTextureObject *) V.SetOpaqueRGBATexture(vtkTextureObject) C++: void SetOpaqueRGBATexture(vtkTextureObject *) V.SetDepthFormat(int) C++: virtual void SetDepthFormat(int _arg) Set the format to use for the depth texture e.g. vtkTextureObject::Float32 ?vtkDualDepthPeelingPassGetVolumetricPassGetShaderStageMTimePreReplaceShaderValuesSetVolumetricPassvtkDualDepthPeelingPass - Implements the dual depth peeling algorithm. Superclass: vtkDepthPeelingPass Dual depth peeling is an augmentatation of the standard depth peeling algorithm that peels two layers (front and back) for each render pass. The technique is described in "Order independent transparency with dual depth peeling" (February 2008) by L. Bavoil, K. Myers. This algorithm has been extended to also peel volumetric data along with translucent geometry. To use this feature, set VolumetricPass to an appropriate RenderPass (usually vtkVolumetricPass). The pass occurs in several stages: 1. Copy the current (opaque geometry) depth buffer into a texture. 2. Initialize the min-max depth buffer from the opaque depth texture and the translucent geometry. 3. Peel the nearest and farthest fragments: 3a. Blend fragments that match the nearest depth of the min-max depth buffer into the front buffer. 3b. Write the far depth fragments into a temporary buffer. 3c. Extract the next set of min/max depth values for the next peel. 3d. Blend the temporary far fragment texture (3b) into an accumulation texture. 3e. Go back to 3a and repeat until the maximum number of peels is met, or the desired occlusion ratio is satisfied. 4. If the occlusion ratio != 0 (i.e. we hit the maximum number of peels before finishing), alpha blend the remaining fragments in-between the near and far accumulation textures. 5. Blend all accumulation buffers over the opaque color buffer to produce the final image. vtkRenderingOpenGL2Python.vtkDualDepthPeelingPassV.SafeDownCast(vtkObjectBase) -> vtkDualDepthPeelingPass C++: static vtkDualDepthPeelingPass *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkDualDepthPeelingPass C++: vtkDualDepthPeelingPass *NewInstance() V.GetVolumetricPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetVolumetricPass() Delegate for rendering the volumetric geometry, if needed. It is usually set to a vtkVolumetricPass. Initial value is a NULL pointer. V.SetVolumetricPass(vtkRenderPass) C++: virtual void SetVolumetricPass(vtkRenderPass *volumetricPass) Delegate for rendering the volumetric geometry, if needed. It is usually set to a vtkVolumetricPass. Initial value is a NULL pointer. V.PreReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override; Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called before other mapper shader replacments Return false on error. V.GetShaderStageMTime() -> int C++: vtkMTimeType GetShaderStageMTime() override; For multi-stage render passes that need to change shader code during a single pass, use this method to notify a mapper that the shader needs to be rebuilt (rather than reuse the last cached shader. This method should return the last time that the shader stage changed, or 0 if the shader is single-stage. vtkEDLShadingvtkEDLShading - Implement an EDL offscreen shading. Superclass: vtkDepthImageProcessingPass Shade the image renderered by its delegate. Two image resolutions are used This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. The delegate is used once. Its delegate is usually set to a vtkCameraPass or to a post-processing pass. vtkRenderingOpenGL2Python.vtkEDLShadingV.SafeDownCast(vtkObjectBase) -> vtkEDLShading C++: static vtkEDLShading *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkEDLShading C++: vtkEDLShading *NewInstance() vtkFramebufferPassGetColorTextureGetDepthTextureSetColorFormatvtkFramebufferPass - Render into a FO Superclass: vtkDepthImageProcessingPass @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkFramebufferPassV.SafeDownCast(vtkObjectBase) -> vtkFramebufferPass C++: static vtkFramebufferPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkFramebufferPass C++: vtkFramebufferPass *NewInstance() V.SetColorFormat(int) C++: virtual void SetColorFormat(int _arg) Set the format to use for the color texture vtkTextureObject::Float16 vtkTextureObject::Float32 and vtkTextureObject::Fixed8 are supported. Fixed8 is the default. V.GetDepthTexture() -> vtkTextureObject C++: virtual vtkTextureObject *GetDepthTexture() V.GetColorTexture() -> vtkTextureObject C++: virtual vtkTextureObject *GetColorTexture() vtkGaussianBlurPassvtkGaussianBlurPass - Implement a post-processing Gaussian blur render pass. Superclass: vtkImageProcessingPass Blur the image renderered by its delegate. Blurring uses a Gaussian low-pass filter with a 5x5 kernel. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. The delegate is used once. Its delegate is usually set to a vtkCameraPass or to a post-processing pass. This pass requires a OpenGL context that supports texture objects (TO), framebuffer objects (FBO) and GLSL. If not, it will emit an error message and will render its delegate and return. @par Implementation: As the filter is separable, it first blurs the image horizontally and then vertically. This reduces the number of texture sampling to 5 per pass. In addition, as texture sampling can already blend texel values in linear mode, by adjusting the texture coordinate accordingly, only 3 texture sampling are actually necessary. Reference: OpenGL Bloom Toturial by Philip Rideout, section Exploit Hardware Filtering http://prideout.net/bloom/index.php#Sneaky @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkGaussianBlurPassV.SafeDownCast(vtkObjectBase) -> vtkGaussianBlurPass C++: static vtkGaussianBlurPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkGaussianBlurPass C++: vtkGaussianBlurPass *NewInstance() vtkGenericOpenGLRenderWindowPushStatePopStateGetReadyForRenderingSetFrontBufferSetFrontLeftBufferSetFrontRightBufferSetBackBufferSetBackLeftBufferSetIsDirectSetBackRightBufferSetSupportsOpenGLSetIsCurrentSetReadyForRenderingSetScreenSizeSetIsPickingGetMaximumHardwareLineWidthDestroyWindowCreateAWindowSetNextWindowInfoSetNextWindowIdGetEventPendingWindowRemapSetFullScreenShowCursorHideCursorGetScreenSizeSetParentInfoSetWindowInfoGetGenericDrawableGetGenericContextGetGenericParentIdGetGenericDisplayIdSetParentIdSetDisplayIdGetGenericWindowIdSetWindowIdFinalizevtkRenderWindowGetForceMaximumHardwareLineWidthMinValueGetForceMaximumHardwareLineWidthMaxValueGetForceMaximumHardwareLineWidthSetForceMaximumHardwareLineWidthvtkGenericOpenGLRenderWindow - platform independent render window Superclass: vtkOpenGLRenderWindow vtkGenericOpenGLRenderWindow provides a skeleton for implementing a render window using one's own OpenGL context and drawable. To be effective, one must register an observer for WindowMakeCurrentEvent, WindowIsCurrentEvent and WindowFrameEvent. When this class sends a WindowIsCurrentEvent, the call data is an bool* which one can use to return whether the context is current. vtkRenderingOpenGL2Python.vtkGenericOpenGLRenderWindowV.SafeDownCast(vtkObjectBase) -> vtkGenericOpenGLRenderWindow C++: static vtkGenericOpenGLRenderWindow *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkGenericOpenGLRenderWindow C++: vtkGenericOpenGLRenderWindow *NewInstance() V.Finalize() C++: void Finalize() override; Cleans up graphics resources allocated in the context for this VTK scene. V.Frame() C++: void Frame() override; flush the pending drawing operations Class user may to watch for WindowFrameEvent and act on it V.MakeCurrent() C++: void MakeCurrent() override; Makes the context current. It is the class user's responsibility to watch for WindowMakeCurrentEvent and set it current. V.IsCurrent() -> bool C++: bool IsCurrent() override; Returns if the context is current. It is the class user's responsibility to watch for WindowIsCurrentEvent and set the bool* flag passed through the call data parameter. V.SupportsOpenGL() -> int C++: int SupportsOpenGL() override; Returns if OpenGL is supported. It is the class user's responsibility to watch for WindowSupportsOpenGLEvent and set the int* flag passed through the call data parameter. V.IsDirect() -> int C++: int IsDirect() override; Returns if the context is direct. It is the class user's responsibility to watch for WindowIsDirectEvent and set the int* flag passed through the call data parameter. V.SetFrontBuffer(int) C++: void SetFrontBuffer(unsigned int) set the drawing buffers to use V.SetFrontLeftBuffer(int) C++: void SetFrontLeftBuffer(unsigned int) V.SetFrontRightBuffer(int) C++: void SetFrontRightBuffer(unsigned int) V.SetBackBuffer(int) C++: void SetBackBuffer(unsigned int) V.SetBackLeftBuffer(int) C++: void SetBackLeftBuffer(unsigned int) V.SetBackRightBuffer(int) C++: void SetBackRightBuffer(unsigned int) V.PushState() C++: void PushState() no-op (for API compat with OpenGL1). V.PopState() C++: void PopState() no-op (for API compat with OpenGL1). V.SetWindowId(void) C++: void SetWindowId(void *) override; does nothing V.GetGenericWindowId() -> void C++: void *GetGenericWindowId() override; Dummy stubs for vtkWindow API. V.SetDisplayId(void) C++: void SetDisplayId(void *) override; Dummy stubs for vtkWindow API. V.SetParentId(void) C++: void SetParentId(void *) override; Dummy stubs for vtkWindow API. V.GetGenericDisplayId() -> void C++: void *GetGenericDisplayId() 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.SetWindowInfo(string) C++: void SetWindowInfo(char *) override; Dummy stubs for vtkWindow API. V.SetParentInfo(string) C++: void SetParentInfo(char *) override; Dummy stubs for vtkWindow API. V.GetScreenSize() -> (int, int) C++: int *GetScreenSize() override; Get the current size of the screen in pixels. V.Start() C++: void Start() override; Initialize the rendering process. 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. Set cursor position in window (note that (0,0) is the lower left corner). 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. Set cursor position in window (note that (0,0) is the lower left corner). V.SetFullScreen(int) C++: void SetFullScreen(int) override; Turn on/off rendering full screen window size. V.WindowRemap() C++: void WindowRemap() override; Remap the rendering window. This probably only works on UNIX right now. It is useful for changing properties that can't normally be changed once the window is up. V.GetEventPending() -> int C++: int GetEventPending() override; Check to see if a mouse button has been pressed. All other events are ignored by this method. Ideally, you want to abort the render on any event which causes the DesiredUpdateRate to switch from a high-quality rate to a more interactive rate. V.SetNextWindowId(void) C++: void SetNextWindowId(void *) override; Dummy stubs for vtkWindow API. V.SetNextWindowInfo(string) C++: void SetNextWindowInfo(char *) override; Dummy stubs for vtkWindow API. V.CreateAWindow() C++: void CreateAWindow() override; Create a not-off-screen window. V.DestroyWindow() C++: void DestroyWindow() override; Destroy a not-off-screen window. V.SetIsDirect(int) C++: void SetIsDirect(int newValue) Allow to update state within observer callback without changing data argument and MTime. V.SetSupportsOpenGL(int) C++: void SetSupportsOpenGL(int newValue) Allow to update state within observer callback without changing data argument and MTime. V.SetIsCurrent(bool) C++: void SetIsCurrent(bool newValue) Allow to update state within observer callback without changing data argument and MTime. V.Render() C++: void Render() override; Override the Render method to do some state management. This method saves the OpenGL state before asking its child renderers to render their image. Once this is done, the OpenGL state is restored. \sa vtkOpenGLRenderWindow::SaveGLState() \sa vtkOpenGLRenderWindow::RestoreGLState() V.GetMaximumHardwareLineWidth() -> float C++: float GetMaximumHardwareLineWidth() override; Overridden to pass explicitly specified MaximumHardwareLineWidth, if any. V.SetForceMaximumHardwareLineWidth(float) C++: virtual void SetForceMaximumHardwareLineWidth(float _arg) Specificy a non-zero line width to force the hardware line width determined by the window. V.GetForceMaximumHardwareLineWidthMinValue() -> float C++: virtual float GetForceMaximumHardwareLineWidthMinValue() Specificy a non-zero line width to force the hardware line width determined by the window. V.GetForceMaximumHardwareLineWidthMaxValue() -> float C++: virtual float GetForceMaximumHardwareLineWidthMaxValue() Specificy a non-zero line width to force the hardware line width determined by the window. V.GetForceMaximumHardwareLineWidth() -> float C++: virtual float GetForceMaximumHardwareLineWidth() Specificy a non-zero line width to force the hardware line width determined by the window. V.SetReadyForRendering(bool) C++: virtual void SetReadyForRendering(bool _arg) Set this to true to indicate that the context is now ready. For backwards compatibility reasons, it's set to true by default. If set to false, the `Render` call will be skipped entirely. V.GetReadyForRendering() -> bool C++: virtual bool GetReadyForRendering() Set this to true to indicate that the context is now ready. For backwards compatibility reasons, it's set to true by default. If set to false, the `Render` call will be skipped entirely. V.SetScreenSize(int, int) C++: void SetScreenSize(int, int) V.SetScreenSize((int, int)) C++: void SetScreenSize(int a[2]) V.SetIsPicking(int) C++: void SetIsPicking(int isPicking) override; Overridden to invoke vtkCommand::StartPickEvent and vtkCommand::EndPickEvent. v~vtkHiddenLineRemovalPassvtkHiddenLineRemovalPass - RenderPass for HLR. Superclass: vtkOpenGLRenderPass This render pass renders wireframe polydata such that only the front wireframe surface is drawn. vtkRenderingOpenGL2Python.vtkHiddenLineRemovalPassV.SafeDownCast(vtkObjectBase) -> vtkHiddenLineRemovalPass C++: static vtkHiddenLineRemovalPass *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkHiddenLineRemovalPass C++: vtkHiddenLineRemovalPass *NewInstance() vtkImageProcessingPass - Convenient class for post-processing passes. Superclass: vtkRenderPass render pass. Abstract class with some convenient methods frequently used in subclasses. @sa vtkRenderPass vtkGaussianBlurPass vtkSobelGradientMagnitudePass vtkRenderingOpenGL2Python.vtkImageProcessingPassV.SafeDownCast(vtkObjectBase) -> vtkImageProcessingPass C++: static vtkImageProcessingPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkImageProcessingPass C++: vtkImageProcessingPass *NewInstance() V.GetDelegatePass() -> vtkRenderPass C++: virtual vtkRenderPass *GetDelegatePass() Delegate for rendering the image to be processed. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkCameraPass or to a post-processing pass. Initial value is a NULL pointer. V.SetDelegatePass(vtkRenderPass) C++: virtual void SetDelegatePass(vtkRenderPass *delegatePass) Delegate for rendering the image to be processed. If it is NULL, nothing will be rendered and a warning will be emitted. It is usually set to a vtkCameraPass or to a post-processing pass. Initial value is a NULL pointer. vtkLightingMapPassRENDER_NORMALSRENDER_LUMINANCESetRenderTypevtkLightingMapPass.RenderMode(i)GetRenderTypevtkLightingMapPass - TO DO Superclass: vtkDefaultPass Renders lighting information directly instead of final shaded colors. The information keys allow the selection of either normal rendering or luminance. For normals, the (nx, ny, nz) tuple are rendered directly into the (r,g,b) fragment. For luminance, the diffuse and specular intensities are rendered into the red and green channels, respectively. The blue channel is zero. For both luminances and normals, the alpha channel is set to 1.0 if present. @sa vtkRenderPass vtkDefaultPass vtkRenderingOpenGL2Python.vtkLightingMapPassV.SafeDownCast(vtkObjectBase) -> vtkLightingMapPass C++: static vtkLightingMapPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLightingMapPass C++: vtkLightingMapPass *NewInstance() V.SetRenderType(RenderMode) C++: virtual void SetRenderType(RenderMode _arg) Set the type of lighting render to perform V.GetRenderType() -> RenderMode C++: virtual RenderMode GetRenderType() Set the type of lighting render to perform V.RENDER_LUMINANCE() -> vtkInformationIntegerKey C++: static vtkInformationIntegerKey *RENDER_LUMINANCE() If this key exists on the PropertyKeys of a prop, the active scalar array on the prop will be rendered as its color. This key is mutually exclusive with the RENDER_LUMINANCE key. V.RENDER_NORMALS() -> vtkInformationIntegerKey C++: static vtkInformationIntegerKey *RENDER_NORMALS() if this key exists on the ProperyKeys of a prop, the active vector array on the prop will be rendered as its color. This key is mutually exclusive with the RENDER_LUMINANCE key. vtkRenderingOpenGL2Python.vtkLightingMapPass.RenderModevtkLightsPassvtkLightsPass - Implement the lights render pass. Superclass: vtkRenderPass Render the lights. This pass expects an initialized camera. It disables all the lights, apply transformations for lights following the camera, and turn on the enables lights. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkLightsPassV.SafeDownCast(vtkObjectBase) -> vtkLightsPass C++: static vtkLightsPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkLightsPass C++: vtkLightsPass *NewInstance() vtkOpaquePassvtkOpaquePass - Render the opaque geometry with property key filtering. Superclass: vtkDefaultPass vtkOpaquePass renders the opaque geometry of all the props that have the keys contained in vtkRenderState. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. @sa vtkRenderPass vtkDefaultPass vtkRenderingOpenGL2Python.vtkOpaquePassV.SafeDownCast(vtkObjectBase) -> vtkOpaquePass C++: static vtkOpaquePass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpaquePass C++: vtkOpaquePass *NewInstance() vtkOpenGLActorGLDepthMaskOverridevtkProp3DvtkOpenGLActor - OpenGL actor Superclass: vtkActor vtkOpenGLActor is a concrete implementation of the abstract class vtkActor. vtkOpenGLActor interfaces to the OpenGL rendering library. vtkRenderingOpenGL2Python.vtkOpenGLActorV.SafeDownCast(vtkObjectBase) -> vtkOpenGLActor C++: static vtkOpenGLActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLActor C++: vtkOpenGLActor *NewInstance() V.Render(vtkRenderer, vtkMapper) C++: void Render(vtkRenderer *ren, vtkMapper *mapper) override; Actual actor render method. V.GLDepthMaskOverride() -> vtkInformationIntegerKey C++: static vtkInformationIntegerKey *GLDepthMaskOverride() If this key is set in GetPropertyKeys(), the glDepthMask will be adjusted prior to rendering translucent objects. This is useful for e.g. depth peeling. * If GetIsOpaque() == true, the depth mask is always enabled, regardless of * this key. Otherwise, the depth mask is disabled for default alpha blending * unless this key is set. * If this key is set, the integer value has the following meanings: * 0: glDepthMask(GL_FALSE) * 1: glDepthMask(GL_TRUE) * Anything else: No change to depth mask. vtkOpenGLBillboardTextActor3DvtkBillboardTextActor3DvtkOpenGLBillboardTextActor3D - Handles GL2PS capture of billboard text. Superclass: vtkBillboardTextActor3D RenderTranslucentPolygonalGeometryvtkRenderingOpenGL2Python.vtkOpenGLBillboardTextActor3DV.SafeDownCast(vtkObjectBase) -> vtkOpenGLBillboardTextActor3D C++: static vtkOpenGLBillboardTextActor3D *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLBillboardTextActor3D C++: vtkOpenGLBillboardTextActor3D *NewInstance() V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *vp) override; Just render in translucent pass, since it can execute multiple times (depth peeling, for instance). vtkOpenGLBufferObjectIsReadyReleaseGetHandleSetTypeGenerateBufferGetErrorGetTypeObjectTypeElementArrayBuffervtkOpenGLBufferObject.ObjectTypebasic_string::_M_construct null not validvtkOpenGLBufferObject - OpenGL buffer object Superclass: vtkObject OpenGL buffer object to store index, geometry and/or attribute data on the GPU. vtkRenderingOpenGL2Python.vtkOpenGLBufferObjectV.SafeDownCast(vtkObjectBase) -> vtkOpenGLBufferObject C++: static vtkOpenGLBufferObject *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLBufferObject C++: vtkOpenGLBufferObject *NewInstance() V.GetType() -> ObjectType C++: ObjectType GetType() Get the type of the buffer object. V.SetType(ObjectType) C++: void SetType(ObjectType value) Set the type of the buffer object. V.GetHandle() -> int C++: int GetHandle() Get the handle of the buffer object. V.IsReady() -> bool C++: bool IsReady() Determine if the buffer object is ready to be used. V.GenerateBuffer(ObjectType) -> bool C++: bool GenerateBuffer(ObjectType type) Generate the the opengl buffer for this Handle V.Bind() -> bool C++: bool Bind() Bind the buffer object ready for rendering. ote Only one ARRAY_BUFFER and one ELEMENT_ARRAY_BUFFER may be bound at any time. V.Release() -> bool C++: bool Release() Release the buffer. This should be done after rendering is complete. V.ReleaseGraphicsResources() C++: void ReleaseGraphicsResources() Release any graphics resources that are being consumed by this class. V.GetError() -> string C++: std::string GetError() Return a string describing errors. vtkRenderingOpenGL2Python.vtkOpenGLBufferObject.ObjectTypevtkOpenGLCameraUpdateViewportvtkCameravtkOpenGLCamera - OpenGL camera Superclass: vtkCamera vtkOpenGLCamera is a concrete implementation of the abstract class vtkCamera. vtkOpenGLCamera interfaces to the OpenGL rendering library. vtkRenderingOpenGL2Python.vtkOpenGLCameraV.SafeDownCast(vtkObjectBase) -> vtkOpenGLCamera C++: static vtkOpenGLCamera *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLCamera C++: vtkOpenGLCamera *NewInstance() V.Render(vtkRenderer) C++: void Render(vtkRenderer *ren) override; Implement base class method. V.UpdateViewport(vtkRenderer) C++: void UpdateViewport(vtkRenderer *ren) override; Update the viewport vtkOpenGLFXAAFilterGetSubpixelBlendLimitMinValueGetSubpixelBlendLimitMaxValueGetRelativeContrastThresholdGetSubpixelContrastThresholdGetUseHighQualityEndpointsGetEndpointSearchIterationsGetHardContrastThresholdGetSubpixelBlendLimitGetDebugOptionValueUpdateConfigurationvtkFXAAOptionsExecutevtkOpenGLRendererUseHighQualityEndpointsOnUseHighQualityEndpointsOffSetEndpointSearchIterationsSetRelativeContrastThresholdSetHardContrastThresholdSetSubpixelContrastThresholdSetSubpixelBlendLimitSetDebugOptionValuevtkFXAAOptions.DebugOptionSetUseHighQualityEndpointsGetRelativeContrastThresholdMaxValueGetSubpixelContrastThresholdMinValueGetSubpixelContrastThresholdMaxValueGetRelativeContrastThresholdMinValueGetEndpointSearchIterationsMinValueGetEndpointSearchIterationsMaxValueGetHardContrastThresholdMinValueGetHardContrastThresholdMaxValuevtkOpenGLFXAAFilter - Perform FXAA antialiasing on the current framebuffer. Superclass: vtkObject Call Execute() to run a FXAA antialiasing pass on the current OpenGL framebuffer. See method documentation for tunable parameters. Based on the following implementation and description: Whitepaper: http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_ WhitePaper.pdf Sample implementation: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples /es3-kepler/FXAA/FXAA3_11.h TODO there are currently some "banding" artifacts on some edges, particularly single pixel lines. These seem to be caused by using a linear RGB input, rather than a gamma-correct sRGB input. Future work should combine this pass with a gamma correction pass to correct this. Bonus points for precomputing luminosity into the sRGB's alpha channel to save cycles in the FXAA shader! vtkRenderingOpenGL2Python.vtkOpenGLFXAAFilterV.SafeDownCast(vtkObjectBase) -> vtkOpenGLFXAAFilter C++: static vtkOpenGLFXAAFilter *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLFXAAFilter C++: vtkOpenGLFXAAFilter *NewInstance() V.Execute(vtkOpenGLRenderer) C++: void Execute(vtkOpenGLRenderer *ren) Perform FXAA on the current render buffer in ren. V.ReleaseGraphicsResources() C++: void ReleaseGraphicsResources() Release all OpenGL state. V.UpdateConfiguration(vtkFXAAOptions) C++: void UpdateConfiguration(vtkFXAAOptions *opts) Copy the configuration values from opts into this filter. Note that this copies the configuration values from opts -- it does not save theopts pointer. V.SetRelativeContrastThreshold(float) C++: virtual void SetRelativeContrastThreshold(float _arg) Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetRelativeContrastThresholdMinValue() -> float C++: virtual float GetRelativeContrastThresholdMinValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetRelativeContrastThresholdMaxValue() -> float C++: virtual float GetRelativeContrastThresholdMaxValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetRelativeContrastThreshold() -> float C++: virtual float GetRelativeContrastThreshold() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.SetHardContrastThreshold(float) C++: virtual void SetHardContrastThreshold(float _arg) Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetHardContrastThresholdMinValue() -> float C++: virtual float GetHardContrastThresholdMinValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetHardContrastThresholdMaxValue() -> float C++: virtual float GetHardContrastThresholdMaxValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetHardContrastThreshold() -> float C++: virtual float GetHardContrastThreshold() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.SetSubpixelBlendLimit(float) C++: virtual void SetSubpixelBlendLimit(float _arg) Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetSubpixelBlendLimitMinValue() -> float C++: virtual float GetSubpixelBlendLimitMinValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetSubpixelBlendLimitMaxValue() -> float C++: virtual float GetSubpixelBlendLimitMaxValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetSubpixelBlendLimit() -> float C++: virtual float GetSubpixelBlendLimit() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.SetSubpixelContrastThreshold(float) C++: virtual void SetSubpixelContrastThreshold(float _arg) Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetSubpixelContrastThresholdMinValue() -> float C++: virtual float GetSubpixelContrastThresholdMinValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetSubpixelContrastThresholdMaxValue() -> float C++: virtual float GetSubpixelContrastThresholdMaxValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetSubpixelContrastThreshold() -> float C++: virtual float GetSubpixelContrastThreshold() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.SetUseHighQualityEndpoints(bool) C++: virtual void SetUseHighQualityEndpoints(bool val) Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetUseHighQualityEndpoints() -> bool C++: virtual bool GetUseHighQualityEndpoints() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.UseHighQualityEndpointsOn() C++: virtual void UseHighQualityEndpointsOn() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.UseHighQualityEndpointsOff() C++: virtual void UseHighQualityEndpointsOff() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.SetEndpointSearchIterations(int) C++: virtual void SetEndpointSearchIterations(int _arg) Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetEndpointSearchIterationsMinValue() -> int C++: virtual int GetEndpointSearchIterationsMinValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetEndpointSearchIterationsMaxValue() -> int C++: virtual int GetEndpointSearchIterationsMaxValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetEndpointSearchIterations() -> int C++: virtual int GetEndpointSearchIterations() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.SetDebugOptionValue(vtkFXAAOptions.DebugOption) C++: virtual void SetDebugOptionValue( vtkFXAAOptions::DebugOption opt) Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. V.GetDebugOptionValue() -> vtkFXAAOptions.DebugOption C++: virtual vtkFXAAOptions::DebugOption GetDebugOptionValue() Parameter for tuning the FXAA implementation. See vtkFXAAOptions for details and suggested values. ?vtkOpenGLFramebufferObjectBlitInitializeViewportGetBothModeGetReadModeGetDrawModeIsSupportedDeactivateReadBufferDeactivateDrawBuffersGetContextActivateDrawBufferSetContextActivateReadBufferRemoveRenDepthAttachmentRemoveDepthAttachmentRemoveTexDepthAttachmentGetNumberOfColorAttachmentsCheckFrameBufferStatusActivateBufferRemoveColorAttachmentRemoveColorAttachmentsAddDepthAttachmentResizeRemoveTexColorAttachmentsRemoveTexColorAttachmentStartNonOrthoAddColorAttachmentDownloadColor3DownloadColor4DownloadDepthDownloadColor1RenderQuadUnBindRestorePreviousBuffersSaveCurrentBuffersRestorePreviousBindingsSaveCurrentBindingsSaveCurrentBindingsAndBuffersActivateDrawBuffersPopulateFramebufferDownloadGetLastSize@IV *vtkTextureObject@IV *vtkRenderbuffer@IIV|I *vtkTextureObject@IIV *vtkRenderbuffervtkFrameBufferObjectBaseGetMaximumNumberOfActiveTargetsGetMaximumNumberOfRenderTargetsRestorePreviousBindingsAndBuffersvtkOpenGLFramebufferObject - Internal class which encapsulates OpenGL FramebufferObject Superclass: vtkFrameBufferObjectBase Before delving into this class it is best to have some background in some OpenGL terms. OpenGL has a notion of a currently bound Framebuffers for drawing and reading. It can be the default framebuffer such as created with a standard window/context or it can be a user created Framebuffer objects. When draw and read commands are invoked, they apply to the current draw and/or read frambuffers. A framebuffer consists of color buffers and an optional depth buffer. The FramebufferObject does not hold the memory for these buffers, it just keeps track of what buffers are attached to it. The buffers themselves hold the storage for the pixels/depths. In the context of this discussion a buffer can be either a vtkTextureObject (both 2D or a slice of a 3D texture) or a vtkRenderbuffer. In some cases a renderbuffer may be faster or more lightweight but you cannot pass a renderbuffer into a shader for sampling in a later pass like you can a texture. You attach these buffers to the Framebuffer using methods such as AddColorAttachment or AddDepthAttachment In normal usage a buffer is Attached to a FramebufferObject and then some or all of the attached buffers are activated for drawing or reading. When you have a framebuffer bound along with some buffers attached to it you can then activate specific buffers for drawing or reading. So you have draw and read framebuffer objects (bindings) and then for the currently bound FramebufferObjects you have active draw and read buffers. A single FramebufferObject can be bound to both Draw and Read. Likewise a single buffer can be activated for both draw and read operations. You cannot assign and activate a TextureObject for drawing on the FO and at the same time pass it in as a Texture to the shader program. That type of operation is very common and must be done in two steps. - Render to the FO with the Texture attached as an active buffer - deactivate the texture obj and then render with the texture obj as a texture passed into the shader Typical use cases: The simplest example{.cpp} fbo->SetContext(renWin); fbo->SaveCurrentBindingsAndBuffers(); fbo->PopulateFramebuffer(width, height); fbo->Start(); ... fbo->RestorePreviousBindingsAndBuffers(); If you wish to use a texture you created {.cpp} fbo->SetContext(renWin); fbo->SaveCurrentBindingsAndBuffers(); fbo->Bind(); fbo->AddColorAttachment(0, vtkTextureObj); fbo->AddDepthAttachment(); // auto create depth buffer fbo->ActivateBuffer(0); fbo->Start(); ... fbo->RestorePreviousBindingsAndBuffers(); If you will be using a FO repeatedly then it is best to create it attach the bufffers and then use as needed for example Typical use case:{.cpp} // setup the FBO once fbo->SetContext(renWin); fbo->SaveCurrentBindingsAndBuffers(); fbo->Bind(); fbo->AddColorAttachment(0, vtkTextureObj); fbo->AddDepthAttachment(); // auto create depth buffer fbo->RestorePreviousBindingsAndBuffers(); // use it many times fbo->SaveCurrentBindingsAndBuffers(); fbo->Bind(); fbo->ActivateBuffer(0); fbo->Start(); ... // render here etc fbo->RestorePreviousBindingsAndBuffers(); If you with to only bind/attach the draw buffers or read buffers there are mode specific versions of most methods that only apply to the mode specified Draw/Read/Both. The mode argument uses OpenGL constants so this class provides convenience methods to return them named GetDrawMode() GetReadMode() and GetBothMode() so that your code does not need to be polluted with OpenGL headers/constants. This class replaces both vtkFrameBufferObject and vtkFrameBufferObject2 and contins methods from both of them. Most methods from FO2 should work with this class. Just rename FBO2 to FBO and make sure to Save and Restore the bindings and buffers. If you have been using the old FO class, which had comments in the header saying not to use it. Then you are in for a bit more of a conversion but generally it should still be easy. Use the code samples above (or any of the classes in OpenGL2 that currently use FBOs) to guide you. They have all been converted to this class. Where previously a DepthBuffer was autmatically created for you, you now need to do it explicitly using AddDepthAttachment(). This class should be named vtkOpenGLFramebufferObject (FO) Note the capitalization of FramebufferObject @sa vtkTextureObject, vtkRenderbufferObject vtkRenderingOpenGL2Python.vtkOpenGLFramebufferObjectV.SafeDownCast(vtkObjectBase) -> vtkOpenGLFramebufferObject C++: static vtkOpenGLFramebufferObject *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLFramebufferObject C++: vtkOpenGLFramebufferObject *NewInstance() V.SetContext(vtkRenderWindow) C++: void SetContext(vtkRenderWindow *context) Get/Set the context. Context must be a vtkOpenGLRenderWindow. This does not increase the reference count of the context to avoid reference loops. SetContext() may raise an error is the OpenGL context does not support the required OpenGL extensions. V.GetContext() -> vtkOpenGLRenderWindow C++: vtkOpenGLRenderWindow *GetContext() Get/Set the context. Context must be a vtkOpenGLRenderWindow. This does not increase the reference count of the context to avoid reference loops. SetContext() may raise an error is the OpenGL context does not support the required OpenGL extensions. V.Bind() C++: void Bind() V.Bind(int) C++: void Bind(unsigned int mode) Make the draw frame buffer active. V.UnBind() C++: void UnBind() V.UnBind(int) C++: void UnBind(unsigned int mode) Unbind this buffer V.SaveCurrentBindings() C++: void SaveCurrentBindings() V.SaveCurrentBindings(int) C++: void SaveCurrentBindings(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.SaveCurrentBindingsAndBuffers() C++: void SaveCurrentBindingsAndBuffers() V.SaveCurrentBindingsAndBuffers(int) C++: void SaveCurrentBindingsAndBuffers(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.RestorePreviousBindings() C++: void RestorePreviousBindings() V.RestorePreviousBindings(int) C++: void RestorePreviousBindings(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.RestorePreviousBindingsAndBuffers() C++: void RestorePreviousBindingsAndBuffers() V.RestorePreviousBindingsAndBuffers(int) C++: void RestorePreviousBindingsAndBuffers(unsigned int mode) Store/Restore the current framebuffer bindings and buffers. V.SaveCurrentBuffers() C++: void SaveCurrentBuffers() V.SaveCurrentBuffers(int) C++: void SaveCurrentBuffers(unsigned int mode) Store the current draw and read buffers. When restored only the buffers matching mode are modified. GetDrawMode() -> glDrawBuffer GetReadMode() -> glReadBuffer GetBothMode() -> both V.RestorePreviousBuffers() C++: void RestorePreviousBuffers() V.RestorePreviousBuffers(int) C++: void RestorePreviousBuffers(unsigned int mode) Store the current draw and read buffers. When restored only the buffers matching mode are modified. GetDrawMode() -> glDrawBuffer GetReadMode() -> glReadBuffer GetBothMode() -> both V.Start(int, int) -> bool C++: bool Start(int width, int height) User must take care that width/height match the dimensions of the user defined texture attachments. This method makes the "active buffers" the buffers that will get drawn into by subsequent drawing calls. Note that this does not clear the render buffers i.e. no glClear() calls are made by either of these methods. It's up to the caller to clear the buffers if needed. V.StartNonOrtho(int, int) -> bool C++: bool StartNonOrtho(int width, int height) User must take care that width/height match the dimensions of the user defined texture attachments. This method makes the "active buffers" the buffers that will get drawn into by subsequent drawing calls. Note that this does not clear the render buffers i.e. no glClear() calls are made by either of these methods. It's up to the caller to clear the buffers if needed. V.InitializeViewport(int, int) C++: static void InitializeViewport(int width, int height) Set up ortho viewport with scissor, lighting, blend, and depth disabled. The method affects the current bound FBO. The method is static so that it may be used on the default FBO without an instance. Low level api. V.ActivateDrawBuffers(int) C++: void ActivateDrawBuffers(unsigned int n) V.ActivateDrawBuffers([int, ...], int) C++: void ActivateDrawBuffers(unsigned int *ids, int n) V.ActivateDrawBuffer(int) C++: void ActivateDrawBuffer(unsigned int id) V.ActivateReadBuffer(int) C++: void ActivateReadBuffer(unsigned int id) V.ActivateBuffer(int) C++: void ActivateBuffer(unsigned int id) V.DeactivateDrawBuffers() C++: void DeactivateDrawBuffers() V.DeactivateReadBuffer() C++: void DeactivateReadBuffer() V.RenderQuad(int, int, int, int, vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void RenderQuad(int minX, int maxX, int minY, int maxY, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) Renders a quad at the given location with pixel coordinates. This method is provided as a convenience, since we often render quads in a FBO. \pre positive_minX: minX>=0 \pre increasing_x: minX<=maxX \pre valid_maxX: maxX=0 \pre increasing_y: minY<=maxY \pre valid_maxY: maxY int C++: int GetNumberOfColorAttachments(unsigned int mode) Return the number of color attachments for the given mode V.AddDepthAttachment() C++: void AddDepthAttachment() V.AddDepthAttachment(int) C++: void AddDepthAttachment(unsigned int mode) V.AddDepthAttachment(int, vtkTextureObject) C++: void AddDepthAttachment(unsigned int mode, vtkTextureObject *tex) V.AddDepthAttachment(int, vtkRenderbuffer) C++: void AddDepthAttachment(unsigned int mode, vtkRenderbuffer *tex) Directly assign/remove a texture/renderbuffer to depth attachments. V.RemoveDepthAttachment(int) C++: void RemoveDepthAttachment(unsigned int mode) Directly assign/remove a texture/renderbuffer to depth attachments. V.PopulateFramebuffer(int, int) -> bool C++: bool PopulateFramebuffer(int width, int height) V.PopulateFramebuffer(int, int, bool, int, int, bool, int, int) -> bool C++: bool PopulateFramebuffer(int width, int height, bool useTextures, int numberOfColorAttachments, int colorDataType, bool wantDepthAttachment, int depthBitplanes, int multisamples) Convenience method to populate a framebuffer with attachments created as well. Returns true if a complete valid Frambuffer was created V.GetMaximumNumberOfActiveTargets() -> int C++: unsigned int GetMaximumNumberOfActiveTargets() Returns the maximum number of targets that can be rendered to at one time. This limits the active targets set by SetActiveTargets(). The return value is valid only if GetContext is non-null. V.GetMaximumNumberOfRenderTargets() -> int C++: unsigned int GetMaximumNumberOfRenderTargets() Returns the maximum number of render targets available. This limits the available attachement points for SetColorAttachment(). The return value is valid only if GetContext is non-null. V.GetLastSize() -> (int, ...) C++: int *GetLastSize() override; V.GetLastSize(int, int) C++: void GetLastSize(int &_arg1, int &_arg2) override; V.GetLastSize([int, int]) C++: void GetLastSize(int _arg[2]) override; Dimensions in pixels of the framebuffer. V.IsSupported(vtkOpenGLRenderWindow) -> bool C++: static bool IsSupported(vtkOpenGLRenderWindow *) Returns if the context supports the required extensions. Extension will be loaded when the conetxt is set. V.CheckFrameBufferStatus(int) -> int C++: int CheckFrameBufferStatus(unsigned int mode) Validate the current FBO configuration (attachments, formats, etc) prints detected errors to vtkErrorMacro. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *win) Deactivate and UnBind V.Blit((int, int, int, int), (int, int, int, int), int, int) -> int C++: static int Blit(const int srcExt[4], const int destExt[4], unsigned int bits, unsigned int mapping) Copy from the currently bound READ FBO to the currently bound DRAW FBO. The method is static so that one doesn't need to ccreate an instance when transferring between attachments in the default FBO. V.DownloadColor1([int, int, int, int], int, int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadColor1(int extent[4], int vtkType, int channel) Download data from the read color attachment of the currently bound FBO into the retruned PBO. The PBO must be free'd when you are finished with it. The number of components in the PBO is the same as in the name of the specific download function. When downloading a single color channel, the channel must be identified by index, 1->red, 2->green, 3-> blue. V.DownloadColor3([int, int, int, int], int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadColor3(int extent[4], int vtkType) V.DownloadColor4([int, int, int, int], int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadColor4(int extent[4], int vtkType) V.DownloadDepth([int, int, int, int], int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *DownloadDepth(int extent[4], int vtkType) Download data from the depth attachment of the currently bound FBO. The returned PBO must be Delete'd by the caller. The retruned PBO has one component. V.Download([int, int, int, int], int, int, int, int) -> vtkPixelBufferObject C++: vtkPixelBufferObject *Download(int extent[4], int vtkType, int nComps, int oglType, int oglFormat) V.Download([int, int, int, int], int, int, int, int, vtkPixelBufferObject) C++: static void Download(int extent[4], int vtkType, int nComps, int oglType, int oglFormat, vtkPixelBufferObject *pbo) Download data from the read buffer of the current FBO. These are low level meothds. In the static variant a PBO must be passed in since we don't have access to a context. The static method is provided so that one may download from the default FBO. V.GetDrawMode() -> int C++: static unsigned int GetDrawMode() V.GetReadMode() -> int C++: static unsigned int GetReadMode() V.GetBothMode() -> int C++: static unsigned int GetBothMode() V.Resize(int, int) C++: void Resize(int width, int height) Resize all FO attachments V.RemoveTexColorAttachments(int, int) C++: void RemoveTexColorAttachments(unsigned int mode, unsigned int num) V.RemoveTexColorAttachment(int, int) C++: void RemoveTexColorAttachment(unsigned int mode, unsigned int attId) V.RemoveRenDepthAttachment(int) C++: void RemoveRenDepthAttachment(unsigned int mode) V.RemoveTexDepthAttachment(int) C++: void RemoveTexDepthAttachment(unsigned int mode) vtkOpenGLGlyph3DMappervtkGlyph3DMappervtkOpenGLGlyph3DMapper - vtkOpenGLGlyph3D on the GPU. Superclass: vtkGlyph3DMapper Do the same job than vtkGlyph3D but on the GPU. For this reason, it is a mapper not a vtkPolyDataAlgorithm. Also, some methods of vtkOpenGLGlyph3D don't make sense in vtkOpenGLGlyph3DMapper: GeneratePointIds, old-style SetSource, PointIdsName, IsPointVisible. @sa vtkOpenGLGlyph3D vtkRenderingOpenGL2Python.vtkOpenGLGlyph3DMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLGlyph3DMapper C++: static vtkOpenGLGlyph3DMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLGlyph3DMapper C++: vtkOpenGLGlyph3DMapper *NewInstance() V.Render(vtkRenderer, vtkActor) C++: void Render(vtkRenderer *ren, vtkActor *a) override; Method initiates the mapping process. Generally sent by the actor as each frame is rendered. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *window) 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. vtkOpenGLHardwareSelectorBeginSelectionRenderProcessIdRenderAttributeIdRenderCompositeIndexEndRenderPropBeginRenderPropvtkHardwareSelectorvtkOpenGLHardwareSelector - implements the device specific code of vtkOpenGLHardwareSelector. Superclass: vtkHardwareSelector Implements the device specific code of vtkOpenGLHardwareSelector. @sa vtkHardwareSelector vtkRenderingOpenGL2Python.vtkOpenGLHardwareSelectorV.SafeDownCast(vtkObjectBase) -> vtkOpenGLHardwareSelector C++: static vtkOpenGLHardwareSelector *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLHardwareSelector C++: vtkOpenGLHardwareSelector *NewInstance() V.BeginRenderProp() C++: void BeginRenderProp() override; Called by the mapper before and after rendering each prop. V.EndRenderProp() C++: void EndRenderProp() override; Called by the mapper (vtkHardwareSelectionPolyDataPainter) before and after rendering each prop. V.RenderCompositeIndex(int) C++: void RenderCompositeIndex(unsigned int index) override; Called by any vtkMapper or vtkProp subclass to render a composite-index. Currently indices >= 0xffffff are not supported. V.RenderAttributeId(int) C++: void RenderAttributeId(vtkIdType attribid) override; Called by any vtkMapper or vtkProp subclass to render an attribute's id. V.RenderProcessId(int) C++: void RenderProcessId(unsigned int processid) override; Called by any vtkMapper or subclass to render process id. This has any effect when this->UseProcessIdFromData is true. V.BeginSelection() C++: void BeginSelection() override; vtkOpenGLImageAlgorithmHelperUpdateShaderUniformsInitializeShaderUniformsSetRenderWindowthis function takes no keyword argumentsvtkOpenGLImageAlgorithmCallbackvtkOpenGLImageAlgorithmCallback - no description provided. vtkOpenGLImageAlgorithmCallback() vtkOpenGLImageAlgorithmHelper - Help image algorithms use the GPU Superclass: vtkObject Designed to make it easier to accelerate an image algorithm on the GPU vtkRenderingOpenGL2Python.vtkOpenGLImageAlgorithmHelperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLImageAlgorithmHelper C++: static vtkOpenGLImageAlgorithmHelper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLImageAlgorithmHelper C++: vtkOpenGLImageAlgorithmHelper *NewInstance() V.SetRenderWindow(vtkRenderWindow) C++: void SetRenderWindow(vtkRenderWindow *renWin) Set the render window to get the OpenGL resources from vtkRenderingOpenGL2Python.vtkOpenGLImageAlgorithmCallbackV.InitializeShaderUniforms(vtkShaderProgram) C++: virtual void InitializeShaderUniforms(vtkShaderProgram *) V.UpdateShaderUniforms(vtkShaderProgram, int) C++: virtual void UpdateShaderUniforms(vtkShaderProgram *, int) 31vtkOpenGLImageAlgorithmCallbackDrawPixelsvtkOpenGLImageMapperRenderOverlayvtkActor2DRenderDatavtkImageDatavtkImageMappervtkMapper2DvtkOpenGLImageMapper - 2D image display support for OpenGL Superclass: vtkImageMapper vtkOpenGLImageMapper is a concrete subclass of vtkImageMapper that renders images under OpenGL @warning vtkOpenGLImageMapper does not support vtkBitArray, you have to convert the array first to vtkUnsignedCharArray (for example) @sa vtkImageMapper vtkRenderingOpenGL2Python.vtkOpenGLImageMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLImageMapper C++: static vtkOpenGLImageMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLImageMapper C++: vtkOpenGLImageMapper *NewInstance() V.RenderOverlay(vtkViewport, vtkActor2D) C++: void RenderOverlay(vtkViewport *viewport, vtkActor2D *actor) override; Handle the render method. V.RenderData(vtkViewport, vtkImageData, vtkActor2D) C++: void RenderData(vtkViewport *viewport, vtkImageData *data, vtkActor2D *actor) override; Called by the Render function in vtkImageMapper. Actually draws the image to the screen. V.DrawPixels(vtkViewport, int, int, int, void) C++: void DrawPixels(vtkViewport *vp, int width, int height, int numComponents, void *data) draw the data once it has been converted to uchar, windowed leveled used internally by the templated functions V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper, the image texture in particular. vtkOpenGLImageSliceMappervtkImageSlicevtkImageSliceMappervtkImageMapper3DvtkOpenGLImageSliceMapper - OpenGL mapper for image slice display Superclass: vtkImageSliceMapper vtkOpenGLImageSliceMapper is a concrete implementation of the abstract class vtkImageSliceMapper that interfaces to the OpenGL library.@par Thanks: Thanks to David Gobbi at the Seaman Family MR Centre and Dept. of Clinical Neurosciences, Foothills Medical Centre, Calgary, for providing this class. vtkRenderingOpenGL2Python.vtkOpenGLImageSliceMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLImageSliceMapper C++: static vtkOpenGLImageSliceMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLImageSliceMapper C++: vtkOpenGLImageSliceMapper *NewInstance() V.Render(vtkRenderer, vtkImageSlice) C++: void Render(vtkRenderer *ren, vtkImageSlice *prop) override; Implement base class method. Perform the render. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this mapper, the image texture in particular. Using the same texture in multiple render windows is NOT currently supported. vtkOpenGLIndexBufferObjectCreateStripIndexBuffervtkCellArrayCreateTriangleIndexBuffervtkPointsCreateEdgeFlagIndexBuffervtkDataArrayCreateTriangleLineIndexBufferCreateLineIndexBufferCreatePointIndexBuffervtkOpenGLIndexBufferObject - OpenGL vertex buffer object Superclass: vtkOpenGLBufferObject OpenGL buffer object to store geometry and/or attribute data on the GPU. vtkRenderingOpenGL2Python.vtkOpenGLIndexBufferObjectV.SafeDownCast(vtkObjectBase) -> vtkOpenGLIndexBufferObject C++: static vtkOpenGLIndexBufferObject *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLIndexBufferObject C++: vtkOpenGLIndexBufferObject *NewInstance() V.CreateTriangleIndexBuffer(vtkCellArray, vtkPoints) -> int C++: size_t CreateTriangleIndexBuffer(vtkCellArray *cells, vtkPoints *points) used to create an IBO for triangle primitives V.CreateTriangleLineIndexBuffer(vtkCellArray) -> int C++: size_t CreateTriangleLineIndexBuffer(vtkCellArray *cells) create a IBO for wireframe polys/tris V.CreateLineIndexBuffer(vtkCellArray) -> int C++: size_t CreateLineIndexBuffer(vtkCellArray *cells) create a IBO for wireframe polys/tris V.CreatePointIndexBuffer(vtkCellArray) -> int C++: size_t CreatePointIndexBuffer(vtkCellArray *cells) used to create an IBO for primitives as points V.CreateStripIndexBuffer(vtkCellArray, bool) -> int C++: size_t CreateStripIndexBuffer(vtkCellArray *cells, bool wireframeTriStrips) used to create an IBO for line strips and triangle strips V.CreateEdgeFlagIndexBuffer(vtkCellArray, vtkDataArray) -> int C++: size_t CreateEdgeFlagIndexBuffer(vtkCellArray *cells, vtkDataArray *edgeflags) vtkOpenGLLabeledContourMappervtkLabeledContourMappervtkOpenGLLabeledContourMapper - vtkOpenGLLabeledContourMapper is an override for vtkLabeledContourMapper that implements stenciling using the OpenGL2 API. Superclass: vtkLabeledContourMapper vtkRenderingOpenGL2Python.vtkOpenGLLabeledContourMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLLabeledContourMapper C++: static vtkOpenGLLabeledContourMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLLabeledContourMapper C++: vtkOpenGLLabeledContourMapper *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Release graphics resources vtkOpenGLLightvtkLightvtkOpenGLLight - OpenGL light Superclass: vtkLight vtkOpenGLLight is a concrete implementation of the abstract class vtkLight. vtkOpenGLLight interfaces to the OpenGL rendering library. vtkRenderingOpenGL2Python.vtkOpenGLLightV.SafeDownCast(vtkObjectBase) -> vtkOpenGLLight C++: static vtkOpenGLLight *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLLight C++: vtkOpenGLLight *NewInstance() V.Render(vtkRenderer, int) C++: void Render(vtkRenderer *ren, int light_index) override; Implement base class method. vtkOpenGLPointGaussianMappervtkPointGaussianMappervtkOpenGLPointGaussianMapper - draw PointGaussians using imposters Superclass: vtkPointGaussianMapper An OpenGL mapper that uses imposters to draw PointGaussians. Supports transparency and picking as well. vtkRenderingOpenGL2Python.vtkOpenGLPointGaussianMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLPointGaussianMapper C++: static vtkOpenGLPointGaussianMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLPointGaussianMapper C++: vtkOpenGLPointGaussianMapper *NewInstance() V.GetIsOpaque() -> bool C++: bool GetIsOpaque() override; Is this mapper opqaue? currently always false. GetHaveAppleBugGetSupportsSelectionGetVBOsGetPopulateSelectionSettingsSetPopulateSelectionSettingsForceHaveAppleBugOffForceHaveAppleBugOnShallowCopySetVBOShiftScaleMethodGetVertexShaderCodeGetCompositeIdArrayNameGetPointIdArrayNameGetGeometryShaderCodeGetProcessIdArrayNameGetFragmentShaderCodeGetCellIdArrayNameClearShaderReplacementvtkShader.TypeAddShaderReplacementSetVertexShaderCodeSetPointIdArrayNameSetCompositeIdArrayNameSetGeometryShaderCodeSetCellIdArrayNameSetProcessIdArrayNameSetFragmentShaderCodePrimitiveTypesRemoveVertexAttributeMappingMapDataArrayToVertexAttributeRenderPieceFinishRenderPieceDrawRenderPieceStartRenderPiecePrimitiveStartPrimitivePointsPrimitiveLinesPrimitiveTrisPrimitiveTriStripsPrimitiveTrisEdgesPrimitiveTriStripsEdgesPrimitiveVerticesPrimitiveEndvtkOpenGLPolyDataMapper - PolyDataMapper using OpenGL to render. Superclass: vtkPolyDataMapper PolyDataMapper that uses a OpenGL to do the actual rendering. RemoveAllVertexAttributeMappingsvtkRenderingOpenGL2Python.vtkOpenGLPolyDataMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLPolyDataMapper C++: static vtkOpenGLPolyDataMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLPolyDataMapper C++: vtkOpenGLPolyDataMapper *NewInstance() V.RenderPiece(vtkRenderer, vtkActor) C++: void RenderPiece(vtkRenderer *ren, vtkActor *act) override; Implemented by sub classes. Actual rendering is done here. V.RenderPieceStart(vtkRenderer, vtkActor) C++: virtual void RenderPieceStart(vtkRenderer *ren, vtkActor *act) Implemented by sub classes. Actual rendering is done here. V.RenderPieceDraw(vtkRenderer, vtkActor) C++: virtual void RenderPieceDraw(vtkRenderer *ren, vtkActor *act) Implemented by sub classes. Actual rendering is done here. V.RenderPieceFinish(vtkRenderer, vtkActor) C++: virtual void RenderPieceFinish(vtkRenderer *ren, vtkActor *act) Implemented by sub classes. Actual rendering is done here. V.GetPopulateSelectionSettings() -> int C++: virtual int GetPopulateSelectionSettings() V.SetPopulateSelectionSettings(int) C++: void SetPopulateSelectionSettings(int v) V.GetSupportsSelection() -> bool C++: bool GetSupportsSelection() override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS Used by vtkHardwareSelector to determine if the prop supports hardware selection. V.SetPointIdArrayName(string) C++: virtual void SetPointIdArrayName(const char *_arg) By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. V.GetPointIdArrayName() -> string C++: virtual char *GetPointIdArrayName() By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. V.SetCellIdArrayName(string) C++: virtual void SetCellIdArrayName(const char *_arg) By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. V.GetCellIdArrayName() -> string C++: virtual char *GetCellIdArrayName() By default, this class uses the dataset's point and cell ids during rendering. However, one can override those by specifying cell and point data arrays to use instead. Currently, only vtkIdType array is supported. Set to NULL string (default) to use the point ids instead. V.SetProcessIdArrayName(string) C++: virtual void SetProcessIdArrayName(const char *_arg) If this class should override the process id using a data-array, set this variable to the name of the array to use. It must be a point-array. V.GetProcessIdArrayName() -> string C++: virtual char *GetProcessIdArrayName() If this class should override the process id using a data-array, set this variable to the name of the array to use. It must be a point-array. V.SetCompositeIdArrayName(string) C++: virtual void SetCompositeIdArrayName(const char *_arg) Generally, this class can render the composite id when iterating over composite datasets. However in some cases (as in AMR), the rendered structure may not correspond to the input data, in which case we need to provide a cell array that can be used to render in the composite id in selection passes. Set to NULL (default) to not override the composite id color set by vtkCompositePainter if any. The array *MUST* be a cell array and of type vtkUnsignedIntArray. V.GetCompositeIdArrayName() -> string C++: virtual char *GetCompositeIdArrayName() Generally, this class can render the composite id when iterating over composite datasets. However in some cases (as in AMR), the rendered structure may not correspond to the input data, in which case we need to provide a cell array that can be used to render in the composite id in selection passes. Set to NULL (default) to not override the composite id color set by vtkCompositePainter if any. The array *MUST* be a cell array and of type vtkUnsignedIntArray. 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. V.SetGeometryShaderCode(string) C++: virtual void SetGeometryShaderCode(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.GetGeometryShaderCode() -> string C++: virtual char *GetGeometryShaderCode() 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.ShallowCopy(vtkAbstractMapper) C++: void ShallowCopy(vtkAbstractMapper *m) Make a shallow copy of this mapper. V.ForceHaveAppleBugOff() C++: void ForceHaveAppleBugOff() Override the normal test for the apple bug V.ForceHaveAppleBugOn() C++: void ForceHaveAppleBugOn() Override the normal test for the apple bug V.GetHaveAppleBug() -> bool C++: bool GetHaveAppleBug() Get the value of HaveAppleBug V.GetVBOs() -> vtkOpenGLVertexBufferObjectGroup C++: virtual vtkOpenGLVertexBufferObjectGroup *GetVBOs() Return the mapper's vertex buffer objects. V.SetVBOShiftScaleMethod(int) C++: void SetVBOShiftScaleMethod(int m) A convenience method for enabling/disabling the VBO's shift+scale transform. V.MapDataArrayToVertexAttribute(string, string, int, int) C++: void MapDataArrayToVertexAttribute( const char *vertexAttributeName, const char *dataArrayName, int fieldAssociation, int componentno=-1) override; Select a data array from the point/cell data and map it to a generic vertex attribute. vertexAttributeName is the name of the vertex attribute. dataArrayName is the name of the data array. fieldAssociation indicates when the data array is a point data array or cell data array (vtkDataObject::FIELD_ASSOCIATION_POINTS or (vtkDataObject::FIELD_ASSOCIATION_CELLS). componentno indicates which component from the data array must be passed as the attribute. If -1, then all components are passed. V.RemoveVertexAttributeMapping(string) C++: void RemoveVertexAttributeMapping( const char *vertexAttributeName) override; Remove a vertex attribute mapping. V.RemoveAllVertexAttributeMappings() C++: void RemoveAllVertexAttributeMappings() override; Remove all vertex attributes. vtkRenderingOpenGL2Python.vtkOpenGLPolyDataMapper.PrimitiveTypesvtkOpenGLPolyDataMapper2DvtkPolyDataMapper2DvtkOpenGLPolyDataMapper2D - 2D PolyData support for OpenGL Superclass: vtkPolyDataMapper2D vtkOpenGLPolyDataMapper2D provides 2D PolyData annotation support for vtk under OpenGL. Normally the user should use vtkPolyDataMapper2D which in turn will use this class. @sa vtkPolyDataMapper2D vtkRenderingOpenGL2Python.vtkOpenGLPolyDataMapper2DV.SafeDownCast(vtkObjectBase) -> vtkOpenGLPolyDataMapper2D C++: static vtkOpenGLPolyDataMapper2D *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLPolyDataMapper2D C++: vtkOpenGLPolyDataMapper2D *NewInstance() V.RenderOverlay(vtkViewport, vtkActor2D) C++: void RenderOverlay(vtkViewport *viewport, vtkActor2D *actor) override; Actually draw the poly data. vtkOpenGLPropertyPostRenderBackfaceRendervtkPropertyvtkOpenGLProperty - OpenGL property Superclass: vtkProperty vtkOpenGLProperty is a concrete implementation of the abstract class vtkProperty. vtkOpenGLProperty interfaces to the OpenGL rendering library. vtkRenderingOpenGL2Python.vtkOpenGLPropertyV.SafeDownCast(vtkObjectBase) -> vtkOpenGLProperty C++: static vtkOpenGLProperty *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLProperty C++: vtkOpenGLProperty *NewInstance() V.Render(vtkActor, vtkRenderer) C++: void Render(vtkActor *a, vtkRenderer *ren) override; Implement base class method. V.BackfaceRender(vtkActor, vtkRenderer) C++: void BackfaceRender(vtkActor *a, vtkRenderer *ren) override; Implement base class method. V.PostRender(vtkActor, vtkRenderer) C++: void PostRender(vtkActor *a, vtkRenderer *r) override; This method is called after the actor has been rendered. Don't call this directly. This method cleans up any shaders allocated. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Release any graphics resources that are being consumed by this property. The parameter window could be used to determine which graphic resources to release. RenderPassesGetActiveDrawBuffersSetActiveDrawBuffersvtkOpenGLRenderPass - Abstract render pass with shader modifications. Superclass: vtkRenderPass Allows a render pass to update shader code using a new virtual API. vtkRenderingOpenGL2Python.vtkOpenGLRenderPassV.SafeDownCast(vtkObjectBase) -> vtkOpenGLRenderPass C++: static vtkOpenGLRenderPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLRenderPass C++: vtkOpenGLRenderPass *NewInstance() V.PreReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: virtual bool PreReplaceShaderValues( std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called before other mapper shader replacments Return false on error. V.PostReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: virtual bool PostReplaceShaderValues( std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called after other mapper shader replacements. Return false on error. V.SetShaderParameters(vtkShaderProgram, vtkAbstractMapper, vtkProp, vtkOpenGLVertexArrayObject) -> bool C++: virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) Update the uniforms of the shader program. Return false on error. V.GetShaderStageMTime() -> int C++: virtual vtkMTimeType GetShaderStageMTime() For multi-stage render passes that need to change shader code during a single pass, use this method to notify a mapper that the shader needs to be rebuilt (rather than reuse the last cached shader. This method should return the last time that the shader stage changed, or 0 if the shader is single-stage. V.RenderPasses() -> vtkInformationObjectBaseVectorKey C++: static vtkInformationObjectBaseVectorKey *RenderPasses() Key containing information about the current pass. V.SetActiveDrawBuffers(int) C++: virtual void SetActiveDrawBuffers(unsigned int _arg) Number of active draw buffers. V.GetActiveDrawBuffers() -> int C++: virtual unsigned int GetActiveDrawBuffers() vtkOpenGLRenderTimerLogGetLoggingEnabledGetMinTimerPoolSizeSetMinTimerPoolSizeFrameReadyMarkEndEventMarkStartEventMarkFramevtkRenderTimerLogvtkOpenGLRenderTimerLog - OpenGL2 override for vtkRenderTimerLog. Superclass: vtkRenderTimerLog vtkRenderingOpenGL2Python.vtkOpenGLRenderTimerLogV.SafeDownCast(vtkObjectBase) -> vtkOpenGLRenderTimerLog C++: static vtkOpenGLRenderTimerLog *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLRenderTimerLog C++: vtkOpenGLRenderTimerLog *NewInstance() V.IsSupported() -> bool C++: bool IsSupported() override; Returns true if stream timings are implemented for the current graphics backend. V.GetLoggingEnabled() -> bool C++: bool GetLoggingEnabled() override; Overridden to do support check before returning. V.MarkFrame() C++: void MarkFrame() override; Call to mark the start of a new frame, or the end of an old one. Does nothing if no events have been recorded in the current frame. V.MarkStartEvent(string) C++: void MarkStartEvent(const std::string &name) override; V.MarkEndEvent() C++: void MarkEndEvent() override; V.FrameReady() -> bool C++: bool FrameReady() override; Returns true if there are any frames ready with complete timing info. V.ReleaseGraphicsResources() C++: void ReleaseGraphicsResources() override; Releases any resources allocated on the graphics device. V.SetMinTimerPoolSize(int) C++: virtual void SetMinTimerPoolSize(size_t _arg) This implementations keeps a pool of vtkRenderTimers around, recycling them to avoid constantly allocating/freeing them. The pool is sometimes trimmed to free up memory if the number of timers in the pool is much greater the the number of timers currently used. This setting controls the minimum number of timers that will be kept. More may be kept if they are being used, but the pool will never be trimmed below this amount. Default value is 32, but can be adjusted for specific use cases. V.GetMinTimerPoolSize() -> int C++: virtual size_t GetMinTimerPoolSize() PrepFullScreenVAOvtkOpenGLRenderUtilitiesDrawFullScreenQuadGetFullScreenQuadVertexShaderGetFullScreenQuadFragmentShaderTemplateGetFullScreenQuadGeometryShadervtkOpenGLRenderUtilities - OpenGL rendering utility functions Superclass: vtkObject vtkOpenGLRenderUtilities provides functions to help render primitives. vtkRenderingOpenGL2Python.vtkOpenGLRenderUtilitiesV.SafeDownCast(vtkObjectBase) -> vtkOpenGLRenderUtilities C++: static vtkOpenGLRenderUtilities *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLRenderUtilities C++: vtkOpenGLRenderUtilities *NewInstance() V.RenderQuad([float, ...], [float, ...], vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: static void RenderQuad(float *verts, float *tcoords, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) Helper function that draws a quad on the screen at the specified vertex coordinates and if tcoords are not NULL with the specified texture coordinates. V.GetFullScreenQuadVertexShader() -> string C++: static std::string GetFullScreenQuadVertexShader() Draw a full-screen quad: * VertexShader and GeometryShader should be used as-is when building the ShaderProgram. * FragmentShaderTemplate supports the replacements //VTK::FSQ::Decl and //VTK::FSQ::Impl for declaring variables and the shader body, respectively. * The varying texCoord is available to the fragment shader for texture lookups into full-screen textures, ie. texture2D(textureName, texCoord). * PrepFullScreenVAO initializes a new VAO for drawing a quad. * DrawFullScreenQuad actually draws the quad. * Example usage: * * typedef vtkOpenGLRenderUtilities GLUtil; * // Prep fragment shader source: * std::string fragShader = GLUtil::GetFullScreenQuadFragmentShaderTemplate(); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Decl", * "uniform sampler2D aTexture;"); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Impl", * "gl_FragData[0] = texture2D(aTexture, texCoord);"); * // Create shader program: * vtkShaderProgram *prog = shaderCache->ReadyShaderProgram( * GLUtil::GetFullScreenQuadVertexShader().c_str(), * fragShader.c_str(), * GLUtil::GetFullScreenQuadGeometryShader().c_str()); * // Initialize new VAO/vertex buffer. This is only done once: * vtkNewverts; * vtkNewvao; * GLUtil::PrepFullScreenVAO(verts.Get(), vao.Get(), prog); * // Setup shader program to sample vtkTextureObject aTexture: * aTexture->Activate(); * prog->SetUniformi("aTexture", aTexture->GetTextureUnit()); * // Render the full-screen quad: * vao->Bind(); * GLUtil::DrawFullScreenQuad(); * vao->Release(); * aTexture->Deactivate(); * V.GetFullScreenQuadFragmentShaderTemplate() -> string C++: static std::string GetFullScreenQuadFragmentShaderTemplate() Draw a full-screen quad: * VertexShader and GeometryShader should be used as-is when building the ShaderProgram. * FragmentShaderTemplate supports the replacements //VTK::FSQ::Decl and //VTK::FSQ::Impl for declaring variables and the shader body, respectively. * The varying texCoord is available to the fragment shader for texture lookups into full-screen textures, ie. texture2D(textureName, texCoord). * PrepFullScreenVAO initializes a new VAO for drawing a quad. * DrawFullScreenQuad actually draws the quad. * Example usage: * * typedef vtkOpenGLRenderUtilities GLUtil; * // Prep fragment shader source: * std::string fragShader = GLUtil::GetFullScreenQuadFragmentShaderTemplate(); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Decl", * "uniform sampler2D aTexture;"); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Impl", * "gl_FragData[0] = texture2D(aTexture, texCoord);"); * // Create shader program: * vtkShaderProgram *prog = shaderCache->ReadyShaderProgram( * GLUtil::GetFullScreenQuadVertexShader().c_str(), * fragShader.c_str(), * GLUtil::GetFullScreenQuadGeometryShader().c_str()); * // Initialize new VAO/vertex buffer. This is only done once: * vtkNewverts; * vtkNewvao; * GLUtil::PrepFullScreenVAO(verts.Get(), vao.Get(), prog); * // Setup shader program to sample vtkTextureObject aTexture: * aTexture->Activate(); * prog->SetUniformi("aTexture", aTexture->GetTextureUnit()); * // Render the full-screen quad: * vao->Bind(); * GLUtil::DrawFullScreenQuad(); * vao->Release(); * aTexture->Deactivate(); * V.GetFullScreenQuadGeometryShader() -> string C++: static std::string GetFullScreenQuadGeometryShader() Draw a full-screen quad: * VertexShader and GeometryShader should be used as-is when building the ShaderProgram. * FragmentShaderTemplate supports the replacements //VTK::FSQ::Decl and //VTK::FSQ::Impl for declaring variables and the shader body, respectively. * The varying texCoord is available to the fragment shader for texture lookups into full-screen textures, ie. texture2D(textureName, texCoord). * PrepFullScreenVAO initializes a new VAO for drawing a quad. * DrawFullScreenQuad actually draws the quad. * Example usage: * * typedef vtkOpenGLRenderUtilities GLUtil; * // Prep fragment shader source: * std::string fragShader = GLUtil::GetFullScreenQuadFragmentShaderTemplate(); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Decl", * "uniform sampler2D aTexture;"); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Impl", * "gl_FragData[0] = texture2D(aTexture, texCoord);"); * // Create shader program: * vtkShaderProgram *prog = shaderCache->ReadyShaderProgram( * GLUtil::GetFullScreenQuadVertexShader().c_str(), * fragShader.c_str(), * GLUtil::GetFullScreenQuadGeometryShader().c_str()); * // Initialize new VAO/vertex buffer. This is only done once: * vtkNewverts; * vtkNewvao; * GLUtil::PrepFullScreenVAO(verts.Get(), vao.Get(), prog); * // Setup shader program to sample vtkTextureObject aTexture: * aTexture->Activate(); * prog->SetUniformi("aTexture", aTexture->GetTextureUnit()); * // Render the full-screen quad: * vao->Bind(); * GLUtil::DrawFullScreenQuad(); * vao->Release(); * aTexture->Deactivate(); * V.PrepFullScreenVAO(vtkOpenGLBufferObject, vtkOpenGLVertexArrayObject, vtkShaderProgram) -> bool C++: static bool PrepFullScreenVAO(vtkOpenGLBufferObject *verts, vtkOpenGLVertexArrayObject *vao, vtkShaderProgram *prog) Draw a full-screen quad: * VertexShader and GeometryShader should be used as-is when building the ShaderProgram. * FragmentShaderTemplate supports the replacements //VTK::FSQ::Decl and //VTK::FSQ::Impl for declaring variables and the shader body, respectively. * The varying texCoord is available to the fragment shader for texture lookups into full-screen textures, ie. texture2D(textureName, texCoord). * PrepFullScreenVAO initializes a new VAO for drawing a quad. * DrawFullScreenQuad actually draws the quad. * Example usage: * * typedef vtkOpenGLRenderUtilities GLUtil; * // Prep fragment shader source: * std::string fragShader = GLUtil::GetFullScreenQuadFragmentShaderTemplate(); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Decl", * "uniform sampler2D aTexture;"); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Impl", * "gl_FragData[0] = texture2D(aTexture, texCoord);"); * // Create shader program: * vtkShaderProgram *prog = shaderCache->ReadyShaderProgram( * GLUtil::GetFullScreenQuadVertexShader().c_str(), * fragShader.c_str(), * GLUtil::GetFullScreenQuadGeometryShader().c_str()); * // Initialize new VAO/vertex buffer. This is only done once: * vtkNewverts; * vtkNewvao; * GLUtil::PrepFullScreenVAO(verts.Get(), vao.Get(), prog); * // Setup shader program to sample vtkTextureObject aTexture: * aTexture->Activate(); * prog->SetUniformi("aTexture", aTexture->GetTextureUnit()); * // Render the full-screen quad: * vao->Bind(); * GLUtil::DrawFullScreenQuad(); * vao->Release(); * aTexture->Deactivate(); * V.DrawFullScreenQuad() C++: static void DrawFullScreenQuad() Draw a full-screen quad: * VertexShader and GeometryShader should be used as-is when building the ShaderProgram. * FragmentShaderTemplate supports the replacements //VTK::FSQ::Decl and //VTK::FSQ::Impl for declaring variables and the shader body, respectively. * The varying texCoord is available to the fragment shader for texture lookups into full-screen textures, ie. texture2D(textureName, texCoord). * PrepFullScreenVAO initializes a new VAO for drawing a quad. * DrawFullScreenQuad actually draws the quad. * Example usage: * * typedef vtkOpenGLRenderUtilities GLUtil; * // Prep fragment shader source: * std::string fragShader = GLUtil::GetFullScreenQuadFragmentShaderTemplate(); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Decl", * "uniform sampler2D aTexture;"); * vtkShaderProgram::Substitute(fragShader, "//VTK::FSQ::Impl", * "gl_FragData[0] = texture2D(aTexture, texCoord);"); * // Create shader program: * vtkShaderProgram *prog = shaderCache->ReadyShaderProgram( * GLUtil::GetFullScreenQuadVertexShader().c_str(), * fragShader.c_str(), * GLUtil::GetFullScreenQuadGeometryShader().c_str()); * // Initialize new VAO/vertex buffer. This is only done once: * vtkNewverts; * vtkNewvao; * GLUtil::PrepFullScreenVAO(verts.Get(), vao.Get(), prog); * // Setup shader program to sample vtkTextureObject aTexture: * aTexture->Activate(); * prog->SetUniformi("aTexture", aTexture->GetTextureUnit()); * // Render the full-screen quad: * vao->Bind(); * GLUtil::DrawFullScreenQuad(); * vao->Release(); * aTexture->Deactivate(); * SetRGBACharPixelDataSetRGBAPixelDataSetZbufferDataSetPixelDataGetContextSupportsOpenGL32GetBackLeftBufferGetBackRightBufferGetFrontLeftBufferGetFrontRightBufferGetBackBufferGetFrontBufferGetTextureUnitManagerGetUsingSRGBColorSpacePopContextIsPointSpriteBugPresentGetFrameBufferObjectGetVBOCacheGetDefaultFrameBufferIdGetShaderCacheActivateTextureDeactivateTextureSetSwapControlSetContextSupportsOpenGL32GetTextureUnitForTexturePushContextGetOpenGLVersionUnregisterGraphicsResourcesGetOpenGLSupportMessageRegisterGraphicsResourcesInitializeFromCurrentContextReportCapabilitiesGetUseOffScreenBuffersSetUseOffScreenBuffersWaitForCompletionGetContextCreationTimeOpenGLInitContextOpenGLInitStateOpenGLInitSetSizeGetColorBufferSizesGetDepthBufferSizeGetZbufferDatavtkUnsignedCharArrayGetRGBACharPixelDataReleaseRGBAPixelDataGetRGBAPixelDataGetPixelDataGetRenderingBackend@iiiiP *f@iiiiV *vtkFloatArray@iiiiPi|ii *B@iiiii|i@iiiiPi|ii *f@iiiiVi|ii *vtkFloatArray@iiiiiV|i *vtkFloatArray@iiiiPii *BSetGlobalMaximumNumberOfMultiSamplesGetGlobalMaximumNumberOfMultiSamplesvtkGenericOpenGLResourceFreeCallbackGetDefaultTextureInternalFormatvtkOpenGLRenderWindow - OpenGL rendering window Superclass: vtkRenderWindow vtkOpenGLRenderWindow 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.vtkOpenGLRenderWindowV.SafeDownCast(vtkObjectBase) -> vtkOpenGLRenderWindow C++: static vtkOpenGLRenderWindow *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLRenderWindow C++: vtkOpenGLRenderWindow *NewInstance() V.GetRenderingBackend() -> string C++: const char *GetRenderingBackend() override; What rendering backend has the user requested V.SetGlobalMaximumNumberOfMultiSamples(int) C++: static void SetGlobalMaximumNumberOfMultiSamples(int val) Set/Get the maximum number of multisamples V.GetGlobalMaximumNumberOfMultiSamples() -> int C++: static int GetGlobalMaximumNumberOfMultiSamples() Set/Get the maximum number of multisamples V.GetPixelData(int, int, int, int, int, int) -> (int, ...) C++: unsigned char *GetPixelData(int x, int y, int x2, int y2, int front, int right) override; V.GetPixelData(int, int, int, int, int, vtkUnsignedCharArray, int) -> int C++: int GetPixelData(int x, int y, int x2, int y2, int front, vtkUnsignedCharArray *data, int right) override; Set/Get the pixel data of an image, transmitted as RGBRGB... V.SetPixelData(int, int, int, int, [int, ...], int, int) -> int C++: int SetPixelData(int x, int y, int x2, int y2, unsigned char *data, int front, int right) override; V.SetPixelData(int, int, int, int, vtkUnsignedCharArray, int, int) -> int C++: int SetPixelData(int x, int y, int x2, int y2, vtkUnsignedCharArray *data, int front, int right) override; Set/Get the pixel data of an image, transmitted as RGBRGB... V.GetRGBAPixelData(int, int, int, int, int, int) -> (float, ...) C++: float *GetRGBAPixelData(int x, int y, int x2, int y2, int front, int right=0) override; V.GetRGBAPixelData(int, int, int, int, int, vtkFloatArray, int) -> int C++: int GetRGBAPixelData(int x, int y, int x2, int y2, int front, vtkFloatArray *data, int right=0) override; Set/Get the pixel data of an image, transmitted as RGBARGBA... V.SetRGBAPixelData(int, int, int, int, [float, ...], int, int, int) -> int C++: int SetRGBAPixelData(int x, int y, int x2, int y2, float *data, int front, int blend=0, int right=0) override; V.SetRGBAPixelData(int, int, int, int, vtkFloatArray, int, int, int) -> int C++: int SetRGBAPixelData(int x, int y, int x2, int y2, vtkFloatArray *data, int front, int blend=0, int right=0) override; Set/Get the pixel data of an image, transmitted as RGBARGBA... V.ReleaseRGBAPixelData([float, ...]) C++: void ReleaseRGBAPixelData(float *data) override; Set/Get the pixel data of an image, transmitted as RGBARGBA... V.GetRGBACharPixelData(int, int, int, int, int, int) -> (int, ...) C++: unsigned char *GetRGBACharPixelData(int x, int y, int x2, int y2, int front, int right=0) override; V.GetRGBACharPixelData(int, int, int, int, int, vtkUnsignedCharArray, int) -> int C++: int GetRGBACharPixelData(int x, int y, int x2, int y2, int front, vtkUnsignedCharArray *data, int right=0) override; Set/Get the pixel data of an image, transmitted as RGBARGBA... V.SetRGBACharPixelData(int, int, int, int, [int, ...], int, int, int) -> int C++: int SetRGBACharPixelData(int x, int y, int x2, int y2, unsigned char *data, int front, int blend=0, int right=0) override; V.SetRGBACharPixelData(int, int, int, int, vtkUnsignedCharArray, int, int, int) -> int C++: int SetRGBACharPixelData(int x, int y, int x2, int y2, vtkUnsignedCharArray *data, int front, int blend=0, int right=0) override; Set/Get the pixel data of an image, transmitted as RGBARGBA... V.GetZbufferData(int, int, int, int) -> (float, ...) C++: float *GetZbufferData(int x1, int y1, int x2, int y2) override; V.GetZbufferData(int, int, int, int, [float, ...]) -> int C++: int GetZbufferData(int x1, int y1, int x2, int y2, float *z) override; V.GetZbufferData(int, int, int, int, vtkFloatArray) -> int C++: int GetZbufferData(int x1, int y1, int x2, int y2, vtkFloatArray *z) override; Set/Get the zbuffer data from an image V.SetZbufferData(int, int, int, int, [float, ...]) -> int C++: int SetZbufferData(int x1, int y1, int x2, int y2, float *buffer) override; V.SetZbufferData(int, int, int, int, vtkFloatArray) -> int C++: int SetZbufferData(int x1, int y1, int x2, int y2, vtkFloatArray *buffer) override; Set/Get the zbuffer data from an image V.ActivateTexture(vtkTextureObject) C++: void ActivateTexture(vtkTextureObject *) Activate a texture unit for this texture V.DeactivateTexture(vtkTextureObject) C++: void DeactivateTexture(vtkTextureObject *) Deactive a previously activated texture V.GetTextureUnitForTexture(vtkTextureObject) -> int C++: int GetTextureUnitForTexture(vtkTextureObject *) Get the texture unit for a given texture object V.GetDepthBufferSize() -> int C++: int GetDepthBufferSize() override; Get the size of the depth buffer. V.GetUsingSRGBColorSpace() -> bool C++: bool GetUsingSRGBColorSpace() Is this window/fo in sRGB colorspace V.GetColorBufferSizes([int, ...]) -> int C++: int GetColorBufferSizes(int *rgba) override; Get the size of the color buffer. Returns 0 if not able to determine otherwise sets R G B and A into buffer. V.SetSize([int, int]) C++: void SetSize(int a[2]) override; V.SetSize(int, int) C++: void SetSize(int, int) override; Set the size of the window in screen coordinates in pixels. V.OpenGLInit() C++: virtual void OpenGLInit() Initialize OpenGL for this window. V.OpenGLInitState() C++: virtual void OpenGLInitState() V.OpenGLInitContext() C++: virtual void OpenGLInitContext() V.GetContextSupportsOpenGL32() -> bool C++: static bool GetContextSupportsOpenGL32() Get if the context includes opengl core profile 3.2 support V.SetContextSupportsOpenGL32(bool) C++: void SetContextSupportsOpenGL32(bool val) Get if the context includes opengl core profile 3.2 support V.GetOpenGLVersion(int, int) C++: void GetOpenGLVersion(int &major, int &minor) Get the major and minor version numbers of the OpenGL context we are using ala 3.2, 3.3, 4.0, etc... returns 0,0 if opengl has not been initialized yet V.GetBackLeftBuffer() -> int C++: unsigned int GetBackLeftBuffer() Return the OpenGL name of the back left buffer. It is GL_BACK_LEFT if GL is bound to the window-system-provided framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an application-created framebuffer object (GPU-based offscreen rendering) It is used by vtkOpenGLCamera. V.GetBackRightBuffer() -> int C++: unsigned int GetBackRightBuffer() Return the OpenGL name of the back right buffer. It is GL_BACK_RIGHT if GL is bound to the window-system-provided framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT+1 if GL is bound to an application-created framebuffer object (GPU-based offscreen rendering) It is used by vtkOpenGLCamera. V.GetFrontLeftBuffer() -> int C++: unsigned int GetFrontLeftBuffer() Return the OpenGL name of the front left buffer. It is GL_FRONT_LEFT if GL is bound to the window-system-provided framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an application-created framebuffer object (GPU-based offscreen rendering) It is used by vtkOpenGLCamera. V.GetFrontRightBuffer() -> int C++: unsigned int GetFrontRightBuffer() Return the OpenGL name of the front right buffer. It is GL_FRONT_RIGHT if GL is bound to the window-system-provided framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT+1 if GL is bound to an application-created framebuffer object (GPU-based offscreen rendering) It is used by vtkOpenGLCamera. V.GetBackBuffer() -> int C++: unsigned int GetBackBuffer() Return the OpenGL name of the back left buffer. It is GL_BACK if GL is bound to the window-system-provided framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an application-created framebuffer object (GPU-based offscreen rendering) It is used by vtkOpenGLCamera. V.GetFrontBuffer() -> int C++: unsigned int GetFrontBuffer() Return the OpenGL name of the front left buffer. It is GL_FRONT if GL is bound to the window-system-provided framebuffer. It is vtkgl::COLOR_ATTACHMENT0_EXT if GL is bound to an application-created framebuffer object (GPU-based offscreen rendering) It is used by vtkOpenGLCamera. V.GetContextCreationTime() -> int C++: virtual vtkMTimeType GetContextCreationTime() Get the time when the OpenGL context was created. V.GetShaderCache() -> vtkOpenGLShaderCache C++: virtual vtkOpenGLShaderCache *GetShaderCache() Returns an Shader Cache object V.GetVBOCache() -> vtkOpenGLVertexBufferObjectCache C++: virtual vtkOpenGLVertexBufferObjectCache *GetVBOCache() Returns an Shader Cache object V.GetFrameBufferObject() -> int C++: virtual unsigned int GetFrameBufferObject() Returns the current default FBO (0 when OffScreenRendering is inactive). V.GetTextureUnitManager() -> vtkTextureUnitManager C++: vtkTextureUnitManager *GetTextureUnitManager() Returns its texture unit manager object. A new one will be created if one hasn't already been set up. V.WaitForCompletion() C++: void WaitForCompletion() override; Block the thread until the actual rendering is finished(). Useful for measurement only. V.DrawPixels(int, int, int, int, int, int, void) C++: virtual void DrawPixels(int x1, int y1, int x2, int y2, int numComponents, int dataType, void *data) V.DrawPixels(int, int, int, int, int, int, int, int, int, int, int, int, void) C++: virtual void DrawPixels(int dstXmin, int dstYmin, int dstXmax, int dstYmax, int srcXmin, int srcYmin, int srcXmax, int srcYmax, int srcWidth, int srcHeight, int numComponents, int dataType, void *data) V.DrawPixels(int, int, int, int, void) C++: virtual void DrawPixels(int srcWidth, int srcHeight, int numComponents, int dataType, void *data) Replacement for the old glDrawPixels function V.GetMaximumHardwareLineWidth() -> float C++: virtual float GetMaximumHardwareLineWidth() Return the largest line width supported by the hardware V.IsPointSpriteBugPresent() -> bool C++: virtual bool IsPointSpriteBugPresent() Returns true if driver has an EGL/OpenGL bug that makes vtkChartsCoreCxx-TestChartDoubleColors and other tests to fail because point sprites don't work correctly (gl_PointCoord is undefined) unless glEnable(GL_POINT_SPRITE) V.GetDefaultTextureInternalFormat(int, int, bool, bool, bool) -> int C++: int GetDefaultTextureInternalFormat(int vtktype, int numComponents, bool needInteger, bool needFloat, bool needSRGB) Get a mapping of vtk data types to native texture formats for this window we put this on the RenderWindow so that every texture does not have to build these structures themselves V.GetOpenGLSupportMessage() -> string C++: std::string GetOpenGLSupportMessage() Return a message profiding additional details about the results of calling SupportsOpenGL() This can be used to retrieve more specifics about what failed V.SetUseOffScreenBuffers(bool) -> int C++: int SetUseOffScreenBuffers(bool offScreen) override; Create and bind offscreen rendering buffers without destroying the current OpenGL context. This allows to temporary switch to offscreen rendering (ie. to make a screenshot even if the window is hidden). Return if the creation was successful (1) or not (0). Note: This function requires that the device supports OpenGL framebuffer extension. The function has no effect if OffScreenRendering is ON. V.GetUseOffScreenBuffers() -> bool C++: bool GetUseOffScreenBuffers() override; V.SupportsOpenGL() -> int C++: int SupportsOpenGL() override; Does this render window support OpenGL? 0-false, 1-true V.ReportCapabilities() -> string C++: const char *ReportCapabilities() override; Get report of capabilities for the render window V.Initialize() C++: virtual void Initialize(void) 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.RegisterGraphicsResources(vtkGenericOpenGLResourceFreeCallback) C++: void RegisterGraphicsResources( vtkGenericOpenGLResourceFreeCallback *cb) V.UnregisterGraphicsResources( vtkGenericOpenGLResourceFreeCallback) C++: void UnregisterGraphicsResources( vtkGenericOpenGLResourceFreeCallback *cb) V.PushContext() C++: virtual void PushContext() 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. The default implementation here is only meant as a backup for subclasses that lack a proper implementation. V.PopContext() C++: virtual void PopContext() V.InitializeFromCurrentContext() -> bool C++: bool InitializeFromCurrentContext() override; Initialize the render window from the information associated with the currently activated OpenGL context. V.GetDefaultFrameBufferId() -> int C++: virtual unsigned int GetDefaultFrameBufferId() Returns the id for the frame buffer object, if any, used by the render window in which the window does all its rendering. This may be 0, in which case the render window is rendering to the default OpenGL render buffers. @returns the name (or id) of the frame buffer object to render to. V.SetSwapControl(int) -> bool C++: virtual bool SetSwapControl(int) 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. @iiiiVi|ii *vtkUnsignedCharArray@iiiiiV|i *vtkUnsignedCharArray@iiiiVii *vtkUnsignedCharArrayHaveAppleQueryAllocationBugGetDepthPeelingHigherLayerIsDualDepthPeelingSupportedHaveApplePrimitiveIdBugUpdateLightsClearDeviceRenderOpaqueGeometryDeviceRendervtkOpenGLRenderer - OpenGL renderer Superclass: vtkRenderer vtkOpenGLRenderer is a concrete implementation of the abstract class vtkRenderer. vtkOpenGLRenderer interfaces to the OpenGL graphics library. DeviceRenderTranslucentPolygonalGeometryvtkRenderingOpenGL2Python.vtkOpenGLRendererV.SafeDownCast(vtkObjectBase) -> vtkOpenGLRenderer C++: static vtkOpenGLRenderer *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLRenderer C++: vtkOpenGLRenderer *NewInstance() V.DeviceRender() C++: void DeviceRender(void) override; Concrete open gl render method. V.DeviceRenderOpaqueGeometry() C++: void DeviceRenderOpaqueGeometry() override; Overridden to support hidden line removal. V.DeviceRenderTranslucentPolygonalGeometry() C++: void DeviceRenderTranslucentPolygonalGeometry() override; Render translucent polygonal geometry. Default implementation just call UpdateTranslucentPolygonalGeometry(). Subclasses of vtkRenderer that can deal with depth peeling must override this method. V.Clear() C++: void Clear(void) override; Clear the image to the background color. V.UpdateLights() -> int C++: int UpdateLights(void) override; Ask lights to load themselves into graphics pipeline. V.GetDepthPeelingHigherLayer() -> int C++: int GetDepthPeelingHigherLayer() Is rendering at translucent geometry stage using depth peeling and rendering a layer other than the first one? (Boolean value) If so, the uniform variables UseTexture and Texture can be set. (Used by vtkOpenGLProperty or vtkOpenGLTexture) V.HaveApplePrimitiveIdBug() -> bool C++: bool HaveApplePrimitiveIdBug() Indicate if this system is subject to the apple/amd bug of not having a working glPrimitiveId V.HaveAppleQueryAllocationBug() -> bool C++: static bool HaveAppleQueryAllocationBug() Indicate if this system is subject to the apple/NVIDIA bug that causes crashes in the driver when too many query objects are allocated. V.IsDualDepthPeelingSupported() -> bool C++: bool IsDualDepthPeelingSupported() Dual depth peeling may be disabled for certain runtime configurations. This method returns true if vtkDualDepthPeelingPass will be used in place of vtkDepthPeelingPass. vtkOpenGLShaderCacheReleaseCurrentShaderClearLastShaderBoundGetLastShaderBoundReadyShaderProgramvtkTransformFeedbackvtkOpenGLShaderCache - manage Shader Programs within a context Superclass: vtkObject vtkOpenGLShaderCache manages shader program compilation and binding vtkRenderingOpenGL2Python.vtkOpenGLShaderCacheV.SafeDownCast(vtkObjectBase) -> vtkOpenGLShaderCache C++: static vtkOpenGLShaderCache *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLShaderCache C++: vtkOpenGLShaderCache *NewInstance() V.ReadyShaderProgram(string, string, string, vtkTransformFeedback) -> vtkShaderProgram C++: virtual vtkShaderProgram *ReadyShaderProgram( const char *vertexCode, const char *fragmentCode, const char *geometryCode, vtkTransformFeedback *cap=nullptr) V.ReadyShaderProgram(vtkShaderProgram, vtkTransformFeedback) -> vtkShaderProgram C++: virtual vtkShaderProgram *ReadyShaderProgram( vtkShaderProgram *shader, vtkTransformFeedback *cap=nullptr) V.ReleaseCurrentShader() C++: void ReleaseCurrentShader() Release the current shader. Basically go back to having no shaders loaded. This is useful for old legacy code that relies on no shaders being loaded. V.ReleaseGraphicsResources(vtkWindow) C++: virtual void ReleaseGraphicsResources(vtkWindow *win) Free up any resources being used by the provided shader V.ClearLastShaderBound() C++: virtual void ClearLastShaderBound() Get/Clear the last Shader bound, called by shaders as they release their graphics resources V.GetLastShaderBound() -> vtkShaderProgram C++: virtual vtkShaderProgram *GetLastShaderBound() vtkOpenGLSkyboxvtkSkyboxvtkOpenGLSkybox - OpenGL Skybox Superclass: vtkSkybox vtkOpenGLSkybox is a concrete implementation of the abstract class vtkSkybox. vtkOpenGLSkybox interfaces to the OpenGL rendering library. vtkRenderingOpenGL2Python.vtkOpenGLSkyboxV.SafeDownCast(vtkObjectBase) -> vtkOpenGLSkybox C++: static vtkOpenGLSkybox *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLSkybox C++: vtkOpenGLSkybox *NewInstance() V.Render(vtkRenderer, vtkMapper) C++: void Render(vtkRenderer *ren, vtkMapper *mapper) override; Actual Skybox render method. vtkOpenGLSphereMapperSetRadiusGetRadiusSetScaleArrayvtkOpenGLSphereMapper - draw spheres using imposters Superclass: vtkOpenGLPolyDataMapper An OpenGL mapper that uses imposters to draw spheres. Supports transparency and picking as well. vtkRenderingOpenGL2Python.vtkOpenGLSphereMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLSphereMapper C++: static vtkOpenGLSphereMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLSphereMapper C++: vtkOpenGLSphereMapper *NewInstance() V.SetScaleArray(string) C++: virtual void SetScaleArray(const char *_arg) Convenience method to set the array to scale with. V.SetRadius(float) C++: virtual void SetRadius(float _arg) This value will be used for the radius is the scale array is not provided. V.GetRadius() -> float C++: virtual float GetRadius() This value will be used for the radius is the scale array is not provided. V.Render(vtkRenderer, vtkActor) C++: void Render(vtkRenderer *ren, vtkActor *act) override; This calls RenderPiece (twice when transparent) vtkOpenGLStickMapperSetOrientationArraySetSelectionIdArrayvtkOpenGLStickMapper - use imposters to draw cylinders Superclass: vtkOpenGLPolyDataMapper PolyDataMapper that uses imposters to draw cylinders/sticks for ball/stick style molecular rendering. Supports picking. vtkRenderingOpenGL2Python.vtkOpenGLStickMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLStickMapper C++: static vtkOpenGLStickMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLStickMapper C++: vtkOpenGLStickMapper *NewInstance() V.SetOrientationArray(string) C++: virtual void SetOrientationArray(const char *_arg) Convenience method to set the array to orient with V.SetSelectionIdArray(string) C++: virtual void SetSelectionIdArray(const char *_arg) Convenience method to set the array to select with vtkOpenGLTextActorvtkTextActorvtkTexturedActor2DvtkOpenGLTextActor - vtkTextActor override. Superclass: vtkTextActor vtkRenderingOpenGL2Python.vtkOpenGLTextActorV.SafeDownCast(vtkObjectBase) -> vtkOpenGLTextActor C++: static vtkOpenGLTextActor *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLTextActor C++: vtkOpenGLTextActor *NewInstance() V.RenderOverlay(vtkViewport) -> int C++: int RenderOverlay(vtkViewport *viewport) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS. Draw the text actor to the screen. vtkOpenGLTextActor3DvtkTextActor3DvtkOpenGLTextActor3D - OpenGL2 override for vtkTextActor3D. Superclass: vtkTextActor3D vtkRenderingOpenGL2Python.vtkOpenGLTextActor3DV.SafeDownCast(vtkObjectBase) -> vtkOpenGLTextActor3D C++: static vtkOpenGLTextActor3D *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLTextActor3D C++: vtkOpenGLTextActor3D *NewInstance() V.RenderTranslucentPolygonalGeometry(vtkViewport) -> int C++: int RenderTranslucentPolygonalGeometry(vtkViewport *viewport) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE DO NOT USE THIS METHOD OUTSIDE OF THE RENDERING PROCESS. Draw the text actor to the screen. vtkOpenGLTextMappervtkTextMappervtkOpenGLTextMapper - vtkTextMapper override for OpenGL2. Superclass: vtkTextMapper vtkRenderingOpenGL2Python.vtkOpenGLTextMapperV.SafeDownCast(vtkObjectBase) -> vtkOpenGLTextMapper C++: static vtkOpenGLTextMapper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLTextMapper C++: vtkOpenGLTextMapper *NewInstance() V.RenderOverlay(vtkViewport, vtkActor2D) C++: void RenderOverlay(vtkViewport *vp, vtkActor2D *act) override; vtkOpenGLTextureGetTextureObjectGetTextureTypeGetIsDepthTextureSetTextureObjectSetTextureTypeSetIsDepthTextureCopyTexImageIsTranslucentGetTextureUnitLoadvtkTexturevtkImageAlgorithmvtkOpenGLTexture - OpenGL texture map Superclass: vtkTexture vtkOpenGLTexture is a concrete implementation of the abstract class vtkTexture. vtkOpenGLTexture interfaces to the OpenGL rendering library. vtkRenderingOpenGL2Python.vtkOpenGLTextureV.SafeDownCast(vtkObjectBase) -> vtkOpenGLTexture C++: static vtkOpenGLTexture *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOpenGLTexture C++: vtkOpenGLTexture *NewInstance() V.Render(vtkRenderer) C++: void Render(vtkRenderer *ren) override; Renders a texture map. It first checks the object's modified time to make sure the texture maps Input is valid, then it invokes the Load() method. V.Load(vtkRenderer) C++: void Load(vtkRenderer *) override; Implement base class method. V.PostRender(vtkRenderer) C++: void PostRender(vtkRenderer *) override; Cleans up after the texture rendering to restore the state of the graphics context. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; Release any graphics resources that are being consumed by this texture. The parameter window could be used to determine which graphic resources to release. Using the same texture object in multiple render windows is NOT currently supported. V.CopyTexImage(int, int, int, int) C++: void CopyTexImage(int x, int y, int width, int height) copy the renderers read buffer into this texture V.GetIsDepthTexture() -> int C++: virtual int GetIsDepthTexture() Provide for specifying a format for the texture V.SetIsDepthTexture(int) C++: virtual void SetIsDepthTexture(int _arg) Provide for specifying a format for the texture V.GetTextureType() -> int C++: virtual int GetTextureType() What type of texture map GL_TEXTURE_2D versus GL_TEXTURE_RECTANGLE V.SetTextureType(int) C++: virtual void SetTextureType(int _arg) What type of texture map GL_TEXTURE_2D versus GL_TEXTURE_RECTANGLE V.GetTextureObject() -> vtkTextureObject C++: virtual vtkTextureObject *GetTextureObject() V.SetTextureObject(vtkTextureObject) C++: void SetTextureObject(vtkTextureObject *) V.GetTextureUnit() -> int C++: int GetTextureUnit() override; Return the texture unit used for this texture V.IsTranslucent() -> int C++: int IsTranslucent() override; Is this Texture Translucent? returns false (0) if the texture is either fully opaque or has only fully transparent pixels and fully opaque pixels and the Interpolate flag is turn off. ShaderProgramChangedSetForceEmulationRemoveAttributeArrayAddAttributeMatrixWithDivisorAddAttributeArrayWithDivisorAddAttributeArrayvtkOpenGLVertexBufferObjectV.Bind() C++: void Bind() vtkOpenGLVertexArrayObject - The VertexArrayObject class uses, or emulates, vertex array objects. Superclass: vtkObject These are extremely useful for setup/tear down of vertex attributes, and can offer significant performance benefits when the hardware supports them. It should be noted that this object is very lightweight, and it assumes the objects being used are correctly set up. Even without support for VAOs this class caches the array locations, types, etc and avoids repeated look ups. It it bound to a single ShaderProgram object. vtkRenderingOpenGL2Python.vtkOpenGLVertexArrayObjectV.SafeDownCast(vtkObjectBase) -> vtkOpenGLVertexArrayObject C++: static vtkOpenGLVertexArrayObject *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLVertexArrayObject C++: vtkOpenGLVertexArrayObject *NewInstance() V.Release() C++: void Release() V.ReleaseGraphicsResources() C++: void ReleaseGraphicsResources() V.ShaderProgramChanged() C++: void ShaderProgramChanged() V.AddAttributeArray(vtkShaderProgram, vtkOpenGLBufferObject, string, int, int, int, int, bool) -> bool C++: bool AddAttributeArray(vtkShaderProgram *program, vtkOpenGLBufferObject *buffer, const std::string &name, int offset, size_t stride, int elementType, int elementTupleSize, bool normalize) V.AddAttributeArray(vtkShaderProgram, vtkOpenGLVertexBufferObject, string, int, bool) -> bool C++: bool AddAttributeArray(vtkShaderProgram *program, vtkOpenGLVertexBufferObject *buffer, const std::string &name, int offset, bool normalize) V.AddAttributeArrayWithDivisor(vtkShaderProgram, vtkOpenGLBufferObject, string, int, int, int, int, bool, int, bool) -> bool C++: bool AddAttributeArrayWithDivisor(vtkShaderProgram *program, vtkOpenGLBufferObject *buffer, const std::string &name, int offset, size_t stride, int elementType, int elementTupleSize, bool normalize, int divisor, bool isMatrix) V.AddAttributeMatrixWithDivisor(vtkShaderProgram, vtkOpenGLBufferObject, string, int, int, int, int, bool, int) -> bool C++: bool AddAttributeMatrixWithDivisor(vtkShaderProgram *program, vtkOpenGLBufferObject *buffer, const std::string &name, int offset, size_t stride, int elementType, int elementTupleSize, bool normalize, int divisor) V.RemoveAttributeArray(string) -> bool C++: bool RemoveAttributeArray(const std::string &name) V.SetForceEmulation(bool) C++: void SetForceEmulation(bool val) vtkFourByteUnionUploadVBOGetDataTypeSizeGetStrideGetCoordShiftAndScaleEnabledGetNumberOfTuplesGetDataTypeGetNumberOfComponentsGetUploadTimevtkTimeStampSetCacheAppendDataArraySetDataTypeUploadDataArraySetStrideGetCoordShiftAndScaleMethodSetCoordShiftAndScaleMethodDISABLE_SHIFT_SCALEAUTO_SHIFT_SCALEMANUAL_SHIFT_SCALEvtkOpenGLVertexBufferObjectCachevtkFourByteUnion - OpenGL vertex buffer object OpenGL buffer object to store geometry and/or attribute data on the GPU. vtkFourByteUnion() vtkOpenGLVertexBufferObject - no description provided. Superclass: vtkOpenGLBufferObject vtkOpenGLVertexBufferObject.ShiftScaleMethodvtkRenderingOpenGL2Python.vtkOpenGLVertexBufferObjectV.SafeDownCast(vtkObjectBase) -> vtkOpenGLVertexBufferObject C++: static vtkOpenGLVertexBufferObject *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLVertexBufferObject C++: vtkOpenGLVertexBufferObject *NewInstance() V.UploadDataArray(vtkDataArray) C++: void UploadDataArray(vtkDataArray *array) V.AppendDataArray(vtkDataArray) C++: void AppendDataArray(vtkDataArray *array) V.GetUploadTime() -> vtkTimeStamp C++: virtual vtkTimeStamp GetUploadTime() V.GetCoordShiftAndScaleEnabled() -> bool C++: virtual bool GetCoordShiftAndScaleEnabled() Get the shift and scale vectors computed by CreateVBO; or set the values CreateVBO and AppendVBO will use. Note that the "Set" methods **must** be called before the first time that CreateVBO or AppendVBO is invoked and should never be called afterwards. The CoordShiftAndScaleMethod describes how the shift and scale vectors are obtained (or that they should never be used). The GetCoordShiftAndScaleEnabled() method returns true if a shift and scale are currently being applied (or false if not). The "Get" methods are used by the mapper to modify the world and camera transformation matrices to match the scaling applied to coordinates in the VBO. CreateVBO only applies a shift and scale when the midpoint of the point bounding-box is distant from the origin by a factor of 10,000 or more relative to the size of the box along any axis. For example, if the x coordinates of the points range from 200,000 to 200,001 then the factor is 200,000.5 / (200,001 - 200,000) = 2x10^5, which is larger than 10,000 -- so the coordinates will be shifted and scaled. This is important as many OpenGL drivers use reduced precision to hold point coordinates. These methods are used by the mapper to determine the additional transform (if any) to apply to the rendering transform. V.GetCoordShiftAndScaleMethod() -> ShiftScaleMethod C++: virtual ShiftScaleMethod GetCoordShiftAndScaleMethod() Get the shift and scale vectors computed by CreateVBO; or set the values CreateVBO and AppendVBO will use. Note that the "Set" methods **must** be called before the first time that CreateVBO or AppendVBO is invoked and should never be called afterwards. The CoordShiftAndScaleMethod describes how the shift and scale vectors are obtained (or that they should never be used). The GetCoordShiftAndScaleEnabled() method returns true if a shift and scale are currently being applied (or false if not). The "Get" methods are used by the mapper to modify the world and camera transformation matrices to match the scaling applied to coordinates in the VBO. CreateVBO only applies a shift and scale when the midpoint of the point bounding-box is distant from the origin by a factor of 10,000 or more relative to the size of the box along any axis. For example, if the x coordinates of the points range from 200,000 to 200,001 then the factor is 200,000.5 / (200,001 - 200,000) = 2x10^5, which is larger than 10,000 -- so the coordinates will be shifted and scaled. This is important as many OpenGL drivers use reduced precision to hold point coordinates. These methods are used by the mapper to determine the additional transform (if any) to apply to the rendering transform. V.SetCoordShiftAndScaleMethod(ShiftScaleMethod) C++: virtual void SetCoordShiftAndScaleMethod( ShiftScaleMethod meth) Get the shift and scale vectors computed by CreateVBO; or set the values CreateVBO and AppendVBO will use. Note that the "Set" methods **must** be called before the first time that CreateVBO or AppendVBO is invoked and should never be called afterwards. The CoordShiftAndScaleMethod describes how the shift and scale vectors are obtained (or that they should never be used). The GetCoordShiftAndScaleEnabled() method returns true if a shift and scale are currently being applied (or false if not). The "Get" methods are used by the mapper to modify the world and camera transformation matrices to match the scaling applied to coordinates in the VBO. CreateVBO only applies a shift and scale when the midpoint of the point bounding-box is distant from the origin by a factor of 10,000 or more relative to the size of the box along any axis. For example, if the x coordinates of the points range from 200,000 to 200,001 then the factor is 200,000.5 / (200,001 - 200,000) = 2x10^5, which is larger than 10,000 -- so the coordinates will be shifted and scaled. This is important as many OpenGL drivers use reduced precision to hold point coordinates. These methods are used by the mapper to determine the additional transform (if any) to apply to the rendering transform. V.SetDataType(int) C++: void SetDataType(int v) V.GetDataType() -> int C++: virtual int GetDataType() V.GetDataTypeSize() -> int C++: virtual unsigned int GetDataTypeSize() V.GetNumberOfTuples() -> int C++: virtual unsigned int GetNumberOfTuples() V.GetNumberOfComponents() -> int C++: virtual unsigned int GetNumberOfComponents() V.SetStride(int) C++: virtual void SetStride(unsigned int _arg) V.GetStride() -> int C++: virtual unsigned int GetStride() V.UploadVBO() C++: void UploadVBO() V.SetCache(vtkOpenGLVertexBufferObjectCache) C++: void SetCache(vtkOpenGLVertexBufferObjectCache *cache) vtkRenderingOpenGL2Python.vtkOpenGLVertexBufferObject.ShiftScaleMethodvtkRenderingOpenGL2Python.vtkFourByteUnionGetVBORemoveVBOvtkOpenGLVertexBufferObjectCache - manage vertex buffer objects shared within a context Superclass: vtkObject This class allows mappers to share VBOs. Specifically it is used by the V..B..O..Group to see if a VBO already exists for a given vtkDataArray. vtkRenderingOpenGL2Python.vtkOpenGLVertexBufferObjectCacheV.SafeDownCast(vtkObjectBase) -> vtkOpenGLVertexBufferObjectCache C++: static vtkOpenGLVertexBufferObjectCache *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLVertexBufferObjectCache C++: vtkOpenGLVertexBufferObjectCache *NewInstance() V.GetVBO(vtkDataArray, int) -> vtkOpenGLVertexBufferObject C++: vtkOpenGLVertexBufferObject *GetVBO(vtkDataArray *array, int destType) Returns the vertex buffer object which holds the data array's data. If such a VBO does not exist a new empty VBO will be created you need to append to. The return value has been registered, you are responsible for deleting it. The data array pointers are also registered. V.RemoveVBO(vtkOpenGLVertexBufferObject) C++: void RemoveVBO(vtkOpenGLVertexBufferObject *vbo) Removes all references to a given vertex buffer object. BuildAllVBOsCacheDataArrayClearAllDataArraysClearAllVBOsRemoveAttributeAddAllAttributesToVAOGetMTime@V *vtkViewportvtkOpenGLVertexBufferObjectGroupvtkOpenGLVertexBufferObjectGroup - manage vertex buffer objects shared within a mapper Superclass: vtkObject This class holds onto the VBOs that a mapper is using. The basic operation is that during the render process the mapper may cache a number of dataArrays as VBOs associated with attributes. This class keep track of freeing VBOs no longer used by the mapper and uploading new data as needed. When using CacheCataArray the same array can be set each time and this class will not rebuild or upload unless needed. When using the AppendDataArray API no caching is done and the VBOs will be rebuilt and uploaded each time. So when appending th emapper need to handle checking if the VBO should be updated. Use case: make this an ivar of your mapper vbg->CacheDataArray("vertexMC", vtkDataArray); vbg->BuildAllVBOs(); if (vbg->GetMTime() > your VAO update time) { vbg->AddAllAttributesToVAO(...); } Appended Use case: make this an ivar of your mapper if (you need to update your VBOs) { vbg->ClearAllVBOs(); vbg->AppendDataArray("vertexMC", vtkDataArray1); vbg->AppendDataArray("vertexMC", vtkDataArray2); vbg->AppendDataArray("vertexMC", vtkDataArray3); vbg->BuildAllVBOs(); vbg->AddAllAttributesToVAO(...); } use VAO vtkRenderingOpenGL2Python.vtkOpenGLVertexBufferObjectGroupV.SafeDownCast(vtkObjectBase) -> vtkOpenGLVertexBufferObjectGroup C++: static vtkOpenGLVertexBufferObjectGroup *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkOpenGLVertexBufferObjectGroup C++: vtkOpenGLVertexBufferObjectGroup *NewInstance() V.GetNumberOfComponents(string) -> int C++: int GetNumberOfComponents(const char *attribute) Returns the number of components for this attribute zero if the attribute does not exist V.GetNumberOfTuples(string) -> int C++: int GetNumberOfTuples(const char *attribute) Returns the number of tuples for this attribute zero if the attribute does not exist V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) 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.GetVBO(string) -> vtkOpenGLVertexBufferObject C++: vtkOpenGLVertexBufferObject *GetVBO(const char *attribute) Returns the VBO for an attribute, NULL if it is not present. V.AddAllAttributesToVAO(vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void AddAllAttributesToVAO(vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) Attach all VBOs to their attributes V.RemoveAttribute(string) C++: void RemoveAttribute(const char *attribute) used to remove a no longer needed attribute Calling CacheDataArray with a nullptr attribute will also work. V.CacheDataArray(string, vtkDataArray, vtkOpenGLVertexBufferObjectCache, int) C++: void CacheDataArray(const char *attribute, vtkDataArray *da, vtkOpenGLVertexBufferObjectCache *cache, int destType) V.CacheDataArray(string, vtkDataArray, vtkViewport, int) C++: void CacheDataArray(const char *attribute, vtkDataArray *da, vtkViewport *vp, int destType) Set the data array for an attribute in the VBO Group registers the data array until build is called once this is called a valid VBO will exist V.AppendDataArray(string, vtkDataArray, int) C++: void AppendDataArray(const char *attribute, vtkDataArray *da, int destType) Append a data array for an attribute in the VBO Group registers the data array until build is called V.BuildAllVBOs(vtkOpenGLVertexBufferObjectCache) C++: void BuildAllVBOs(vtkOpenGLVertexBufferObjectCache *) V.BuildAllVBOs(vtkViewport) C++: void BuildAllVBOs(vtkViewport *) using the data arays in this group build all the VBOs, once this has been called the reference to the data arrays will be freed. V.ClearAllVBOs() C++: void ClearAllVBOs() Force all the VBOs to be freed from this group. Call this prior to starting appending operations. Not needed for single array caching. V.ClearAllDataArrays() C++: void ClearAllDataArrays() Clear all the data arrays. Typically an internal method. Automatically called at the end of BuildAllVBOs to prepare for the next set of attributes. V.GetMTime() -> int C++: vtkMTimeType GetMTime() override; Get the mtime of this groups VBOs @V *vtkOpenGLVertexBufferObjectCache@zVVi *vtkDataArray *vtkOpenGLVertexBufferObjectCache@zVVi *vtkDataArray *vtkViewportvtkOverlayPassvtkOverlayPass - Render the overlay geometry with property key filtering. Superclass: vtkDefaultPass vtkOverlayPass renders the overlay geometry of all the props that have the keys contained in vtkRenderState. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. @sa vtkRenderPass vtkDefaultPass vtkRenderingOpenGL2Python.vtkOverlayPassV.SafeDownCast(vtkObjectBase) -> vtkOverlayPass C++: static vtkOverlayPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkOverlayPass C++: vtkOverlayPass *NewInstance() ReleaseMemoryBindToPackedBufferUnmapUnpackedBufferUnmapPackedBufferBindToUnPackedBufferGetUsageGetComponentsGetSizeUnmapBufferSetUsageSetComponentsDownload1DUpload1DDownload3DDownload2DUpload2DUpload3DAllocateMapBufferMapPackedBufferMapUnpackedBufferBufferTypeUNPACKED_BUFFERStreamDrawStreamReadStreamCopyStaticDrawStaticReadStaticCopyDynamicDrawDynamicReadDynamicCopyNumberOfUsagesvtkPixelBufferObject.BufferTypevtkPixelBufferObject - abstracts an OpenGL pixel buffer object. Superclass: vtkObject Provides low-level access to PBO mapped memory. Used to transfer raw data to/from PBO mapped memory and the application. Once data is transferred to the PBO it can then be transferred to the GPU (eg texture memory). Data may be uploaded from the application into a pixel buffer or downloaded from the pixel bufer to the application. The vtkTextureObject is used to transfer data from/to the PBO to/from texture memory on the GPU. @sa OpenGL Pixel Buffer Object Extension Spec (ARB_pixel_buffer_object): http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt @warning Since most PBO mappeds don't support double format all double data is converted to float and then uploaded. vtkRenderingOpenGL2Python.vtkPixelBufferObjectV.SafeDownCast(vtkObjectBase) -> vtkPixelBufferObject C++: static vtkPixelBufferObject *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPixelBufferObject C++: vtkPixelBufferObject *NewInstance() V.GetContext() -> vtkRenderWindow C++: vtkRenderWindow *GetContext() Get/Set the context. Context must be a vtkOpenGLRenderWindow. This does not increase the reference count of the context to avoid reference loops. SetContext() may raise an error is the OpenGL context does not support the required OpenGL extensions. V.GetUsage() -> int C++: virtual int GetUsage() Usage is a performance hint. Valid values are: - StreamDraw specified once by A, used few times S - StreamRead specified once by R, queried a few times by A - StreamCopy specified once by R, used a few times S - StaticDraw specified once by A, used many times S - StaticRead specificed once by R, queried many times by A - StaticCopy specified once by R, used many times S - DynamicDraw respecified repeatedly by A, used many times S - DynamicRead respecified repeatedly by R, queried many times by A - DynamicCopy respecified repeatedly by R, used many times S A: the application S: as the source for GL drawing and image specification commands. R: reading data from the GL Initial value is StaticDraw, as in OpenGL spec. V.SetUsage(int) C++: virtual void SetUsage(int _arg) Usage is a performance hint. Valid values are: - StreamDraw specified once by A, used few times S - StreamRead specified once by R, queried a few times by A - StreamCopy specified once by R, used a few times S - StaticDraw specified once by A, used many times S - StaticRead specificed once by R, queried many times by A - StaticCopy specified once by R, used many times S - DynamicDraw respecified repeatedly by A, used many times S - DynamicRead respecified repeatedly by R, queried many times by A - DynamicCopy respecified repeatedly by R, used many times S A: the application S: as the source for GL drawing and image specification commands. R: reading data from the GL Initial value is StaticDraw, as in OpenGL spec. V.Upload1D(int, void, int, int, int) -> bool C++: bool Upload1D(int type, void *data, unsigned int numtuples, int comps, vtkIdType increment) Upload data to PBO mapped. The input data can be freed after this call. The data ptr is treated as an 1D array with the given number of tuples and given number of components in each tuple to be copied to the PBO mapped. increment is the offset added after the last component in each tuple is transferred. Look at the documentation for ContinuousIncrements in vtkImageData for details about how increments are specified. V.Upload2D(int, void, [int, int], int, [int, int]) -> bool C++: bool Upload2D(int type, void *data, unsigned int dims[2], int comps, vtkIdType increments[2]) Update data to PBO mapped sourcing it from a 2D array. The input data can be freed after this call. The data ptr is treated as a 2D array with increments indicating how to iterate over the data. Look at the documentation for ContinuousIncrements in vtkImageData for details about how increments are specified. V.Upload3D(int, void, [int, int, int], int, [int, int, int], int, [int, ...]) -> bool C++: bool Upload3D(int type, void *data, unsigned int dims[3], int comps, vtkIdType increments[3], int components, int *componentList) Update data to PBO mapped sourcing it from a 3D array. The input data can be freed after this call. The data ptr is treated as a 3D array with increments indicating how to iterate over the data. Look at the documentation for ContinuousIncrements in vtkImageData for details about how increments are specified. V.GetType() -> int C++: virtual int GetType() Get the type with which the data is loaded into the PBO mapped. eg. VTK_FLOAT for float32, VTK_CHAR for byte, VTK_UNSIGNED_CHAR for unsigned byte etc. V.SetType(int) C++: virtual void SetType(int _arg) Get the type with which the data is loaded into the PBO mapped. eg. VTK_FLOAT for float32, VTK_CHAR for byte, VTK_UNSIGNED_CHAR for unsigned byte etc. V.GetComponents() -> int C++: virtual int GetComponents() Get the number of components used to initialize the buffer. V.SetComponents(int) C++: virtual void SetComponents(int _arg) Get the number of components used to initialize the buffer. V.GetSize() -> int C++: virtual unsigned int GetSize() Get the size of the data loaded into the PBO mapped memory. Size is in the number of elements of the uploaded Type. V.SetSize(int) C++: virtual void SetSize(unsigned int _arg) V.SetSize(int, int) C++: void SetSize(unsigned int nTups, int nComps) Get the size of the data loaded into the PBO mapped memory. Size is in the number of elements of the uploaded Type. V.GetHandle() -> int C++: virtual unsigned int GetHandle() Get the openGL buffer handle. V.Download1D(int, void, int, int, int) -> bool C++: bool Download1D(int type, void *data, unsigned int dim, int numcomps, vtkIdType increment) Download data from pixel buffer to the 1D array. The length of the array must be equal to the size of the data in the memory. V.Download2D(int, void, [int, int], int, [int, int]) -> bool C++: bool Download2D(int type, void *data, unsigned int dims[2], int numcomps, vtkIdType increments[2]) Download data from pixel buffer to the 2D array. (lengthx * lengthy) must be equal to the size of the data in the memory. V.Download3D(int, void, [int, int, int], int, [int, int, int]) -> bool C++: bool Download3D(int type, void *data, unsigned int dims[3], int numcomps, vtkIdType increments[3]) Download data from pixel buffer to the 3D array. (lengthx * lengthy * lengthz) must be equal to the size of the data in the memory. V.BindToPackedBuffer() C++: void BindToPackedBuffer() Convenience methods for binding. V.BindToUnPackedBuffer() C++: void BindToUnPackedBuffer() V.UnBind() C++: void UnBind() Inactivate the buffer. V.MapPackedBuffer() -> void C++: void *MapPackedBuffer() V.MapPackedBuffer(int, int, int) -> void C++: void *MapPackedBuffer(int type, unsigned int numtuples, int comps) V.MapPackedBuffer(int) -> void C++: void *MapPackedBuffer(unsigned int numbytes) Convenience api for mapping buffers to app address space. See also MapBuffer. V.MapUnpackedBuffer() -> void C++: void *MapUnpackedBuffer() V.MapUnpackedBuffer(int, int, int) -> void C++: void *MapUnpackedBuffer(int type, unsigned int numtuples, int comps) V.MapUnpackedBuffer(int) -> void C++: void *MapUnpackedBuffer(unsigned int numbytes) V.UnmapUnpackedBuffer() C++: void UnmapUnpackedBuffer() Convenience api for unmapping buffers from app address space. See also UnmapBuffer. V.UnmapPackedBuffer() C++: void UnmapPackedBuffer() V.Bind(BufferType) C++: void Bind(BufferType buffer) Make the buffer active. V.MapBuffer(int, int, int, BufferType) -> void C++: void *MapBuffer(int type, unsigned int numtuples, int comps, BufferType mode) V.MapBuffer(int, BufferType) -> void C++: void *MapBuffer(unsigned int numbytes, BufferType mode) V.MapBuffer(BufferType) -> void C++: void *MapBuffer(BufferType mode) Map the buffer to our addresspace. Returns a pointer to the mapped memory for read/write access. If type, tuples and components are specified new buffer data will be allocated, else the current allocation is mapped. When finished call UnmapBuffer. V.UnmapBuffer(BufferType) C++: void UnmapBuffer(BufferType mode) Un-map the buffer from our address space, OpenGL can then use/reclaim the buffer contents. V.Allocate(int, int, int, BufferType) C++: void Allocate(int vtkType, unsigned int numtuples, int comps, BufferType mode) V.Allocate(int, BufferType) C++: void Allocate(unsigned int nbytes, BufferType mode) Allocate PACKED/UNPACKED memory to hold numTuples*numComponents of vtkType. V.ReleaseMemory() C++: void ReleaseMemory() Release the memory allocated without destroying the PBO handle. V.IsSupported(vtkRenderWindow) -> bool C++: static bool IsSupported(vtkRenderWindow *renWin) Returns if the context supports the required extensions. Extension will be loaded when the conetxt is set. vtkRenderingOpenGL2Python.vtkPixelBufferObject.BufferTypevtkPointFillPassSetCandidatePointRatioGetMinimumCandidateAngleGetCandidatePointRatioSetMinimumCandidateAnglevtkPointFillPass - Implement a post-processing fillpass Superclass: vtkDepthImageProcessingPass This pass is designed to fill in rendering of sparse point sets/coulds The delegate is used once and is usually set to a vtkCameraPass or to a post-processing pass. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkPointFillPassV.SafeDownCast(vtkObjectBase) -> vtkPointFillPass C++: static vtkPointFillPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkPointFillPass C++: vtkPointFillPass *NewInstance() V.SetCandidatePointRatio(float) C++: virtual void SetCandidatePointRatio(float _arg) How far in front of a point must a neighboring point be to be used as a filler candidate. Expressed as a multiple of the points distance from the camera. Defaults to 0.95 V.GetCandidatePointRatio() -> float C++: virtual float GetCandidatePointRatio() How far in front of a point must a neighboring point be to be used as a filler candidate. Expressed as a multiple of the points distance from the camera. Defaults to 0.95 V.SetMinimumCandidateAngle(float) C++: virtual void SetMinimumCandidateAngle(float _arg) How large of an angle must the filler candidates span before a point will be filled. Expressed in radians. A value of pi will keep edges from growing out. Large values require more support, lower values less. V.GetMinimumCandidateAngle() -> float C++: virtual float GetMinimumCandidateAngle() How large of an angle must the filler candidates span before a point will be filled. Expressed in radians. A value of pi will keep edges from growing out. Large values require more support, lower values less. vtkRenderPassCollectionGetNextRenderPassGetLastRenderPassAddItemvtkCollectionvtkRenderPassCollection - an ordered list of RenderPasses Superclass: vtkCollection vtkRenderPassCollection represents a list of RenderPasses (i.e., vtkRenderPass and subclasses) and provides methods to manipulate the list. The list is ordered and duplicate entries are not prevented. @sa vtkRenderPass vtkCollection vtkRenderingOpenGL2Python.vtkRenderPassCollectionV.SafeDownCast(vtkObjectBase) -> vtkRenderPassCollection C++: static vtkRenderPassCollection *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkRenderPassCollection C++: vtkRenderPassCollection *NewInstance() V.AddItem(vtkRenderPass) C++: void AddItem(vtkRenderPass *pass) Add an RenderPass to the bottom of the list. V.GetNextRenderPass() -> vtkRenderPass C++: vtkRenderPass *GetNextRenderPass() Get the next RenderPass in the list. V.GetLastRenderPass() -> vtkRenderPass C++: vtkRenderPass *GetLastRenderPass() Get the last RenderPass in the list. vtkRenderStepsPassGetCameraPassGetOverlayPassGetOpaquePassGetLightsPassGetPostProcessPassSetOverlayPassSetPostProcessPassSetLightsPassSetCameraPassSetOpaquePassvtkRenderStepsPass - Execute render passes sequentially. Superclass: vtkRenderPass vtkRenderStepsPass executes a standard list of render passes sequentially. This class allows to define a sequence of render passes at run time. You can set a step to NULL in order to skip that step. Likewise you can replace any of the default steps with your own step. Typically in such a case you would get the current step, replace it with your own and likely have your step call the current step as a delegate. For example to replace the translucent step with a depthpeeling step you would get the current tranlucent step and set it as a delegate on the depthpeeling step. Then set this classes translparent step to the depthpeelnig step. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkRenderStepsPassV.SafeDownCast(vtkObjectBase) -> vtkRenderStepsPass C++: static vtkRenderStepsPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderStepsPass C++: vtkRenderStepsPass *NewInstance() V.GetCameraPass() -> vtkCameraPass C++: virtual vtkCameraPass *GetCameraPass() Get the RenderPass used for the Camera Step V.SetCameraPass(vtkCameraPass) C++: void SetCameraPass(vtkCameraPass *) Get the RenderPass used for the Camera Step V.GetLightsPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetLightsPass() Get the RenderPass used for the Lights Step V.SetLightsPass(vtkRenderPass) C++: void SetLightsPass(vtkRenderPass *) Get the RenderPass used for the Lights Step V.GetOpaquePass() -> vtkRenderPass C++: virtual vtkRenderPass *GetOpaquePass() Get the RenderPass used for the Opaque Step V.SetOpaquePass(vtkRenderPass) C++: void SetOpaquePass(vtkRenderPass *) Get the RenderPass used for the Opaque Step V.GetTranslucentPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetTranslucentPass() Get the RenderPass used for the translucent Step V.SetTranslucentPass(vtkRenderPass) C++: void SetTranslucentPass(vtkRenderPass *) Get the RenderPass used for the translucent Step V.GetVolumetricPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetVolumetricPass() Get the RenderPass used for the Volume Step V.SetVolumetricPass(vtkRenderPass) C++: void SetVolumetricPass(vtkRenderPass *) Get the RenderPass used for the Volume Step V.GetOverlayPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetOverlayPass() Get the RenderPass used for the Overlay Step V.SetOverlayPass(vtkRenderPass) C++: void SetOverlayPass(vtkRenderPass *) Get the RenderPass used for the Overlay Step V.GetPostProcessPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetPostProcessPass() Get the RenderPass used for the PostProcess Step V.SetPostProcessPass(vtkRenderPass) C++: void SetPostProcessPass(vtkRenderPass *) Get the RenderPass used for the PostProcess Step GetWidthGetHeightGetSamplesCreateColorAttachmentCreateDepthAttachmentCreatevtkRenderbuffer - Storage for FBO's Superclass: vtkObject Lightweight API to OpenGL Framebuffer Object EXT renderbuffers. vtkRenderingOpenGL2Python.vtkRenderbufferV.SafeDownCast(vtkObjectBase) -> vtkRenderbuffer C++: static vtkRenderbuffer *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkRenderbuffer C++: vtkRenderbuffer *NewInstance() V.GetHandle() -> int C++: virtual unsigned int GetHandle() Get the name of the buffer for use opengl code. V.SetContext(vtkRenderWindow) C++: void SetContext(vtkRenderWindow *win) Setting the context has the side affect of initializing OpenGL required extensions and allocates an OpenGL name(handle) that is released when the object is destroyed. NOTE: the reference count to the passed in object is not incremented. Contex must be set prior to other use. V.GetContext() -> vtkRenderWindow C++: vtkRenderWindow *GetContext() Setting the context has the side affect of initializing OpenGL required extensions and allocates an OpenGL name(handle) that is released when the object is destroyed. NOTE: the reference count to the passed in object is not incremented. Contex must be set prior to other use. V.CreateColorAttachment(int, int) -> int C++: int CreateColorAttachment(unsigned int width, unsigned int height) Sets up an RGBAF renderbufffer for use as a color attachment. Use mode to control READ or DRAW operation. V.CreateDepthAttachment(int, int) -> int C++: int CreateDepthAttachment(unsigned int width, unsigned int height) Sets up an DEPTH renderbufffer for use as a color attachment. Use mode to control READ or DRAW operation. V.Create(int, int, int) -> int C++: int Create(unsigned int format, unsigned int width, unsigned int height) V.Create(int, int, int, int) -> int C++: int Create(unsigned int format, unsigned int width, unsigned int height, unsigned int samples) Sets up an renderbufffer. Use mode to control READ or DRAW operation and format to control the internal format. (see OpenGL doc for more info) V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) V.Resize(int, int) C++: void Resize(unsigned int width, unsigned int height) V.GetWidth() -> int C++: virtual unsigned int GetWidth() Get the buffer dimensions. These are the properties of the OpenGL renderbuffer this instance represents. V.GetHeight() -> int C++: virtual unsigned int GetHeight() Get the buffer dimensions. These are the properties of the OpenGL renderbuffer this instance represents. V.GetSamples() -> int C++: virtual unsigned int GetSamples() Get the buffer dimensions. These are the properties of the OpenGL renderbuffer this instance represents. vtkSSAAPassvtkSSAAPass - Implement Screen Space Anti Aliasing pass. Superclass: vtkRenderPass Render to a larger image and then sample down This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. The delegate is used once. Its delegate is usually set to a vtkCameraPass or to a post-processing pass. @par Implementation: As the filter is separable, it first blurs the image horizontally and then vertically. This reduces the number of texture samples taken. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkSSAAPassV.SafeDownCast(vtkObjectBase) -> vtkSSAAPass C++: static vtkSSAAPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSSAAPass C++: vtkSSAAPass *NewInstance() vtkSequencePassGetPassesSetPassesvtkSequencePass - Execute render passes sequentially. Superclass: vtkRenderPass vtkSequencePass executes a list of render passes sequentially. This class allows to define a sequence of render passes at run time. The other solution to write a sequence of render passes is to write an effective subclass of vtkRenderPass. As vtkSequencePass is a vtkRenderPass itself, it is possible to have a hierarchy of render passes built at runtime. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkSequencePassV.SafeDownCast(vtkObjectBase) -> vtkSequencePass C++: static vtkSequencePass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkSequencePass C++: vtkSequencePass *NewInstance() V.GetPasses() -> vtkRenderPassCollection C++: virtual vtkRenderPassCollection *GetPasses() The ordered list of render passes to execute sequentially. If the pointer is NULL or the list is empty, it is silently ignored. There is no warning. Initial value is a NULL pointer. V.SetPasses(vtkRenderPassCollection) C++: virtual void SetPasses(vtkRenderPassCollection *passes) The ordered list of render passes to execute sequentially. If the pointer is NULL or the list is empty, it is silently ignored. There is no warning. Initial value is a NULL pointer. CleanupCompileSetSourceGetSourceFragmentUnknownvtkShader - encapsulate a glsl shader Superclass: vtkObject vtkShader represents a shader, vertex, fragment, geometry etc vtkRenderingOpenGL2Python.vtkShaderV.SafeDownCast(vtkObjectBase) -> vtkShader C++: static vtkShader *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkShader C++: vtkShader *NewInstance() V.SetType(Type) C++: void SetType(Type type) Set the shader type. V.GetType() -> Type C++: Type GetType() Get the shader type, typically Vertex or Fragment. V.SetSource(string) C++: void SetSource(const std::string &source) Set the shader source to the supplied string. V.GetSource() -> string C++: std::string GetSource() Get the source for the shader. V.GetError() -> string C++: std::string GetError() Get the error message (empty if none) for the shader. V.GetHandle() -> int C++: int GetHandle() Get the handle of the shader. V.Compile() -> bool C++: bool Compile() Compile the shader. ote A valid context must to current in order to compile the shader. V.Cleanup() C++: void Cleanup() Delete the shader. ote This should only be done once the ShaderProgram is done with the Shader. vtkRenderingOpenGL2Python.vtkShader.TypeSubstituteSetUniformMatrix4x4vSetUniformMatrixisBoundGetCompiledGetGeometryShaderGetVertexShaderGetFragmentShaderGetTransformFeedbackSetVertexShaderSetTransformFeedbackSetGeometryShaderSetFragmentShaderEnableAttributeArrayIsAttributeUsedDisableAttributeArrayIsUniformUsedGetFileNamePrefixForDebuggingSetUniform2iSetUniform3ucSetUniform4ucSetUniform3fSetUniform4fSetUniform2fSetUniformiSetUniformfSetMD5HashSetNumberOfOutputsCompiledOffSetCompiledCompiledOnSetUniform1ivSetUniform1fvUseAttributeArraySetUniformMatrix3x3SetUniformMatrix4x4SetFileNamePrefixForDebuggingGetMD5HashNormalizeOptionNoNormalizesss|qVss|q *vtkShader@zV *vtkMatrix3x3@zV *vtkMatrix4x4vtkShaderProgram.NormalizeOptionvtkShaderProgram - a glsl shader program Superclass: vtkObject This class contains the vertex, fragment, geometry shaders that combine to make a shader program vtkRenderingOpenGL2Python.vtkShaderProgramV.SafeDownCast(vtkObjectBase) -> vtkShaderProgram C++: static vtkShaderProgram *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkShaderProgram C++: vtkShaderProgram *NewInstance() V.GetVertexShader() -> vtkShader C++: virtual vtkShader *GetVertexShader() Get the vertex shader for this program V.SetVertexShader(vtkShader) C++: void SetVertexShader(vtkShader *) Get the vertex shader for this program V.GetFragmentShader() -> vtkShader C++: virtual vtkShader *GetFragmentShader() Get the fragment shader for this program V.SetFragmentShader(vtkShader) C++: void SetFragmentShader(vtkShader *) Get the fragment shader for this program V.GetGeometryShader() -> vtkShader C++: virtual vtkShader *GetGeometryShader() Get the geometry shader for this program V.SetGeometryShader(vtkShader) C++: void SetGeometryShader(vtkShader *) Get the geometry shader for this program V.GetTransformFeedback() -> vtkTransformFeedback C++: virtual vtkTransformFeedback *GetTransformFeedback() Get/Set a TransformFeedbackCapture object on this shader program. V.SetTransformFeedback(vtkTransformFeedback) C++: void SetTransformFeedback(vtkTransformFeedback *tfc) Get/Set a TransformFeedbackCapture object on this shader program. V.GetCompiled() -> bool C++: virtual bool GetCompiled() Set/Get flag for if this program is compiled V.SetCompiled(bool) C++: virtual void SetCompiled(bool _arg) Set/Get flag for if this program is compiled V.CompiledOn() C++: virtual void CompiledOn() Set/Get flag for if this program is compiled V.CompiledOff() C++: virtual void CompiledOff() Set/Get flag for if this program is compiled V.GetMD5Hash() -> string C++: std::string GetMD5Hash() Set/Get the md5 hash of this program V.SetMD5Hash(string) C++: void SetMD5Hash(const std::string &hash) V.isBound() -> bool C++: bool isBound() Check if the program is currently bound, or not. @return True if the program is bound, false otherwise. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) release any graphics resources this class is using. V.GetHandle() -> int C++: int GetHandle() Get the handle of the shader program. V.GetError() -> string C++: std::string GetError() Get the error message (empty if none) for the shader program. V.EnableAttributeArray(string) -> bool C++: bool EnableAttributeArray(const char *name) Enable the named attribute array. Return false if the attribute array is not contained in the linked shader program. V.DisableAttributeArray(string) -> bool C++: bool DisableAttributeArray(const char *name) Disable the named attribute array. Return false if the attribute array is not contained in the linked shader program. V.UseAttributeArray(string, int, int, int, int, NormalizeOption) -> bool C++: bool UseAttributeArray(const char *name, int offset, size_t stride, int elementType, int elementTupleSize, NormalizeOption normalize) Use the named attribute array with the bound BufferObject. @param name of the attribute (as seen in the shader program). @param offset into the bound BufferObject. @param stride The stride of the element access (i.e. the size of each element in the currently bound BufferObject). 0 may be used to indicate tightly packed data. @param elementType Tag identifying the memory representation of the element. @param elementTupleSize The number of elements per vertex (e.g. a 3D position attribute would be 3). @param normalize Indicates the range used by the attribute data. See NormalizeOption for more information. @return false if the attribute array does not exist. V.SetUniformi(string, int) -> bool C++: bool SetUniformi(const char *name, int v) Set the name uniform value to int v. V.SetUniformf(string, float) -> bool C++: bool SetUniformf(const char *name, float v) V.SetUniform2i(string, (int, int)) -> bool C++: bool SetUniform2i(const char *name, const int v[2]) V.SetUniform2f(string, (float, float)) -> bool C++: bool SetUniform2f(const char *name, const float v[2]) V.SetUniform3f(string, (float, float, float)) -> bool C++: bool SetUniform3f(const char *name, const double v[3]) V.SetUniform4f(string, (float, float, float, float)) -> bool C++: bool SetUniform4f(const char *name, const float v[4]) V.SetUniform3uc(string, (int, int, int)) -> bool C++: bool SetUniform3uc(const char *name, const unsigned char v[3]) V.SetUniform4uc(string, (int, int, int, int)) -> bool C++: bool SetUniform4uc(const char *name, const unsigned char v[4]) V.SetUniformMatrix(string, vtkMatrix3x3) -> bool C++: bool SetUniformMatrix(const char *name, vtkMatrix3x3 *v) V.SetUniformMatrix(string, vtkMatrix4x4) -> bool C++: bool SetUniformMatrix(const char *name, vtkMatrix4x4 *v) V.SetUniformMatrix3x3(string, [float, ...]) -> bool C++: bool SetUniformMatrix3x3(const char *name, float *v) V.SetUniformMatrix4x4(string, [float, ...]) -> bool C++: bool SetUniformMatrix4x4(const char *name, float *v) V.SetUniform1iv(string, int, (int, ...)) -> bool C++: bool SetUniform1iv(const char *name, const int count, const int *f) Set the name uniform array to f with count elements V.SetUniform1fv(string, int, (float, ...)) -> bool C++: bool SetUniform1fv(const char *name, const int count, const float *f) V.SetUniformMatrix4x4v(string, int, [float, ...]) -> bool C++: bool SetUniformMatrix4x4v(const char *name, const int count, float *v) V.SetNumberOfOutputs(int) C++: virtual void SetNumberOfOutputs(unsigned int _arg) V.Substitute(string, string, string, bool) -> bool C++: static bool Substitute(std::string &source, const std::string &search, const std::string &replace, bool all=true) V.Substitute(vtkShader, string, string, bool) -> bool C++: static bool Substitute(vtkShader *shader, const std::string &search, const std::string &replace, bool all=true) perform in place string substitutions, indicate if a substitution was done this is useful for building up shader strings which typically involve lots of string substitutions. \param[in] shader The source shader object to perform substitutions on \param[in] search The string to search for \param[in] replace The string replacement \param[in] all Whether to replace all matches or just the first one \return A boolean indicating whether the replacement was successful V.IsUniformUsed(string) -> bool C++: bool IsUniformUsed(const char *) methods to inquire as to what uniforms/attributes are used by this shader. This can save some compute time if the uniforms or attributes are expensive to compute V.IsAttributeUsed(string) -> bool C++: bool IsAttributeUsed(const char *name) Return true if the compiled and linked shader has an attribute matching @a name. V.SetFileNamePrefixForDebugging(string) C++: virtual void SetFileNamePrefixForDebugging(const char *_arg) When developing shaders, it's often convenient to tweak the shader and re-render incrementally. This provides a mechanism to do the same. To debug any shader program, set `FileNamePrefixForDebugging` to a file path e.g. `/tmp/myshaders`. Subsequently, when `Bind()` is called on the shader program, it will check for files named `VS.glsl`, `GS.glsl` and `FS.glsl` for vertex shader, geometry shader and fragment shader codes respectively. If a file doesn't exist, then it dumps out the current code to that file. If the file exists, then the shader is recompiled to use the contents of that file. Thus, after the files have been dumped in the first render, you can open the files in a text editor and update as needed. On following render, the modified contexts from the file will be used. This is only intended for debugging during development and should not be used in production. V.GetFileNamePrefixForDebugging() -> string C++: virtual char *GetFileNamePrefixForDebugging() When developing shaders, it's often convenient to tweak the shader and re-render incrementally. This provides a mechanism to do the same. To debug any shader program, set `FileNamePrefixForDebugging` to a file path e.g. `/tmp/myshaders`. Subsequently, when `Bind()` is called on the shader program, it will check for files named `VS.glsl`, `GS.glsl` and `FS.glsl` for vertex shader, geometry shader and fragment shader codes respectively. If a file doesn't exist, then it dumps out the current code to that file. If the file exists, then the shader is recompiled to use the contents of that file. Thus, after the files have been dumped in the first render, you can open the files in a text editor and update as needed. On following render, the modified contexts from the file will be used. This is only intended for debugging during development and should not be used in production. vtkRenderingOpenGL2Python.vtkShaderProgram.NormalizeOptionvtkShadowMapBakerPassSetUpToDateGetNeedUpdateGetHasShadowsGetResolutionGetCompositeZPassGetOpaqueSequenceLightCreatesShadowSetResolutionSetCompositeZPassSetOpaqueSequencevtkShadowMapBakerPass - Implement a builder of shadow map pass. Superclass: vtkRenderPass Bake a list of shadow maps, once per spot light. It work in conjunction with the vtkShadowMapPass, which uses the shadow maps for rendering the opaque geometry (a technique to render hard shadows in hardware). This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. Its delegate is usually set to a vtkOpaquePass. @par Implementation: The first pass of the algorithm is to generate a shadow map per light (depth map from the light point of view) by rendering the opaque objects @sa vtkRenderPass, vtkOpaquePass, vtkShadowMapPass vtkRenderingOpenGL2Python.vtkShadowMapBakerPassV.SafeDownCast(vtkObjectBase) -> vtkShadowMapBakerPass C++: static vtkShadowMapBakerPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkShadowMapBakerPass C++: vtkShadowMapBakerPass *NewInstance() V.GetOpaqueSequence() -> vtkRenderPass C++: virtual vtkRenderPass *GetOpaqueSequence() Delegate for rendering the camera, lights, and opaque geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It defaults to a vtkCameraPass with a sequence of vtkLightPass/vtkOpaquePass. V.SetOpaqueSequence(vtkRenderPass) C++: virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence) Delegate for rendering the camera, lights, and opaque geometry. If it is NULL, nothing will be rendered and a warning will be emitted. It defaults to a vtkCameraPass with a sequence of vtkLightPass/vtkOpaquePass. V.GetCompositeZPass() -> vtkRenderPass C++: virtual vtkRenderPass *GetCompositeZPass() Delegate for compositing of the shadow maps across processors. If it is NULL, there is no z compositing. It is usually set to a vtkCompositeZPass (Parallel package). Initial value is a NULL pointer. V.SetCompositeZPass(vtkRenderPass) C++: virtual void SetCompositeZPass(vtkRenderPass *compositeZPass) Delegate for compositing of the shadow maps across processors. If it is NULL, there is no z compositing. It is usually set to a vtkCompositeZPass (Parallel package). Initial value is a NULL pointer. V.SetResolution(int) C++: virtual void SetResolution(unsigned int _arg) Set/Get the number of pixels in each dimension of the shadow maps (shadow maps are square). Initial value is 256. The greater the better. Resolution does not have to be a power-of-two value. V.GetResolution() -> int C++: virtual unsigned int GetResolution() Set/Get the number of pixels in each dimension of the shadow maps (shadow maps are square). Initial value is 256. The greater the better. Resolution does not have to be a power-of-two value. V.GetHasShadows() -> bool C++: bool GetHasShadows() INTERNAL USE ONLY. Internally used by vtkShadowMapBakerPass and vtkShadowMapPass. * Tell if there is at least one shadow. * Initial value is false. V.LightCreatesShadow(vtkLight) -> bool C++: bool LightCreatesShadow(vtkLight *l) INTERNAL USE ONLY. Internally used by vtkShadowMapBakerPass and vtkShadowMapPass. * Tell if the light `l' can create shadows. * The light has to not be a head light and to be directional or * positional with an angle less than 180 degrees. * \pre l_exists: l!=0 V.GetNeedUpdate() -> bool C++: bool GetNeedUpdate() INTERNAL USE ONLY. Internally used by vtkShadowMapBakerPass and vtkShadowMapPass. * Do the shadows need to be updated? * Value changed by vtkShadowMapBakerPass and used by vtkShadowMapPass. * Initial value is true. V.SetUpToDate() C++: void SetUpToDate() vtkShadowMapPassGetShadowMapBakerPassGetFragmentDeclarationGetFragmentImplementationSetShadowMapBakerPassvtkShadowMapPass - Implement a shadow mapping render pass. Superclass: vtkOpenGLRenderPass Render the opaque polygonal geometry of a scene with shadow maps (a technique to render hard shadows in hardware). This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. Its delegate is usually set to a vtkOpaquePass. @par Implementation: The first pass of the algorithm is to generate a shadow map per light (depth map from the light point of view) by rendering the opaque objects with the OCCLUDER property keys. The second pass is to render the opaque objects with the RECEIVER keys. @sa vtkRenderPass, vtkOpaquePass vtkRenderingOpenGL2Python.vtkShadowMapPassV.SafeDownCast(vtkObjectBase) -> vtkShadowMapPass C++: static vtkShadowMapPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkShadowMapPass C++: vtkShadowMapPass *NewInstance() V.GetShadowMapBakerPass() -> vtkShadowMapBakerPass C++: virtual vtkShadowMapBakerPass *GetShadowMapBakerPass() Pass that generates the shadow maps. the vtkShadowMapPass will use the Resolution ivar of this pass. Initial value is a NULL pointer. V.SetShadowMapBakerPass(vtkShadowMapBakerPass) C++: virtual void SetShadowMapBakerPass( vtkShadowMapBakerPass *shadowMapBakerPass) Pass that generates the shadow maps. the vtkShadowMapPass will use the Resolution ivar of this pass. Initial value is a NULL pointer. V.GetOpaqueSequence() -> vtkRenderPass C++: virtual vtkRenderPass *GetOpaqueSequence() Pass that render the lights and opaque geometry Typically a sequence pass with a light pass and opaque pass. V.SetOpaqueSequence(vtkRenderPass) C++: virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence) Pass that render the lights and opaque geometry Typically a sequence pass with a light pass and opaque pass. V.ShadowMapPass() -> vtkInformationObjectBaseKey C++: static vtkInformationObjectBaseKey *ShadowMapPass() this key will contain the shadow map pass V.GetFragmentDeclaration() -> string C++: std::string GetFragmentDeclaration() Get the shader code to compute light factors based on a mappers vertexVC variable V.GetFragmentImplementation() -> string C++: std::string GetFragmentImplementation() vtkSimpleMotionBlurPassGetSubFramesSetSubFramesvtkSimpleMotionBlurPass - Avergae frames to simulate motion blur. Superclass: vtkDepthImageProcessingPass A slow and simple approach that simply renders multiple frames and accumulates them before displaying them. As such it causes the render process to be SubFrames times slower than normal but handles all types of motion correctly as it is actually rendering all the sub frames. @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkSimpleMotionBlurPassV.SafeDownCast(vtkObjectBase) -> vtkSimpleMotionBlurPass C++: static vtkSimpleMotionBlurPass *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSimpleMotionBlurPass C++: vtkSimpleMotionBlurPass *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) Release graphics resources and ask components to release their own resources. \pre w_exists: w!=0 V.GetSubFrames() -> int C++: virtual int GetSubFrames() Set the number of sub frames for doing motion blur. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. V.SetSubFrames(int) C++: virtual void SetSubFrames(int subFrames) Set the number of sub frames for doing motion blur. Once this is set greater than one, you will no longer see a new frame for every Render(). If you set this to five, you will need to do five Render() invocations before seeing the result. This isn't very impressive unless something is changing between the Renders. Changing this value may reset the current subframe count. vtkSobelGradientMagnitudePassvtkSobelGradientMagnitudePass - Implement a post-processing edge detection with a Sobel gradient magnitude render pass. Superclass: vtkImageProcessingPass Detect the edges of the image renderered by its delegate. Edge-detection uses a Sobel high-pass filter (3x3 kernel). This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization. The delegate is used once. Its delegate is usually set to a vtkCameraPass or to a post-processing pass. This pass requires a OpenGL context that supports texture objects (TO), framebuffer objects (FBO) and GLSL. If not, it will emit an error message and will render its delegate and return. @par Implementation: To compute the gradient magnitude, the x and y components of the gradient (Gx and Gy) have to be computed first. Each computation of Gx and Gy uses a separable filter. The first pass takes the image from the delegate as the single input texture. The first pass has two outputs, one for the first part of Gx, Gx1, result of a convolution with (-1 0 1), one for the first part of Gy, Gy1, result of a convolution with (1 2 1). The second pass has two inputs, Gx1 and Gy1. Kernel (1 2 1)^T is applied to Gx1 and kernel (-1 0 1)^T is applied to Gx2. It gives the values for Gx and Gy. Thoses values are then used to compute the magnitude of the gradient which is stored in the render target. The gradient computation happens per component (R,G,B). A is arbitrarly set to 1 (full opacity). @par Implementation:\image html vtkSobelGradientMagnitudePassFigure.png\image latex vtkSobelGradientMagnitudePassFigure.eps @sa vtkRenderPass vtkRenderingOpenGL2Python.vtkSobelGradientMagnitudePassV.SafeDownCast(vtkObjectBase) -> vtkSobelGradientMagnitudePass C++: static vtkSobelGradientMagnitudePass *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkSobelGradientMagnitudePass C++: vtkSobelGradientMagnitudePass *NewInstance() GetMaximumTextureSize3DGetMaximumTextureSizeCreate3DCreate2DSendParametersGetLinearMagnificationDeactivateResetFormatAndTypeActivateGetVTKDataTypeIsBoundGetBorderColorGetMinificationFilterGetBaseLevelGetTargetGetMagnificationFilterGetUseSRGBColorSpaceGetSupportsTextureIntegerGetRequireTextureIntegerGetRequireTextureFloatGetSupportsTextureFloatGetWrapSGetNumberOfDimensionsGetRequireDepthBufferFloatGetSupportsDepthBufferFloatGetWrapRGetMaxLevelGetMinLODGetDepthTextureCompareGetGenerateMipmapGetMaxLODGetWrapTGetAutoParametersGetTuplesSetFormatSetInternalFormatGetDefaultDataTypeGetWrapTModeGetWrapRModeGetMinificationFilterModeGetMagnificationFilterModeGetWrapSModeSetSamplesSetMinificationFilterSetMinLODSetMaxLODSetAutoParametersSetMagnificationFilterSetWrapTSetWrapRSetBaseLevelSetMaxLevelSetWrapSSetRequireTextureIntegerSetRequireTextureFloatSetDepthTextureCompareSetRequireDepthBufferFloatUseSRGBColorSpaceOnSetUseSRGBColorSpaceUseSRGBColorSpaceOffSetGenerateMipmapAllocateDepthAllocate1DGetDefaultInternalFormatGetInternalFormatGetFormatGetDefaultFormatCreate1DGetShiftAndScaleSetLinearMagnificationCreateTextureBufferCreateDepthAllocate2DAllocate3DAllocateProxyTexture3DCreate1DFromRawCopyFromFrameBufferCreate2DFromRawCreateDepthFromRawCreate3DFromRawSetBorderColorCopyToFrameBufferLequalGequalLessGreaterNotEqualAlwaysTrueNeverClampToEdgeMirroredRepeatClampToBorderNumberOfWrapModesNearestMipmapNearestNearestMipmapLinearLinearMipmapNearestLinearMipmapLinearNumberOfMinificationModesNativeFixed8Fixed16Fixed24Fixed32Float16Float32NumberOfDepthFormatsV *vtkOpenGLRenderWindow@IIIiVq *vtkPixelBufferObject@IIIiiq@IIiVq *vtkPixelBufferObject@IIiiqGetDepthTextureCompareFunctionSetDepthTextureCompareFunctionvtkTextureObject - abstracts an OpenGL texture object. Superclass: vtkObject vtkTextureObject represents an OpenGL texture object. It provides API to create textures using data already loaded into pixel buffer objects. It can also be used to create textures without uploading any data. NumberOfDepthTextureCompareFunctionsvtkRenderingOpenGL2Python.vtkTextureObjectV.SafeDownCast(vtkObjectBase) -> vtkTextureObject C++: static vtkTextureObject *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextureObject C++: vtkTextureObject *NewInstance() V.SetContext(vtkOpenGLRenderWindow) C++: void SetContext(vtkOpenGLRenderWindow *) Get/Set the context. This does not increase the reference count of the context to avoid reference loops. * { * this->TextureObject = vtkTextureObject::New(); * }SetContext() may raise an error is the OpenGL context does not support the * required OpenGL extensions. V.GetContext() -> vtkOpenGLRenderWindow C++: vtkOpenGLRenderWindow *GetContext() Get/Set the context. This does not increase the reference count of the context to avoid reference loops. * { * this->TextureObject = vtkTextureObject::New(); * }SetContext() may raise an error is the OpenGL context does not support the * required OpenGL extensions. V.GetWidth() -> int C++: virtual unsigned int GetWidth() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetHeight() -> int C++: virtual unsigned int GetHeight() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetDepth() -> int C++: virtual unsigned int GetDepth() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetSamples() -> int C++: virtual unsigned int GetSamples() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetComponents() -> int C++: virtual int GetComponents() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetTuples() -> int C++: unsigned int GetTuples() Get the texture dimensions. These are the properties of the OpenGL texture this instance represents. V.GetNumberOfDimensions() -> int C++: virtual int GetNumberOfDimensions() V.SetSamples(int) C++: virtual void SetSamples(unsigned int _arg) V.GetTarget() -> int C++: virtual unsigned int GetTarget() Returns OpenGL texture target to which the texture is/can be bound. V.GetHandle() -> int C++: virtual unsigned int GetHandle() Returns the OpenGL handle. V.GetTextureUnit() -> int C++: int GetTextureUnit() Return the texture unit used for this texture V.Bind() C++: void Bind() Bind the texture, must have been created using Create(). A side affect is that tex parameters are sent. RenderWindow must be set before calling this. V.Activate() C++: void Activate() Activate and Bind the texture V.Deactivate() C++: void Deactivate() Deactivate and UnBind the texture V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) Deactivate and UnBind the texture V.IsBound() -> bool C++: bool IsBound() Tells if the texture object is bound to the active texture image unit. (a texture object can be bound to multiple texture image unit). V.SendParameters() C++: void SendParameters() Send all the texture object parameters to the hardware if not done yet. Parameters are automatically sent as a side affect of Bind. Disable this by setting AutoParameters 0. \pre is_bound: IsBound() V.SetAutoParameters(int) C++: virtual void SetAutoParameters(int _arg) Send all the texture object parameters to the hardware if not done yet. Parameters are automatically sent as a side affect of Bind. Disable this by setting AutoParameters 0. \pre is_bound: IsBound() V.GetAutoParameters() -> int C++: virtual int GetAutoParameters() Send all the texture object parameters to the hardware if not done yet. Parameters are automatically sent as a side affect of Bind. Disable this by setting AutoParameters 0. \pre is_bound: IsBound() V.Create2DFromRaw(int, int, int, int, void) -> bool C++: bool Create2DFromRaw(unsigned int width, unsigned int height, int numComps, int dataType, void *data) Create a 2D texture from client memory numComps must be in [1-4]. V.CreateDepthFromRaw(int, int, int, int, void) -> bool C++: bool CreateDepthFromRaw(unsigned int width, unsigned int height, int internalFormat, int rawType, void *raw) Create a 2D depth texture using a raw pointer. This is a blocking call. If you can, use PBO instead. V.CreateTextureBuffer(int, int, int, vtkOpenGLBufferObject) -> bool C++: bool CreateTextureBuffer(unsigned int numValues, int numComps, int dataType, vtkOpenGLBufferObject *bo) Create a texture buffer basically a 1D texture that can be very large for passing data into the fragment shader V.Create1D(int, vtkPixelBufferObject, bool) -> bool C++: bool Create1D(int numComps, vtkPixelBufferObject *pbo, bool shaderSupportsTextureInt) Create a 1D texture using the PBO. Eventually we may start supporting creating a texture from subset of data in the PBO, but for simplicity we'll begin with entire PBO data. numComps must be in [1-4]. shaderSupportsTextureInt is true if the shader has an alternate implementation supporting sampler with integer values. Even if the card supports texture int, it does not mean that the implementor of the shader made a version that supports texture int. V.Create1DFromRaw(int, int, int, void) -> bool C++: bool Create1DFromRaw(unsigned int width, int numComps, int dataType, void *data) Create 1D texture from client memory V.Create2D(int, int, int, vtkPixelBufferObject, bool) -> bool C++: bool Create2D(unsigned int width, unsigned int height, int numComps, vtkPixelBufferObject *pbo, bool shaderSupportsTextureInt) V.Create2D(int, int, int, int, bool) -> bool C++: bool Create2D(unsigned int width, unsigned int height, int numComps, int vtktype, bool) Create a 2D texture using the PBO. Eventually we may start supporting creating a texture from subset of data in the PBO, but for simplicity we'll begin with entire PBO data. numComps must be in [1-4]. V.Create3D(int, int, int, int, vtkPixelBufferObject, bool) -> bool C++: bool Create3D(unsigned int width, unsigned int height, unsigned int depth, int numComps, vtkPixelBufferObject *pbo, bool shaderSupportsTextureInt) V.Create3D(int, int, int, int, int, bool) -> bool C++: bool Create3D(unsigned int width, unsigned int height, unsigned int depth, int numComps, int vtktype, bool) Create a 3D texture using the PBO. Eventually we may start supporting creating a texture from subset of data in the PBO, but for simplicity we'll begin with entire PBO data. numComps must be in [1-4]. V.Create3DFromRaw(int, int, int, int, int, void) -> bool C++: bool Create3DFromRaw(unsigned int width, unsigned int height, unsigned int depth, int numComps, int dataType, void *data) Create a 3D texture from client memory numComps must be in [1-4]. V.AllocateProxyTexture3D(int, int, int, int, int) -> bool C++: bool AllocateProxyTexture3D(unsigned int const width, unsigned int const height, unsigned int const depth, int const numComps, int const dataType) Create a 3D texture using the GL_PROXY_TEXTURE_3D target. This serves as a pre-allocation step which assists in verifying that the size of the texture to be created is supported by the implementation and that there is sufficient texture memory available for it. V.Download() -> vtkPixelBufferObject C++: vtkPixelBufferObject *Download() This is used to download raw data from the texture into a pixel bufer. The pixel buffer API can then be used to download the pixel buffer data to CPU arrays. The caller takes on the responsibility of deleting the returns vtkPixelBufferObject once it done with it. V.CreateDepth(int, int, int, vtkPixelBufferObject) -> bool C++: bool CreateDepth(unsigned int width, unsigned int height, int internalFormat, vtkPixelBufferObject *pbo) Create a 2D depth texture using a PBO. \pre: valid_internalFormat: internalFormat>=0 && internalFormat bool C++: bool AllocateDepth(unsigned int width, unsigned int height, int internalFormat) Create a 2D depth texture but does not initialize its values. V.Allocate1D(int, int, int) -> bool C++: bool Allocate1D(unsigned int width, int numComps, int vtkType) Create a 1D color texture but does not initialize its values. Internal format is deduced from numComps and vtkType. V.Allocate2D(int, int, int, int) -> bool C++: bool Allocate2D(unsigned int width, unsigned int height, int numComps, int vtkType) Create a 2D color texture but does not initialize its values. Internal format is deduced from numComps and vtkType. V.Allocate3D(int, int, int, int, int) -> bool C++: bool Allocate3D(unsigned int width, unsigned int height, unsigned int depth, int numComps, int vtkType) Create a 3D color texture but does not initialize its values. Internal format is deduced from numComps and vtkType. V.GetVTKDataType() -> int C++: int GetVTKDataType() Get the data type for the texture as a vtk type int i.e. VTK_INT etc. V.GetDataType(int) -> int C++: int GetDataType(int vtk_scalar_type) Get the data type for the texture as GLenum type. V.SetDataType(int) C++: void SetDataType(unsigned int glType) Get the data type for the texture as GLenum type. V.GetDefaultDataType(int) -> int C++: int GetDefaultDataType(int vtk_scalar_type) Get the data type for the texture as GLenum type. V.GetInternalFormat(int, int, bool) -> int C++: unsigned int GetInternalFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set internal format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.SetInternalFormat(int) C++: void SetInternalFormat(unsigned int glInternalFormat) Get/Set internal format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.GetDefaultInternalFormat(int, int, bool) -> int C++: unsigned int GetDefaultInternalFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set internal format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.GetFormat(int, int, bool) -> int C++: unsigned int GetFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.SetFormat(int) C++: void SetFormat(unsigned int glFormat) Get/Set format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.GetDefaultFormat(int, int, bool) -> int C++: unsigned int GetDefaultFormat(int vtktype, int numComps, bool shaderSupportsTextureInt) Get/Set format (OpenGL internal format) that should be used. (https://www.opengl.org/sdk/docs/man2/xhtml/glTexImage2D.xml) V.ResetFormatAndType() C++: void ResetFormatAndType() Reset format, internal format, and type of the texture. * This method is useful when a texture is reused in a * context same as the previous render call. In such * cases, texture destruction does not happen and therefore * previous set values are used. V.GetMinificationFilterMode(int) -> int C++: unsigned int GetMinificationFilterMode(int vtktype) V.GetMagnificationFilterMode(int) -> int C++: unsigned int GetMagnificationFilterMode(int vtktype) V.GetWrapSMode(int) -> int C++: unsigned int GetWrapSMode(int vtktype) V.GetWrapTMode(int) -> int C++: unsigned int GetWrapTMode(int vtktype) V.GetWrapRMode(int) -> int C++: unsigned int GetWrapRMode(int vtktype) V.SetRequireDepthBufferFloat(bool) C++: virtual void SetRequireDepthBufferFloat(bool _arg) Optional, require support for floating point depth buffer formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetRequireDepthBufferFloat() -> bool C++: virtual bool GetRequireDepthBufferFloat() Optional, require support for floating point depth buffer formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetSupportsDepthBufferFloat() -> bool C++: virtual bool GetSupportsDepthBufferFloat() Optional, require support for floating point depth buffer formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.SetRequireTextureFloat(bool) C++: virtual void SetRequireTextureFloat(bool _arg) Optional, require support for floating point texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetRequireTextureFloat() -> bool C++: virtual bool GetRequireTextureFloat() Optional, require support for floating point texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetSupportsTextureFloat() -> bool C++: virtual bool GetSupportsTextureFloat() Optional, require support for floating point texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.SetRequireTextureInteger(bool) C++: virtual void SetRequireTextureInteger(bool _arg) Optional, require support for integer texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetRequireTextureInteger() -> bool C++: virtual bool GetRequireTextureInteger() Optional, require support for integer texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetSupportsTextureInteger() -> bool C++: virtual bool GetSupportsTextureInteger() Optional, require support for integer texture formats. If supported extensions will be loaded, however loading will fail if the extension is required but not available. V.GetWrapS() -> int C++: virtual int GetWrapS() Wrap mode for the first texture coordinate "s" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.SetWrapS(int) C++: virtual void SetWrapS(int _arg) Wrap mode for the first texture coordinate "s" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.GetWrapT() -> int C++: virtual int GetWrapT() Wrap mode for the first texture coordinate "t" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.SetWrapT(int) C++: virtual void SetWrapT(int _arg) Wrap mode for the first texture coordinate "t" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.GetWrapR() -> int C++: virtual int GetWrapR() Wrap mode for the first texture coordinate "r" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.SetWrapR(int) C++: virtual void SetWrapR(int _arg) Wrap mode for the first texture coordinate "r" Valid values are: - Clamp - ClampToEdge - Repeat - ClampToBorder - MirroredRepeat Initial value is Repeat (as in OpenGL spec) V.GetMinificationFilter() -> int C++: virtual int GetMinificationFilter() Minification filter mode. Valid values are: - Nearest - Linear - NearestMipmapNearest - NearestMipmapLinear - LinearMipmapNearest - LinearMipmapLinear Initial value is Nearest (note initial value in OpenGL spec is NearestMipMapLinear but this is error-prone because it makes the texture object incomplete. ). V.SetMinificationFilter(int) C++: virtual void SetMinificationFilter(int _arg) Minification filter mode. Valid values are: - Nearest - Linear - NearestMipmapNearest - NearestMipmapLinear - LinearMipmapNearest - LinearMipmapLinear Initial value is Nearest (note initial value in OpenGL spec is NearestMipMapLinear but this is error-prone because it makes the texture object incomplete. ). V.GetMagnificationFilter() -> int C++: virtual int GetMagnificationFilter() Magnification filter mode. Valid values are: - Nearest - Linear Initial value is Nearest V.SetMagnificationFilter(int) C++: virtual void SetMagnificationFilter(int _arg) Magnification filter mode. Valid values are: - Nearest - Linear Initial value is Nearest V.SetLinearMagnification(bool) C++: void SetLinearMagnification(bool val) Tells if the magnification mode is linear (true) or nearest (false). Initial value is false (initial value in OpenGL spec is true). V.GetLinearMagnification() -> bool C++: bool GetLinearMagnification() V.SetBorderColor(float, float, float, float) C++: void SetBorderColor(float, float, float, float) V.SetBorderColor((float, float, float, float)) C++: void SetBorderColor(float a[4]) V.GetBorderColor() -> (float, float, float, float) C++: float *GetBorderColor() V.SetMinLOD(float) C++: virtual void SetMinLOD(float _arg) Lower-clamp the computed LOD against this value. Any float value is valid. Initial value is -1000.0f, as in OpenGL spec. V.GetMinLOD() -> float C++: virtual float GetMinLOD() Lower-clamp the computed LOD against this value. Any float value is valid. Initial value is -1000.0f, as in OpenGL spec. V.SetMaxLOD(float) C++: virtual void SetMaxLOD(float _arg) Upper-clamp the computed LOD against this value. Any float value is valid. Initial value is 1000.0f, as in OpenGL spec. V.GetMaxLOD() -> float C++: virtual float GetMaxLOD() Upper-clamp the computed LOD against this value. Any float value is valid. Initial value is 1000.0f, as in OpenGL spec. V.SetBaseLevel(int) C++: virtual void SetBaseLevel(int _arg) Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 0, as in OpenGL spec. V.GetBaseLevel() -> int C++: virtual int GetBaseLevel() Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 0, as in OpenGL spec. V.SetMaxLevel(int) C++: virtual void SetMaxLevel(int _arg) Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 1000, as in OpenGL spec. V.GetMaxLevel() -> int C++: virtual int GetMaxLevel() Level of detail of the first texture image. A texture object is a list of texture images. It is a non-negative integer value. Initial value is 1000, as in OpenGL spec. V.GetDepthTextureCompare() -> bool C++: virtual bool GetDepthTextureCompare() Tells if the output of a texture unit with a depth texture uses comparison or not. Comparison happens between D_t the depth texture value in the range [0,1] and with R the interpolated third texture coordinate clamped to range [0,1]. The result of the comparison is noted `r'. If this flag is false, r=D_t. Initial value is false, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.SetDepthTextureCompare(bool) C++: virtual void SetDepthTextureCompare(bool _arg) Tells if the output of a texture unit with a depth texture uses comparison or not. Comparison happens between D_t the depth texture value in the range [0,1] and with R the interpolated third texture coordinate clamped to range [0,1]. The result of the comparison is noted `r'. If this flag is false, r=D_t. Initial value is false, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.GetDepthTextureCompareFunction() -> int C++: virtual int GetDepthTextureCompareFunction() In case DepthTextureCompare is true, specify the comparison function in use. The result of the comparison is noted `r'. Valid values are: - Value - Lequal: r=R<=Dt ? 1.0 : 0.0 - Gequal: r=R>=Dt ? 1.0 : 0.0 - Less: r=RDt ? 1.0 : 0.0 - Equal: r=R==Dt ? 1.0 : 0.0 - NotEqual: r=R!=Dt ? 1.0 : 0.0 - AlwaysTrue: r=1.0 - Never: r=0.0 If the magnification of minification factor are not nearest, percentage closer filtering (PCF) is used: R is compared to several D_t and r is the average of the comparisons (it is NOT the average of D_t compared once to R). Initial value is Lequal, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.SetDepthTextureCompareFunction(int) C++: virtual void SetDepthTextureCompareFunction(int _arg) In case DepthTextureCompare is true, specify the comparison function in use. The result of the comparison is noted `r'. Valid values are: - Value - Lequal: r=R<=Dt ? 1.0 : 0.0 - Gequal: r=R>=Dt ? 1.0 : 0.0 - Less: r=RDt ? 1.0 : 0.0 - Equal: r=R==Dt ? 1.0 : 0.0 - NotEqual: r=R!=Dt ? 1.0 : 0.0 - AlwaysTrue: r=1.0 - Never: r=0.0 If the magnification of minification factor are not nearest, percentage closer filtering (PCF) is used: R is compared to several D_t and r is the average of the comparisons (it is NOT the average of D_t compared once to R). Initial value is Lequal, as in OpenGL spec. Ignored if the texture object is not a depth texture. V.GetGenerateMipmap() -> bool C++: virtual bool GetGenerateMipmap() Tells the hardware to generate mipmap textures from the first texture image at BaseLevel. Initial value is false, as in OpenGL spec. V.SetGenerateMipmap(bool) C++: virtual void SetGenerateMipmap(bool _arg) Tells the hardware to generate mipmap textures from the first texture image at BaseLevel. Initial value is false, as in OpenGL spec. V.GetMaximumTextureSize(vtkOpenGLRenderWindow) -> int C++: static int GetMaximumTextureSize( vtkOpenGLRenderWindow *context) Query and return maximum texture size (dimension) supported by the OpenGL driver for a particular context. It should be noted that this size does not consider the internal format of the texture and therefore there is no guarantee that a texture of this size will be allocated by the driver. Also, the method does not make the context current so if the passed context is not valid or current, a value of -1 will be returned. V.GetMaximumTextureSize3D(vtkOpenGLRenderWindow) -> int C++: static int GetMaximumTextureSize3D( vtkOpenGLRenderWindow *context) V.GetMaximumTextureSize3D() -> int C++: int GetMaximumTextureSize3D() Query and return maximum texture size (dimension) supported by the OpenGL driver for a particular context. It should be noted that this size does not consider the internal format of the texture and therefore there is no guarantee that a texture of this size will be allocated by the driver. Also, the method does not make the context current so if the passed context is not valid or current, a value of -1 will be returned. V.IsSupported(vtkOpenGLRenderWindow, bool, bool, bool) -> bool C++: static bool IsSupported(vtkOpenGLRenderWindow *renWin, bool requireTexFloat, bool requireDepthFloat, bool requireTexInt) V.IsSupported(vtkOpenGLRenderWindow) -> bool C++: static bool IsSupported(vtkOpenGLRenderWindow *renWin) Returns if the context supports the required extensions. If flags for optional extenisons are set then the test fails when support for them is not found. V.CopyToFrameBuffer(vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) V.CopyToFrameBuffer(int, int, int, int, int, int, int, int, int, int, vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(int srcXmin, int srcYmin, int srcXmax, int srcYmax, int dstXmin, int dstYmin, int dstXmax, int dstYmax, int dstSizeX, int dstSizeY, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) V.CopyToFrameBuffer(int, int, int, int, int, int, int, int, vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(int srcXmin, int srcYmin, int srcXmax, int srcYmax, int dstXmin, int dstYmin, int dstSizeX, int dstSizeY, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) V.CopyToFrameBuffer([float, ...], [float, ...], vtkShaderProgram, vtkOpenGLVertexArrayObject) C++: void CopyToFrameBuffer(float *tcoords, float *verts, vtkShaderProgram *program, vtkOpenGLVertexArrayObject *vao) Copy the texture (src) in the current framebuffer. A variety of signatures based on what you want to do Copy the entire texture to the entire current viewport V.CopyFromFrameBuffer(int, int, int, int, int, int) C++: void CopyFromFrameBuffer(int srcXmin, int srcYmin, int dstXmin, int dstYmin, int width, int height) Copy a sub-part of a logical buffer of the framebuffer (color or depth) to the texture object. src is the framebuffer, dst is the texture. (srcXmin,srcYmin) is the location of the lower left corner of the rectangle in the framebuffer. (dstXmin,dstYmin) is the location of the lower left corner of the rectangle in the texture. width and height specifies the size of the rectangle in pixels. If the logical buffer is a color buffer, it has to be selected first with glReadBuffer(). \pre is2D: GetNumberOfDimensions()==2 V.GetShiftAndScale(float, float) C++: void GetShiftAndScale(float &shift, float &scale) Get the shift and scale required in the shader to return the texture values to their original range. This is useful when for example you have unsigned char data and it is being accessed using the floating point texture calls. In that case OpenGL maps the uchar range to a different floating point range under the hood. Applying the shift and scale will return the data to its original values in the shader. The texture's internal format must be set before calling these routines. Creating the texture does set it. V.GetUseSRGBColorSpace() -> bool C++: virtual bool GetUseSRGBColorSpace() Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. V.SetUseSRGBColorSpace(bool) C++: virtual void SetUseSRGBColorSpace(bool _arg) Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. V.UseSRGBColorSpaceOn() C++: virtual void UseSRGBColorSpaceOn() Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. V.UseSRGBColorSpaceOff() C++: virtual void UseSRGBColorSpaceOff() Is this texture using the sRGB color space. If you are using a sRGB framebuffer or window then you probably also want to be using sRGB color textures for proper handling of gamma and associated color mixing. vtkTextureUnitManagerGetNumberOfTextureUnitsIsAllocatedFreevtkTextureUnitManager - allocate/free texture units. Superclass: vtkObject vtkTextureUnitManager is a central place used by shaders to reserve a texture unit ( Allocate() ) or release it ( Free() ). Don't create a vtkTextureUnitManager, query it from the vtkOpenGLRenderWindow @sa vtkOpenGLRenderWindow vtkRenderingOpenGL2Python.vtkTextureUnitManagerV.SafeDownCast(vtkObjectBase) -> vtkTextureUnitManager C++: static vtkTextureUnitManager *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTextureUnitManager C++: vtkTextureUnitManager *NewInstance() V.SetContext(vtkOpenGLRenderWindow) C++: void SetContext(vtkOpenGLRenderWindow *context) Get/Set the context. This does not increase the reference count of the context to avoid reference loops. SetContext() may raise an error is the OpenGL context does not support the required OpenGL extensions. V.GetContext() -> vtkOpenGLRenderWindow C++: virtual vtkOpenGLRenderWindow *GetContext() Get/Set the context. This does not increase the reference count of the context to avoid reference loops. SetContext() may raise an error is the OpenGL context does not support the required OpenGL extensions. V.GetNumberOfTextureUnits() -> int C++: int GetNumberOfTextureUnits() Number of texture units supported by the OpenGL context. V.Allocate() -> int C++: virtual int Allocate() V.Allocate(int) -> int C++: virtual int Allocate(int unit) Reserve a texture unit. It returns its number. It returns -1 if the allocation failed (because there are no more texture units left). \post valid_result: result==-1 || result>=0 && resultGetNumberOfTextureUnits()) \post allocated: result==-1 || this->IsAllocated(result) V.IsAllocated(int) -> bool C++: bool IsAllocated(int textureUnitId) Tell if texture unit `textureUnitId' is already allocated. \pre valid_textureUnitId_range : textureUnitId>=0 && textureUnitIdGetNumberOfTextureUnits() V.Free(int) C++: virtual void Free(int textureUnitId) Release a texture unit. \pre valid_textureUnitId: textureUnitId>=0 && textureUnitIdGetNumberOfTextureUnits() \pre allocated_textureUnitId: this->IsAllocated(textureUnitId) ClearVaryingsBindBufferGetBufferHandleGetPrimitiveModeGetBufferSizeGetNumberOfVerticesBindVaryingsGetBufferDataReleaseBufferDataSetPrimitiveModeAddVaryingGetBytesPerVertexSetNumberOfVerticesVaryingRoleVertex_ClipCoordinate_FColor_RGBA_F Unknown role enum value: vtkTransformFeedback.VaryingRolevtkTransformFeedback - Manages a TransformFeedback buffer. Superclass: vtkObject OpenGL's TransformFeedback allows varying attributes from a vertex/geometry shader to be captured into a buffer for later processing. This is used in VTK to capture vertex information during GL2PS export when using the OpenGL2 backend as a replacement for the deprecated OpenGL feedback buffer. Generic Warning: In /mnt/storage/workspace/med-ubuntu-free/ExtProjs/VTK/Rendering/OpenGL2/vtkTransformFeedback.h, line vtkRenderingOpenGL2Python.vtkTransformFeedbackV.SafeDownCast(vtkObjectBase) -> vtkTransformFeedback C++: static vtkTransformFeedback *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTransformFeedback C++: vtkTransformFeedback *NewInstance() V.ClearVaryings() C++: void ClearVaryings() Clear the list of varying attributes to capture. V.AddVarying(VaryingRole, string) C++: void AddVarying(VaryingRole role, const std::string &var) Capture the varying 'var' with the indicated role. V.GetBytesPerVertex(VaryingRole) -> int C++: static size_t GetBytesPerVertex(VaryingRole role) V.GetBytesPerVertex() -> int C++: size_t GetBytesPerVertex() Returns the number of data elements each vertex requires for a given role. V.SetNumberOfVertices(int) C++: virtual void SetNumberOfVertices(size_t _arg) V.SetNumberOfVertices(int, int) C++: void SetNumberOfVertices(int drawMode, size_t inputVerts) The number of vertices expected to be captured. If the drawMode setter is used, PrimitiveMode will also be set appropriately. For the single argument version set function, set the exact number of vertices expected to be emitted, accounting for primitive expansion (e.g. triangle strips -> triangle strips). The two argument setter is for convenience. Given the number of vertices used as input to a draw command and the draw mode, it will calculate the total number of vertices. V.GetNumberOfVertices() -> int C++: virtual size_t GetNumberOfVertices() The number of vertices expected to be captured. If the drawMode setter is used, PrimitiveMode will also be set appropriately. For the single argument version set function, set the exact number of vertices expected to be emitted, accounting for primitive expansion (e.g. triangle strips -> triangle strips). The two argument setter is for convenience. Given the number of vertices used as input to a draw command and the draw mode, it will calculate the total number of vertices. V.GetBufferSize() -> int C++: size_t GetBufferSize() The size (in bytes) of the capture buffer. Available after adding all Varyings and setting NumberOfVertices. V.BindVaryings(vtkShaderProgram) C++: void BindVaryings(vtkShaderProgram *prog) GL_SEPARATE_ATTRIBS is not supported yet. The bufferMode argument to glTransformFeedbackVaryings. Must be GL_INTERLEAVED_ATTRIBS or GL_SEPARATE_ATTRIBS. Default is interleaved. Must be set prior to calling BindVaryings. vtkSetMacro(BufferMode, int) vtkGetMacro(BufferMode, int) Call glTransformFeedbackVaryings(). Must be called after the shaders are attached to prog, but before the program is linked. V.GetBufferHandle() -> int C++: virtual int GetBufferHandle() Get the handle to the transform buffer object. Only valid after calling BindBuffer and before ReadBuffer. V.SetPrimitiveMode(int) C++: virtual void SetPrimitiveMode(int _arg) The type of primitive to capture. Must be one of GL_POINTS, GL_LINES, or GL_TRIANGLES. Default is GL_POINTS. Must be set prior to calling BindBuffer. V.GetPrimitiveMode() -> int C++: virtual int GetPrimitiveMode() The type of primitive to capture. Must be one of GL_POINTS, GL_LINES, or GL_TRIANGLES. Default is GL_POINTS. Must be set prior to calling BindBuffer. V.BindBuffer() C++: void BindBuffer() Generates, binds, and allocates the feedback buffer, then call glBeginTransformFeedback with the specified PrimitiveMode. Must be called after BindVaryings and before any relevant glDraw commands. V.ReadBuffer() C++: void ReadBuffer() Calls glEndTransformFeedback(), flushes the OpenGL command stream, and reads the transform feedback buffer into BufferData. Must be called after any relevant glDraw commands. V.GetBufferData() -> void C++: virtual void *GetBufferData() Get the transform buffer data as a void pointer. Only valid after calling ReadBuffer. V.ReleaseGraphicsResources() C++: void ReleaseGraphicsResources() Release any graphics resources used by this object. V.ReleaseBufferData(bool) C++: void ReleaseBufferData(bool freeBuffer=true) Release the memory used by the buffer data. If freeBuffer == true (default), the data is deleted. If false, the caller is responsible for deleting the BufferData with delete[]. E vtkTransformFeedback.VaryingRolevtkRenderingOpenGL2Python.vtkTransformFeedback.VaryingRolevtkTranslucentPassvtkTranslucentPass - Render the translucent polygonal geometry with property key filtering. Superclass: vtkDefaultPass vtkTranslucentPass renders the translucent polygonal geometry of all the props that have the keys contained in vtkRenderState. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. @sa vtkRenderPass vtkDefaultPass vtkRenderingOpenGL2Python.vtkTranslucentPassV.SafeDownCast(vtkObjectBase) -> vtkTranslucentPass C++: static vtkTranslucentPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkTranslucentPass C++: vtkTranslucentPass *NewInstance() ColorToValuevtkValuePassSetInputArrayToProcessIsFloatingPointModeSupportedGetRenderingModeGetFloatImageExtentsSetInputComponentToProcessGetFloatImageDataArraySetScalarRangeSetRenderingModeGetFloatImageDataINVERTIBLE_LUTFLOATING_POINT@iz@iivtkValuePass - Renders geometry using the values of a field array as fragment colors. Superclass: vtkOpenGLRenderPass The output can be used for deferred color mapping. It supports using arrays of either point or cell data. The target array can be selected by setting an array name/id and a component number. Only opaque geometry is supported. There are two rendering modes available: * INVERTIBLE_LUT Encodes array values as RGB data and renders the result to the default framebuffer. It uses a texture as a color LUT to map the values to RGB data. Texture size constraints limit its precision (currently 12-bit). The implementation of this mode is in vtkInternalsInvertible. * FLOATING_POINT Renders actual array values as floating point data to an internal RGBA32F framebuffer. This class binds and unbinds the framebuffer on each render pass. Resources are allocated on demand. When rendering point data values are uploaded to the GPU as vertex attributes. When rendering cell data values are uploaded as a texture buffer. Custom vertex and fragment shaders are defined in order to adjust its behavior for either type of data. @sa vtkRenderPass vtkOpenGLRenderPass vtkRenderingOpenGL2Python.vtkValuePassV.SafeDownCast(vtkObjectBase) -> vtkValuePass C++: static vtkValuePass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkValuePass C++: vtkValuePass *NewInstance() V.SetRenderingMode(int) C++: virtual void SetRenderingMode(int _arg) V.GetRenderingMode() -> int C++: virtual int GetRenderingMode() V.SetInputArrayToProcess(int, string) C++: void SetInputArrayToProcess(int fieldAssociation, const char *name) V.SetInputArrayToProcess(int, int) C++: void SetInputArrayToProcess(int fieldAssociation, int fieldId) V.SetInputComponentToProcess(int) C++: void SetInputComponentToProcess(int component) V.SetScalarRange(float, float) C++: void SetScalarRange(double min, double max) V.GetFloatImageDataArray(vtkRenderer) -> vtkFloatArray C++: vtkFloatArray *GetFloatImageDataArray(vtkRenderer *ren) Interface to get the rendered image in FLOATING_POINT mode. Returns a single component array containing the rendered values. \warning The returned array is owned by this class. V.GetFloatImageData(int, int, int, void) C++: void GetFloatImageData(int const format, int const width, int const height, void *data) Interface to get the rendered image in FLOATING_POINT mode. Low level API, a format for the internal glReadPixels call can be specified. 'data' is expected to be allocated and cleaned-up by the caller. V.GetFloatImageExtents() -> (int, ...) C++: int *GetFloatImageExtents() Interface to get the rendered image in FLOATING_POINT mode. Image extents of the value array. V.IsFloatingPointModeSupported() -> bool C++: bool IsFloatingPointModeSupported() Check for extension support. V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *win) override; Release graphics resources and ask components to release their own resources. Default implementation is empty. \pre w_exists: w!=0 V.ColorToValue((int, ...), float, float, float) C++: void ColorToValue(unsigned char const *color, double const min, double const scale, double &value) Convert an RGB triplet to a floating point value. This method is exposed as a convenience function for testing (TestValuePass2). vtkRenderingOpenGL2Python.vtkValuePass.ModevtkVolumetricPassvtkVolumetricPass - Render the volumetric geometry with property key filtering. Superclass: vtkDefaultPass vtkVolumetricPass renders the volumetric geometry of all the props that have the keys contained in vtkRenderState. This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. @sa vtkRenderPass vtkDefaultPass vtkRenderingOpenGL2Python.vtkVolumetricPassV.SafeDownCast(vtkObjectBase) -> vtkVolumetricPass C++: static vtkVolumetricPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkVolumetricPass C++: vtkVolumetricPass *NewInstance() vtkDataTransferHelperGetGPUExtentIsValidGetTextureExtentIsValidGetCPUExtentIsValidDownloadAsync1DownloadAsync2GetShaderSupportsTextureIntGetGPUExtentGetTextureExtentGetCPUExtentGetArrayGetTextureGetMinTextureDimensionSetTextureSetArraySetShaderSupportsTextureIntSetMinTextureDimensionGetExtentIsValidUploadSetCPUExtentSetTextureExtentSetGPUExtentvtkDataTransferHelper - is a helper class that aids in transferring data between CPU memory and GPU memory. Superclass: vtkObject vtkDataTransferHelper is a helper class that aids in transferring data between the CPU memory and the GPU memory. The data in GPU memory is stored as textures which that in CPU memory is stored as vtkDataArray. vtkDataTransferHelper provides API to transfer only a sub-extent of CPU structured data to/from the GPU. @sa vtkPixelBufferObject vtkTextureObject vtkOpenGLExtensionManager vtkRenderingOpenGL2Python.vtkDataTransferHelperV.SafeDownCast(vtkObjectBase) -> vtkDataTransferHelper C++: static vtkDataTransferHelper *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDataTransferHelper C++: vtkDataTransferHelper *NewInstance() V.SetCPUExtent(int, int, int, int, int, int) C++: void SetCPUExtent(int, int, int, int, int, int) V.SetCPUExtent((int, int, int, int, int, int)) C++: void SetCPUExtent(int a[6]) V.GetCPUExtent() -> (int, int, int, int, int, int) C++: int *GetCPUExtent() V.SetGPUExtent(int, int, int, int, int, int) C++: void SetGPUExtent(int, int, int, int, int, int) V.SetGPUExtent((int, int, int, int, int, int)) C++: void SetGPUExtent(int a[6]) V.GetGPUExtent() -> (int, int, int, int, int, int) C++: int *GetGPUExtent() V.SetTextureExtent(int, int, int, int, int, int) C++: void SetTextureExtent(int, int, int, int, int, int) V.SetTextureExtent((int, int, int, int, int, int)) C++: void SetTextureExtent(int a[6]) V.GetTextureExtent() -> (int, int, int, int, int, int) C++: int *GetTextureExtent() V.GetExtentIsValid([int, ...]) -> bool C++: bool GetExtentIsValid(int *extent) Tells if the given extent (6 int) is valid. True if min extent<=max extent. \pre extent_exists: extent!=0 V.GetCPUExtentIsValid() -> bool C++: bool GetCPUExtentIsValid() Tells if CPUExtent is valid. True if min extent<=max extent. V.GetGPUExtentIsValid() -> bool C++: bool GetGPUExtentIsValid() Tells if GPUExtent is valid. True if min extent<=max extent. V.GetTextureExtentIsValid() -> bool C++: bool GetTextureExtentIsValid() Tells if TextureExtent is valid. True if min extent<=max extent. V.SetMinTextureDimension(int) C++: virtual void SetMinTextureDimension(int _arg) Define the minimal dimension of the texture regardless of the dimensions of the TextureExtent. Initial value is 1. A texture extent can have a given dimension 0D (one value), 1D, 2D or 3D. By default 0D and 1D are translated into a 1D texture, 2D is translated into a 2D texture, 3D is translated into a 3D texture. To make life easier when writing GLSL code and use only one type of sampler (ex: sampler2d), the default behavior can be changed by forcing a type of texture with this ivar. 1: default behavior. Initial value. 2: force 0D and 1D to be in a 2D texture 3: force 0D, 1D and 2D texture to be in a 3D texture. V.GetMinTextureDimension() -> int C++: virtual int GetMinTextureDimension() Define the minimal dimension of the texture regardless of the dimensions of the TextureExtent. Initial value is 1. A texture extent can have a given dimension 0D (one value), 1D, 2D or 3D. By default 0D and 1D are translated into a 1D texture, 2D is translated into a 2D texture, 3D is translated into a 3D texture. To make life easier when writing GLSL code and use only one type of sampler (ex: sampler2d), the default behavior can be changed by forcing a type of texture with this ivar. 1: default behavior. Initial value. 2: force 0D and 1D to be in a 2D texture 3: force 0D, 1D and 2D texture to be in a 3D texture. V.GetArray() -> vtkDataArray C++: virtual vtkDataArray *GetArray() Get/Set the CPU data buffer. Initial value is 0. V.SetArray(vtkDataArray) C++: void SetArray(vtkDataArray *array) Get/Set the CPU data buffer. Initial value is 0. V.GetTexture() -> vtkTextureObject C++: virtual vtkTextureObject *GetTexture() Get/Set the GPU data buffer. Initial value is 0. V.SetTexture(vtkTextureObject) C++: void SetTexture(vtkTextureObject *texture) Get/Set the GPU data buffer. Initial value is 0. V.Upload(int, [int, ...]) -> bool C++: bool Upload(int components=0, int *componentList=nullptr) Old comment. Upload Extent from CPU data buffer to GPU. The WholeExtent must match the Array size. New comment. Upload GPUExtent from CPU vtkDataArray to GPU texture. It is possible to send a subset of the components or to specify and order of components or both. If components=0, componentList is ignored and all components are passed, a texture cannot have more than 4 components. \pre array_exists: array!=0 \pre array_not_empty: array->GetNumberOfTuples()>0 \pre valid_cpu_extent: this->GetCPUExtentIsValid() \pre valid_cpu_extent_size: (CPUExtent[1]-CPUExtent[0]+1)*(CPUExtent[3]-CPUExtent[2]+1)*(C PUExtent[5]-CPUExtent[4]+1)==array->GetNumberOfTuples() \pre valid_gpu_extent: this->GetGPUExtentIsValid() \pre gpu_extent_in_cpu_extent: CPUExtent[0]<=GPUExtent[0] && GPUExtent[1]<=CPUExtent[1] && CPUExtent[2]<=GPUExtent[2] && GPUExtent[3]<=CPUExtent[3] && CPUExtent[4]<=GPUExtent[4] && GPUExtent[5]<=CPUExtent[5] \pre gpu_texture_size: !this->GetTextureExtentIsValid() || (GPUExtent[1]-GPUExtent[0]+1)*(GPUExtent[3]-GPUExtent[2]+1)*(G PUExtent[5]-GPUExtent[4]+1)==(TextureExtent[1]-TextureExtent[0 ]+1)*(TextureExtent[3]-TextureExtent[2]+1)*(TextureExtent[5]-T exture \pre texture_can_exist_or_not: texture==0 || texture!=0 \pre valid_components: (components==0 && componentList==0 && array->GetNumberOfComponents()<=4) || (components>=1 && components<=array->GetNumberOfComponents() && components<=4 && componentList!=0) V.Download() -> bool C++: bool Download() old comment: Download Extent from GPU data buffer to CPU. GPU data size must exactly match Extent. CPU data buffer will be resized to match WholeExtent in which only the Extent will be filled with the GPU data. new comment: Download GPUExtent from GPU texture to CPU vtkDataArray. If Array is not provided, it will be created with the size of CPUExtent. But only the tuples covered by GPUExtent will be download. In this case, if GPUExtent does not cover all GPUExtent, some of the vtkDataArray will be uninitialized. Reminder: A=>B <=> !A||B \pre texture_exists: texture!=0 \pre array_not_empty: array==0 || array->GetNumberOfTuples()>0 \pre valid_cpu_extent: this->GetCPUExtentIsValid() \pre valid_cpu_extent_size: array==0 || (CPUExtent[1]-CPUExtent[0]+1)*(CPUExtent[3]-CPUExtent[2]+1)*(C PUExtent[5]-CPUExtent[4]+1)==array->GetNumberOfTuples() \pre valid_gpu_extent: this->GetGPUExtentIsValid() \pre gpu_extent_in_cpu_extent: CPUExtent[0]<=GPUExtent[0] && GPUExtent[1]<=CPUExtent[1] && CPUExtent[2]<=GPUExtent[2] && GPUExtent[3]<=CPUExtent[3] && CPUExtent[4]<=GPUExtent[4] && GPUExtent[5]<=CPUExtent[5] \pre gpu_texture_size: !this->GetTextureExtentIsValid() || (GPUExtent[1]-GPUExtent[0]+1)*(GPUExtent[3]-GPUExtent[2]+1)*(G PUExtent[5]-GPUExtent[4]+1)==(TextureExtent[1]-TextureExtent[0 ]+1)*(TextureExtent[3]-TextureExtent[2]+1)*(TextureExtent[5]-T exture \pre valid_components: array==0 || array->GetNumberOfComponents()<=4 \pre components_match: array==0 || (texture->GetComponents()==array->GetNumberOfComponents()) V.DownloadAsync1() -> bool C++: bool DownloadAsync1() Splits the download in two operations * Asynchronously download from texture memory to PBO (DownloadAsync1()). * Copy from pbo to user array (DownloadAsync2()). V.DownloadAsync2() -> bool C++: bool DownloadAsync2() Splits the download in two operations * Asynchronously download from texture memory to PBO (DownloadAsync1()). * Copy from pbo to user array (DownloadAsync2()). V.GetShaderSupportsTextureInt() -> bool C++: bool GetShaderSupportsTextureInt() V.SetShaderSupportsTextureInt(bool) C++: void SetShaderSupportsTextureInt(bool value) V.IsSupported(vtkRenderWindow) -> bool C++: static bool IsSupported(vtkRenderWindow *renWin) Returns if the context supports the required extensions. vtkDummyGPUInfoListProbevtkGPUInfoListvtkDummyGPUInfoList - Do thing during Probe() Superclass: vtkGPUInfoList vtkDummyGPUInfoList implements Probe() by just setting the count of GPUs to be zero. Useful when an OS specific implementation is not available. @sa vtkGPUInfo vtkGPUInfoList vtkRenderingOpenGL2Python.vtkDummyGPUInfoListV.SafeDownCast(vtkObjectBase) -> vtkDummyGPUInfoList C++: static vtkDummyGPUInfoList *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkDummyGPUInfoList C++: vtkDummyGPUInfoList *NewInstance() V.Probe() C++: void Probe() override; Build the list of vtkInfoGPU if not done yet. \post probed: IsProbed() vtkXRenderWindowInteractorBreakLoopFlagOffBreakLoopFlagOnGetBreakLoopFlagSetBreakLoopFlagGetMousePositionUpdateSizeDisableEnableTerminateAppvtkRenderWindowInteractorvtkXRenderWindowInteractor - an X event driven interface for a RenderWindow Superclass: vtkRenderWindowInteractor vtkXRenderWindowInteractor is a convenience object that provides event bindings to common graphics functions. For example, camera and actor functions such as zoom-in/zoom-out, azimuth, roll, and pan. IT is one of the window system specific subclasses of vtkRenderWindowInteractor. Please see vtkRenderWindowInteractor documentation for event bindings. @sa vtkRenderWindowInteractor vtkXOpenGL2RenderWindow I've been though this and deleted all I think should go, tried to create the basic structure and if you're lucky it might even work! but frankly I doubt it vtkRenderingOpenGL2Python.vtkXRenderWindowInteractorV.SafeDownCast(vtkObjectBase) -> vtkXRenderWindowInteractor C++: static vtkXRenderWindowInteractor *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkXRenderWindowInteractor C++: vtkXRenderWindowInteractor *NewInstance() V.Initialize() C++: void Initialize() override; Initializes the event handlers without an XtAppContext. This is good for when you don't have a user interface, but you still want to have mouse interaction. V.TerminateApp() C++: void TerminateApp() override; Break the event loop on 'q','e' keypress. Want more ??? V.GetBreakLoopFlag() -> int C++: virtual int GetBreakLoopFlag() The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.SetBreakLoopFlag(int) C++: void SetBreakLoopFlag(int) The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.BreakLoopFlagOff() C++: void BreakLoopFlagOff() The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.BreakLoopFlagOn() C++: void BreakLoopFlagOn() The BreakLoopFlag is checked in the Start() method. Setting it to anything other than zero will cause the interactor loop to terminate and return to the calling function. V.Enable() C++: void Enable() override; Enable/Disable interactions. By default interactors are enabled when initialized. Initialize() must be called prior to enabling/disabling interaction. These methods are used when a window/widget is being shared by multiple renderers and interactors. This allows a "modal" display where one interactor is active when its data is to be displayed and all other interactors associated with the widget are disabled when their data is not displayed. V.Disable() C++: void Disable() override; Enable/Disable interactions. By default interactors are enabled when initialized. Initialize() must be called prior to enabling/disabling interaction. These methods are used when a window/widget is being shared by multiple renderers and interactors. This allows a "modal" display where one interactor is active when its data is to be displayed and all other interactors associated with the widget are disabled when their data is not displayed. V.UpdateSize(int, int) C++: void UpdateSize(int, int) override; Update the Size data member and set the associated RenderWindow's size. V.GetMousePosition([int, ...], [int, ...]) C++: void GetMousePosition(int *x, int *y) override; Re-defines virtual function to get mouse position by querying X-server. vtkXOpenGLRenderWindowSetOffScreenRenderingSetCurrentCursorSetPositionSetWindowNameGetPositionSetForceMakeCurrentSetStereoCapableWindowGetDesiredDepthPrefFullScreenWindowInitializevtkXOpenGLRenderWindow - 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.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.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.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.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. can't get dictionary for module vtkRenderingOpenGL2Pythonreal_initvtkRenderingOpenGL2PythonvtkRenderingOpenGL2Python; <q(<PP<`h<XQ$T TXpo4$=dT<p ȹ;\ {<|hIhD (,Cd8H  8  l#[, 236@@0CGpIK`$MP@@SHV@XHZ ^8d exhipHklPxnqP@szP4p `(`PP@0 0 p0h00|pP0 `  `  @  , . 3 P5p (9:pA@Cp\EHpTN`<p<Pd=P=0=0= >0>`T>p>>> <0<P<`<p(=D=@?h???@0!D@"h@0&@&@&? 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