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<div class="title">vtkOpenGLRenderWindow </div>  </div>
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<div class="textblock"><p>Section: <a class="el" href="sec_vtkrendering.html">Visualization Toolkit Rendering Classes</a> </p>
<h1><a class="anchor" id="Usage"></a>
Usage</h1>
<p>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.</p>
<p>To create an instance of class vtkOpenGLRenderWindow, simply invoke its constructor as follows </p>
<pre class="fragment">  obj = vtkOpenGLRenderWindow
</pre> <h1><a class="anchor" id="Methods"></a>
Methods</h1>
<p>The class vtkOpenGLRenderWindow has several methods that can be used. They are listed below. Note that the documentation is translated automatically from the VTK sources, and may not be completely intelligible. When in doubt, consult the VTK website. In the methods listed below, <code>obj</code> is an instance of the vtkOpenGLRenderWindow class. </p>
<ul>
<li>
<code>string = obj.GetClassName ()</code>  </li>
<li>
<code>int = obj.IsA (string name)</code>  </li>
<li>
<code>vtkOpenGLRenderWindow = obj.NewInstance ()</code>  </li>
<li>
<code>vtkOpenGLRenderWindow = obj.SafeDownCast (vtkObject o)</code>  </li>
<li>
<code>obj.StereoUpdate ()</code> - Update system if needed due to stereo rendering.  </li>
<li>
<code>int = obj.GetPixelData (int x, int y, int x2, int y2, int front, vtkUnsignedCharArray data)</code> - Set/Get the pixel data of an image, transmitted as RGBRGB...  </li>
<li>
<code>int = obj.SetPixelData (int x, int y, int x2, int y2, string data, int front)</code> - Set/Get the pixel data of an image, transmitted as RGBRGB...  </li>
<li>
<code>int = obj.SetPixelData (int x, int y, int x2, int y2, vtkUnsignedCharArray data, int front)</code> - Set/Get the pixel data of an image, transmitted as RGBRGB...  </li>
<li>
<code>int = obj.GetRGBAPixelData (int x, int y, int x2, int y2, int front, vtkFloatArray data)</code> - Set/Get the pixel data of an image, transmitted as RGBARGBA...  </li>
<li>
<code>int = obj.SetRGBAPixelData (int x, int y, int x2, int y2, float data, int front, int blend)</code> - Set/Get the pixel data of an image, transmitted as RGBARGBA...  </li>
<li>
<code>int = obj.SetRGBAPixelData (int x, int y, int x2, int y2, vtkFloatArray data, int front, int blend)</code> - Set/Get the pixel data of an image, transmitted as RGBARGBA...  </li>
<li>
<code>obj.ReleaseRGBAPixelData (float data)</code> - Set/Get the pixel data of an image, transmitted as RGBARGBA...  </li>
<li>
<code>int = obj.GetRGBACharPixelData (int x, int y, int x2, int y2, int front, vtkUnsignedCharArray data)</code> - Set/Get the pixel data of an image, transmitted as RGBARGBA...  </li>
<li>
<code>int = obj.SetRGBACharPixelData (int x, int y, int x2, int y2, string data, int front, int blend)</code> - Set/Get the pixel data of an image, transmitted as RGBARGBA...  </li>
<li>
<code>int = obj.SetRGBACharPixelData (int x, int y, int x2, int y2, vtkUnsignedCharArray data, int front, int blend)</code> - Set/Get the pixel data of an image, transmitted as RGBARGBA...  </li>
<li>
<code>int = obj.GetZbufferData (int x1, int y1, int x2, int y2, float z)</code> - Set/Get the zbuffer data from an image  </li>
<li>
<code>int = obj.GetZbufferData (int x1, int y1, int x2, int y2, vtkFloatArray z)</code> - Set/Get the zbuffer data from an image  </li>
<li>
<code>int = obj.SetZbufferData (int x1, int y1, int x2, int y2, float buffer)</code> - Set/Get the zbuffer data from an image  </li>
<li>
<code>int = obj.SetZbufferData (int x1, int y1, int x2, int y2, vtkFloatArray buffer)</code> - Set/Get the zbuffer data from an image  </li>
<li>
<code>int = obj.GetDepthBufferSize ()</code> - Get the size of the depth buffer.  </li>
<li>
<code>int = obj.GetColorBufferSizes (int rgba)</code> - Get the size of the color buffer. Returns 0 if not able to determine otherwise sets R G B and A into buffer.  </li>
<li>
<code>obj.OpenGLInit ()</code> - Initialize OpenGL for this window.  </li>
<li>
<code>int = obj.GetBackLeftBuffer ()</code> - 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.  </li>
<li>
<code>int = obj.GetBackRightBuffer ()</code> - 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.  </li>
<li>
<code>int = obj.GetFrontLeftBuffer ()</code> - 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.  </li>
<li>
<code>int = obj.GetFrontRightBuffer ()</code> - 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.  </li>
<li>
<code>int = obj.GetBackBuffer ()</code> - 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.  </li>
<li>
<code>int = obj.GetFrontBuffer ()</code> - 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.  </li>
<li>
<code>obj.CheckGraphicError ()</code> - Update graphic error status, regardless of ReportGraphicErrors flag. It means this method can be used in any context and is not restricted to debug mode.  </li>
<li>
<code>int = obj.HasGraphicError ()</code> - Return the last graphic error status. Initial value is false.  </li>
<li>
<code>string = obj.GetLastGraphicErrorString ()</code> - Return a string matching the last graphic error status.  </li>
<li>
<code>vtkOpenGLExtensionManager = obj.GetExtensionManager ()</code> - Returns the extension manager. A new one will be created if one hasn't already been set up.  </li>
<li>
<code>vtkOpenGLHardwareSupport = obj.GetHardwareSupport ()</code> - Returns an Hardware Support object. A new one will be created if one hasn't already been set up.  </li>
<li>
<code>obj.WaitForCompletion ()</code> - Block the thread until the actual rendering is finished(). Useful for measurement only.  </li>
</ul>
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