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<div class="title">vtkRenderWindow </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>vtkRenderWindow is an abstract object to specify the behavior of a rendering window. A rendering window is a window in a graphical user interface where renderers draw their images. Methods are provided to synchronize the rendering process, set window size, and control double buffering. The window also allows rendering in stereo. The interlaced render stereo type is for output to a VRex stereo projector. All of the odd horizontal lines are from the left eye, and the even lines are from the right eye. The user has to make the render window aligned with the VRex projector, or the eye will be swapped.</p>
<p>To create an instance of class vtkRenderWindow, simply invoke its constructor as follows </p>
<pre class="fragment">  obj = vtkRenderWindow
</pre> <h1><a class="anchor" id="Methods"></a>
Methods</h1>
<p>The class vtkRenderWindow 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 vtkRenderWindow class. </p>
<ul>
<li>
<code>string = obj.GetClassName ()</code>  </li>
<li>
<code>int = obj.IsA (string name)</code>  </li>
<li>
<code>vtkRenderWindow = obj.NewInstance ()</code>  </li>
<li>
<code>vtkRenderWindow = obj.SafeDownCast (vtkObject o)</code>  </li>
<li>
<code>obj.AddRenderer (vtkRenderer )</code> - Add a renderer to the list of renderers.  </li>
<li>
<code>obj.RemoveRenderer (vtkRenderer )</code> - Remove a renderer from the list of renderers.  </li>
<li>
<code>int = obj.HasRenderer (vtkRenderer )</code> - Query if a renderer is in the list of renderers.  </li>
<li>
<code>vtkRendererCollection = obj.GetRenderers ()</code> - Return the collection of renderers in the render window.  </li>
<li>
<code>obj.Render ()</code> - Ask each renderer owned by this RenderWindow to render its image and synchronize this process.  </li>
<li>
<code>obj.Start ()</code> - Initialize the rendering process.  </li>
<li>
<code>obj.Finalize ()</code> - Finalize the rendering process.  </li>
<li>
<code>obj.Frame ()</code> - A termination method performed at the end of the rendering process to do things like swapping buffers (if necessary) or similar actions.  </li>
<li>
<code>obj.WaitForCompletion ()</code> - Block the thread until the actual rendering is finished(). Useful for measurement only.  </li>
<li>
<code>obj.CopyResultFrame ()</code> - Performed at the end of the rendering process to generate image. This is typically done right before swapping buffers.  </li>
<li>
<code>vtkRenderWindowInteractor = obj.MakeRenderWindowInteractor ()</code> - Create an interactor to control renderers in this window. We need to know what type of interactor to create, because we might be in X Windows or MS Windows.  </li>
<li>
<code>obj.HideCursor ()</code> - 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).  </li>
<li>
<code>obj.ShowCursor ()</code> - 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).  </li>
<li>
<code>obj.SetCursorPosition (int , int )</code> - 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).  </li>
<li>
<code>obj.SetCurrentCursor (int )</code> - Change the shape of the cursor.  </li>
<li>
<code>int = obj.GetCurrentCursor ()</code> - Change the shape of the cursor.  </li>
<li>
<code>obj.SetFullScreen (int )</code> - Turn on/off rendering full screen window size.  </li>
<li>
<code>int = obj.GetFullScreen ()</code> - Turn on/off rendering full screen window size.  </li>
<li>
<code>obj.FullScreenOn ()</code> - Turn on/off rendering full screen window size.  </li>
<li>
<code>obj.FullScreenOff ()</code> - Turn on/off rendering full screen window size.  </li>
<li>
<code>obj.SetBorders (int )</code> - Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior.  </li>
<li>
<code>int = obj.GetBorders ()</code> - Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior.  </li>
<li>
<code>obj.BordersOn ()</code> - Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior.  </li>
<li>
<code>obj.BordersOff ()</code> - Turn on/off window manager borders. Typically, you shouldn't turn the borders off, because that bypasses the window manager and can cause undesirable behavior.  </li>
<li>
<code>int = obj.GetStereoCapableWindow ()</code> - Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off.  </li>
<li>
<code>obj.StereoCapableWindowOn ()</code> - Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off.  </li>
<li>
<code>obj.StereoCapableWindowOff ()</code> - Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off.  </li>
<li>
<code>obj.SetStereoCapableWindow (int capable)</code> - Prescribe that the window be created in a stereo-capable mode. This method must be called before the window is realized. Default is off.  </li>
<li>
<code>int = obj.GetStereoRender ()</code> - Turn on/off stereo rendering.  </li>
<li>
<code>obj.SetStereoRender (int stereo)</code> - Turn on/off stereo rendering.  </li>
<li>
<code>obj.StereoRenderOn ()</code> - Turn on/off stereo rendering.  </li>
<li>
<code>obj.StereoRenderOff ()</code> - Turn on/off stereo rendering.  </li>
<li>
<code>obj.SetAlphaBitPlanes (int )</code> - Turn on/off the use of alpha bitplanes.  </li>
<li>
<code>int = obj.GetAlphaBitPlanes ()</code> - Turn on/off the use of alpha bitplanes.  </li>
<li>
<code>obj.AlphaBitPlanesOn ()</code> - Turn on/off the use of alpha bitplanes.  </li>
<li>
<code>obj.AlphaBitPlanesOff ()</code> - Turn on/off the use of alpha bitplanes.  </li>
<li>
<code>obj.SetPointSmoothing (int )</code> - Turn on/off point smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>int = obj.GetPointSmoothing ()</code> - Turn on/off point smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.PointSmoothingOn ()</code> - Turn on/off point smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.PointSmoothingOff ()</code> - Turn on/off point smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.SetLineSmoothing (int )</code> - Turn on/off line smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>int = obj.GetLineSmoothing ()</code> - Turn on/off line smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.LineSmoothingOn ()</code> - Turn on/off line smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.LineSmoothingOff ()</code> - Turn on/off line smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.SetPolygonSmoothing (int )</code> - Turn on/off polygon smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>int = obj.GetPolygonSmoothing ()</code> - Turn on/off polygon smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.PolygonSmoothingOn ()</code> - Turn on/off polygon smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>obj.PolygonSmoothingOff ()</code> - Turn on/off polygon smoothing. Default is off. This must be applied before the first Render.  </li>
<li>
<code>int = obj.GetStereoType ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoType (int )</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToCrystalEyes ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToRedBlue ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToInterlaced ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToLeft ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToRight ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToDresden ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToAnaglyph ()</code> - Set/Get what type of stereo rendering to use. CrystalEyes mode uses frame-sequential capabilities available in OpenGL to drive LCD shutter glasses and stereo projectors. RedBlue mode is a simple type of stereo for use with red-blue glasses. Anaglyph mode is a superset of RedBlue mode, but the color output channels can be configured using the AnaglyphColorMask and the color of the original image can be (somewhat) maintained using AnaglyphColorSaturation; the default colors for Anaglyph mode is red-cyan. Interlaced stereo mode produces a composite image where horizontal lines alternate between left and right views. StereoLeft and StereoRight modes choose one or the other stereo view. Dresden mode is yet another stereoscopic interleaving.  </li>
<li>
<code>obj.SetStereoTypeToCheckerboard ()</code>  </li>
<li>
<code>string = obj.GetStereoTypeAsString ()</code>  </li>
<li>
<code>obj.StereoUpdate ()</code> - Update the system, if needed, due to stereo rendering. For some stereo methods, subclasses might need to switch some hardware settings here.  </li>
<li>
<code>obj.StereoMidpoint ()</code> - Intermediate method performs operations required between the rendering of the left and right eye.  </li>
<li>
<code>obj.StereoRenderComplete ()</code> - Handles work required once both views have been rendered when using stereo rendering.  </li>
<li>
<code>obj.SetAnaglyphColorSaturation (float )</code>  </li>
<li>
<code>float = obj.GetAnaglyphColorSaturationMinValue ()</code>  </li>
<li>
<code>float = obj.GetAnaglyphColorSaturationMaxValue ()</code>  </li>
<li>
<code>float = obj.GetAnaglyphColorSaturation ()</code>  </li>
<li>
<code>obj.SetAnaglyphColorMask (int , int )</code>  </li>
<li>
<code>obj.SetAnaglyphColorMask (int a[2])</code>  </li>
<li>
<code>int = obj. GetAnaglyphColorMask ()</code>  </li>
<li>
<code>obj.WindowRemap ()</code> - 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.  </li>
<li>
<code>obj.SetSwapBuffers (int )</code> - Turn on/off buffer swapping between images.  </li>
<li>
<code>int = obj.GetSwapBuffers ()</code> - Turn on/off buffer swapping between images.  </li>
<li>
<code>obj.SwapBuffersOn ()</code> - Turn on/off buffer swapping between images.  </li>
<li>
<code>obj.SwapBuffersOff ()</code> - Turn on/off buffer swapping between images.  </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 RGBRGBRGB. The front argument indicates if the front buffer should be used or the back buffer. It is the caller's responsibility to delete the resulting array. It is very important to realize that the memory in this array is organized from the bottom of the window to the top. The origin of the screen is in the lower left corner. The y axis increases as you go up the screen. So the storage of pixels is from left to right and from bottom to top. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal.  </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 RGBRGBRGB. The front argument indicates if the front buffer should be used or the back buffer. It is the caller's responsibility to delete the resulting array. It is very important to realize that the memory in this array is organized from the bottom of the window to the top. The origin of the screen is in the lower left corner. The y axis increases as you go up the screen. So the storage of pixels is from left to right and from bottom to top. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal.  </li>
<li>
<code>int = obj.GetRGBAPixelData (int x, int y, int x2, int y2, int front, vtkFloatArray data)</code> - Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data.  </li>
<li>
<code>int = obj.SetRGBAPixelData (int x, int y, int x2, int y2, float , int front, int blend)</code> - Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data.  </li>
<li>
<code>int = obj.SetRGBAPixelData (int , int , int , int , vtkFloatArray , int , int blend)</code> - Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data.  </li>
<li>
<code>obj.ReleaseRGBAPixelData (float data)</code> - Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data.  </li>
<li>
<code>int = obj.GetRGBACharPixelData (int x, int y, int x2, int y2, int front, vtkUnsignedCharArray data)</code> - Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data.  </li>
<li>
<code>int = obj.SetRGBACharPixelData (int x, int y, int x2, int y2, string data, int front, int blend)</code> - Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data.  </li>
<li>
<code>int = obj.SetRGBACharPixelData (int x, int y, int x2, int y2, vtkUnsignedCharArray data, int front, int blend)</code> - Same as Get/SetPixelData except that the image also contains an alpha component. The image is transmitted as RGBARGBARGBA... each of which is a float value. The "blend" parameter controls whether the SetRGBAPixelData method blends the data with the previous contents of the frame buffer or completely replaces the frame buffer data.  </li>
<li>
<code>int = obj.GetZbufferData (int x, int y, int x2, int y2, float z)</code> - Set/Get the zbuffer data from the frame buffer. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal.  </li>
<li>
<code>int = obj.GetZbufferData (int x, int y, int x2, int y2, vtkFloatArray z)</code> - Set/Get the zbuffer data from the frame buffer. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal.  </li>
<li>
<code>int = obj.SetZbufferData (int x, int y, int x2, int y2, float z)</code> - Set/Get the zbuffer data from the frame buffer. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal.  </li>
<li>
<code>int = obj.SetZbufferData (int x, int y, int x2, int y2, vtkFloatArray z)</code> - Set/Get the zbuffer data from the frame buffer. (x,y) is any corner of the rectangle. (x2,y2) is its opposite corner on the diagonal.  </li>
<li>
<code>float = obj.GetZbufferDataAtPoint (int x, int y)</code> - Set the number of frames for doing antialiasing. The default is zero. Typically five or six will yield reasonable results without taking too long.  </li>
<li>
<code>int = obj.GetAAFrames ()</code> - Set the number of frames for doing antialiasing. The default is zero. Typically five or six will yield reasonable results without taking too long.  </li>
<li>
<code>obj.SetAAFrames (int )</code> - Set the number of frames for doing antialiasing. The default is zero. Typically five or six will yield reasonable results without taking too long.  </li>
<li>
<code>int = obj.GetFDFrames ()</code> - Set the number of frames for doing focal depth. The default is zero. Depending on how your scene is organized you can get away with as few as four frames for focal depth or you might need thirty. One thing to note is that if you are using focal depth frames, then you will not need many (if any) frames for antialiasing.  </li>
<li>
<code>obj.SetFDFrames (int )</code> - Set the number of frames for doing focal depth. The default is zero. Depending on how your scene is organized you can get away with as few as four frames for focal depth or you might need thirty. One thing to note is that if you are using focal depth frames, then you will not need many (if any) frames for antialiasing.  </li>
<li>
<code>int = obj.GetSubFrames ()</code> - Set the number of sub frames for doing motion blur. The default is zero. 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.  </li>
<li>
<code>obj.SetSubFrames (int subFrames)</code> - Set the number of sub frames for doing motion blur. The default is zero. 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.  </li>
<li>
<code>int = obj.GetNeverRendered ()</code> - This flag is set if the window hasn't rendered since it was created  </li>
<li>
<code>int = obj.GetAbortRender ()</code> - This is a flag that can be set to interrupt a rendering that is in progress.  </li>
<li>
<code>obj.SetAbortRender (int )</code> - This is a flag that can be set to interrupt a rendering that is in progress.  </li>
<li>
<code>int = obj.GetInAbortCheck ()</code> - This is a flag that can be set to interrupt a rendering that is in progress.  </li>
<li>
<code>obj.SetInAbortCheck (int )</code> - This is a flag that can be set to interrupt a rendering that is in progress.  </li>
<li>
<code>int = obj.CheckAbortStatus ()</code> - This is a flag that can be set to interrupt a rendering that is in progress.  </li>
<li>
<code>int = obj.GetIsPicking ()</code>  </li>
<li>
<code>obj.SetIsPicking (int )</code>  </li>
<li>
<code>obj.IsPickingOn ()</code>  </li>
<li>
<code>obj.IsPickingOff ()</code>  </li>
<li>
<code>int = obj.GetEventPending ()</code> - 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.  </li>
<li>
<code>int = obj.CheckInRenderStatus ()</code> - Clear status (after an exception was thrown for example)  </li>
<li>
<code>obj.ClearInRenderStatus ()</code> - Set/Get the desired update rate. This is used with the vtkLODActor class. When using level of detail actors you need to specify what update rate you require. The LODActors then will pick the correct resolution to meet your desired update rate in frames per second. A value of zero indicates that they can use all the time they want to.  </li>
<li>
<code>obj.SetDesiredUpdateRate (double )</code> - Set/Get the desired update rate. This is used with the vtkLODActor class. When using level of detail actors you need to specify what update rate you require. The LODActors then will pick the correct resolution to meet your desired update rate in frames per second. A value of zero indicates that they can use all the time they want to.  </li>
<li>
<code>double = obj.GetDesiredUpdateRate ()</code> - Set/Get the desired update rate. This is used with the vtkLODActor class. When using level of detail actors you need to specify what update rate you require. The LODActors then will pick the correct resolution to meet your desired update rate in frames per second. A value of zero indicates that they can use all the time they want to.  </li>
<li>
<code>int = obj.GetNumberOfLayers ()</code> - Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100).  </li>
<li>
<code>obj.SetNumberOfLayers (int )</code> - Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100).  </li>
<li>
<code>int = obj.GetNumberOfLayersMinValue ()</code> - Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100).  </li>
<li>
<code>int = obj.GetNumberOfLayersMaxValue ()</code> - Get the number of layers for renderers. Each renderer should have its layer set individually. Some algorithms iterate through all layers, so it is not wise to set the number of layers to be exorbitantly large (say bigger than 100).  </li>
<li>
<code>vtkRenderWindowInteractor = obj.GetInteractor ()</code> - Get the interactor associated with this render window  </li>
<li>
<code>obj.SetInteractor (vtkRenderWindowInteractor )</code> - Set the interactor to the render window  </li>
<li>
<code>obj.UnRegister (vtkObjectBase o)</code> - This Method detects loops of RenderWindow&lt;-&gt;Interactor, so objects are freed properly.  </li>
<li>
<code>obj.SetWindowInfo (string )</code> - Dummy stubs for vtkWindow API.  </li>
<li>
<code>obj.SetNextWindowInfo (string )</code> - Dummy stubs for vtkWindow API.  </li>
<li>
<code>obj.SetParentInfo (string )</code> - Dummy stubs for vtkWindow API.  </li>
<li>
<code>obj.MakeCurrent ()</code> - Attempt to make this window the current graphics context for the calling thread.  </li>
<li>
<code>bool = obj.IsCurrent ()</code> - Tells if this window is the current graphics context for the calling thread.  </li>
<li>
<code>obj.SetForceMakeCurrent ()</code> - If called, allow MakeCurrent() to skip cache-check when called. MakeCurrent() reverts to original behavior of cache-checking on the next render.  </li>
<li>
<code>string = obj.ReportCapabilities ()</code> - Get report of capabilities for the render window  </li>
<li>
<code>int = obj.SupportsOpenGL ()</code> - Does this render window support OpenGL? 0-false, 1-true  </li>
<li>
<code>int = obj.IsDirect ()</code> - Is this render window using hardware acceleration? 0-false, 1-true  </li>
<li>
<code>int = obj.GetDepthBufferSize ()</code> - This method should be defined by the subclass. How many bits of precision are there in the zbuffer?  </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>vtkPainterDeviceAdapter = obj.GetPainterDeviceAdapter ()</code> - Get the vtkPainterDeviceAdapter which can be used to paint on this render window.  </li>
<li>
<code>obj.SetMultiSamples (int )</code> - Set / Get the number of multisamples to use for hardware antialiasing.  </li>
<li>
<code>int = obj.GetMultiSamples ()</code> - Set / Get the number of multisamples to use for hardware antialiasing.  </li>
<li>
<code>obj.SetStencilCapable (int )</code> - Set / Get the availability of the stencil buffer.  </li>
<li>
<code>int = obj.GetStencilCapable ()</code> - Set / Get the availability of the stencil buffer.  </li>
<li>
<code>obj.StencilCapableOn ()</code> - Set / Get the availability of the stencil buffer.  </li>
<li>
<code>obj.StencilCapableOff ()</code> - Set / Get the availability of the stencil buffer.  </li>
<li>
<code>obj.SetReportGraphicErrors (int )</code> - Turn on/off report of graphic errors. Initial value is false (off). This flag is used by vtkGraphicErrorMacro.  </li>
<li>
<code>int = obj.GetReportGraphicErrors ()</code> - Turn on/off report of graphic errors. Initial value is false (off). This flag is used by vtkGraphicErrorMacro.  </li>
<li>
<code>obj.ReportGraphicErrorsOn ()</code> - Turn on/off report of graphic errors. Initial value is false (off). This flag is used by vtkGraphicErrorMacro.  </li>
<li>
<code>obj.ReportGraphicErrorsOff ()</code> - Turn on/off report of graphic errors. Initial value is false (off). This flag is used by vtkGraphicErrorMacro.  </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>
</ul>
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