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Usage
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.
To create an instance of class vtkRenderWindow, simply
invoke its constructor as follows
obj = vtkRenderWindow
Methods
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, obj is an instance of
the vtkRenderWindow class.
* string = obj.GetClassName ()
* int = obj.IsA (string name)
* vtkRenderWindow = obj.NewInstance ()
* vtkRenderWindow = obj.SafeDownCast (vtkObject o)
* obj.AddRenderer (vtkRenderer ) - Add a renderer to the
list of renderers.
* obj.RemoveRenderer (vtkRenderer ) - Remove a renderer from
the list of renderers.
* int = obj.HasRenderer (vtkRenderer ) - Query if a renderer
is in the list of renderers.
* vtkRendererCollection = obj.GetRenderers () - Return the
collection of renderers in the render window.
* obj.Render () - Ask each renderer owned by this
RenderWindow to render its image and synchronize this
process.
* obj.Start () - Initialize the rendering process.
* obj.Finalize () - Finalize the rendering process.
* obj.Frame () - A termination method performed at the end
of the rendering process to do things like swapping
buffers (if necessary) or similar actions.
* obj.WaitForCompletion () - Block the thread until the
actual rendering is finished(). Useful for measurement
only.
* obj.CopyResultFrame () - Performed at the end of the
rendering process to generate image. This is typically
done right before swapping buffers.
* vtkRenderWindowInteractor = obj.MakeRenderWindowInteractor
() - 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.
* obj.HideCursor () - 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).
* obj.ShowCursor () - 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).
* obj.SetCursorPosition (int , int ) - 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).
* obj.SetCurrentCursor (int ) - Change the shape of the
cursor.
* int = obj.GetCurrentCursor () - Change the shape of the
cursor.
* obj.SetFullScreen (int ) - Turn on/off rendering full
screen window size.
* int = obj.GetFullScreen () - Turn on/off rendering full
screen window size.
* obj.FullScreenOn () - Turn on/off rendering full screen
window size.
* obj.FullScreenOff () - Turn on/off rendering full screen
window size.
* obj.SetBorders (int ) - 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.
* int = obj.GetBorders () - 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.
* obj.BordersOn () - 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.
* obj.BordersOff () - 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.
* int = obj.GetStereoCapableWindow () - Prescribe that the
window be created in a stereo-capable mode. This method
must be called before the window is realized. Default is
off.
* obj.StereoCapableWindowOn () - Prescribe that the window
be created in a stereo-capable mode. This method must be
called before the window is realized. Default is off.
* obj.StereoCapableWindowOff () - Prescribe that the window
be created in a stereo-capable mode. This method must be
called before the window is realized. Default is off.
* obj.SetStereoCapableWindow (int capable) - Prescribe that
the window be created in a stereo-capable mode. This
method must be called before the window is realized.
Default is off.
* int = obj.GetStereoRender () - Turn on/off stereo
rendering.
* obj.SetStereoRender (int stereo) - Turn on/off stereo
rendering.
* obj.StereoRenderOn () - Turn on/off stereo rendering.
* obj.StereoRenderOff () - Turn on/off stereo rendering.
* obj.SetAlphaBitPlanes (int ) - Turn on/off the use of
alpha bitplanes.
* int = obj.GetAlphaBitPlanes () - Turn on/off the use of
alpha bitplanes.
* obj.AlphaBitPlanesOn () - Turn on/off the use of alpha
bitplanes.
* obj.AlphaBitPlanesOff () - Turn on/off the use of alpha
bitplanes.
* obj.SetPointSmoothing (int ) - Turn on/off point
smoothing. Default is off. This must be applied before the
first Render.
* int = obj.GetPointSmoothing () - Turn on/off point
smoothing. Default is off. This must be applied before the
first Render.
* obj.PointSmoothingOn () - Turn on/off point smoothing.
Default is off. This must be applied before the first
Render.
* obj.PointSmoothingOff () - Turn on/off point smoothing.
Default is off. This must be applied before the first
Render.
* obj.SetLineSmoothing (int ) - Turn on/off line smoothing.
Default is off. This must be applied before the first
Render.
* int = obj.GetLineSmoothing () - Turn on/off line
smoothing. Default is off. This must be applied before the
first Render.
* obj.LineSmoothingOn () - Turn on/off line smoothing.
Default is off. This must be applied before the first
Render.
* obj.LineSmoothingOff () - Turn on/off line smoothing.
Default is off. This must be applied before the first
Render.
* obj.SetPolygonSmoothing (int ) - Turn on/off polygon
smoothing. Default is off. This must be applied before the
first Render.
* int = obj.GetPolygonSmoothing () - Turn on/off polygon
smoothing. Default is off. This must be applied before the
first Render.
* obj.PolygonSmoothingOn () - Turn on/off polygon smoothing.
Default is off. This must be applied before the first
Render.
* obj.PolygonSmoothingOff () - Turn on/off polygon
smoothing. Default is off. This must be applied before the
first Render.
* int = obj.GetStereoType () - 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.
* obj.SetStereoType (int ) - 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.
* obj.SetStereoTypeToCrystalEyes () - 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.
* obj.SetStereoTypeToRedBlue () - 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.
* obj.SetStereoTypeToInterlaced () - 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.
* obj.SetStereoTypeToLeft () - 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.
* obj.SetStereoTypeToRight () - 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.
* obj.SetStereoTypeToDresden () - 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.
* obj.SetStereoTypeToAnaglyph () - 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.
* obj.SetStereoTypeToCheckerboard ()
* string = obj.GetStereoTypeAsString ()
* obj.StereoUpdate () - Update the system, if needed, due to
stereo rendering. For some stereo methods, subclasses
might need to switch some hardware settings here.
* obj.StereoMidpoint () - Intermediate method performs
operations required between the rendering of the left and
right eye.
* obj.StereoRenderComplete () - Handles work required once
both views have been rendered when using stereo rendering.
* obj.SetAnaglyphColorSaturation (float )
* float = obj.GetAnaglyphColorSaturationMinValue ()
* float = obj.GetAnaglyphColorSaturationMaxValue ()
* float = obj.GetAnaglyphColorSaturation ()
* obj.SetAnaglyphColorMask (int , int )
* obj.SetAnaglyphColorMask (int a[2])
* int = obj. GetAnaglyphColorMask ()
* obj.WindowRemap () - 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.
* obj.SetSwapBuffers (int ) - Turn on/off buffer swapping
between images.
* int = obj.GetSwapBuffers () - Turn on/off buffer swapping
between images.
* obj.SwapBuffersOn () - Turn on/off buffer swapping between
images.
* obj.SwapBuffersOff () - Turn on/off buffer swapping
between images.
* int = obj.SetPixelData (int x, int y, int x2, int y2,
string data, int front) - 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.
* int = obj.SetPixelData (int x, int y, int x2, int y2,
vtkUnsignedCharArray data, int front) - 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.
* int = obj.GetRGBAPixelData (int x, int y, int x2, int y2,
int front, vtkFloatArray data) - 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.
* int = obj.SetRGBAPixelData (int x, int y, int x2, int y2,
float , int front, int blend) - 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.
* int = obj.SetRGBAPixelData (int , int , int , int ,
vtkFloatArray , int , int blend) - 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.
* obj.ReleaseRGBAPixelData (float data) - 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.
* int = obj.GetRGBACharPixelData (int x, int y, int x2, int
y2, int front, vtkUnsignedCharArray data) - 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.
* int = obj.SetRGBACharPixelData (int x, int y, int x2, int
y2, string data, int front, int blend) - 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.
* int = obj.SetRGBACharPixelData (int x, int y, int x2, int
y2, vtkUnsignedCharArray data, int front, int blend) -
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.
* int = obj.GetZbufferData (int x, int y, int x2, int y2,
float z) - 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.
* int = obj.GetZbufferData (int x, int y, int x2, int y2,
vtkFloatArray z) - 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.
* int = obj.SetZbufferData (int x, int y, int x2, int y2,
float z) - 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.
* int = obj.SetZbufferData (int x, int y, int x2, int y2,
vtkFloatArray z) - 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.
* float = obj.GetZbufferDataAtPoint (int x, int y) - Set the
number of frames for doing antialiasing. The default is
zero. Typically five or six will yield reasonable results
without taking too long.
* int = obj.GetAAFrames () - Set the number of frames for
doing antialiasing. The default is zero. Typically five or
six will yield reasonable results without taking too long.
* obj.SetAAFrames (int ) - Set the number of frames for
doing antialiasing. The default is zero. Typically five or
six will yield reasonable results without taking too long.
* int = obj.GetFDFrames () - 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.
* obj.SetFDFrames (int ) - 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.
* int = obj.GetSubFrames () - 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.
* obj.SetSubFrames (int subFrames) - 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.
* int = obj.GetNeverRendered () - This flag is set if the
window hasn't rendered since it was created
* int = obj.GetAbortRender () - This is a flag that can be
set to interrupt a rendering that is in progress.
* obj.SetAbortRender (int ) - This is a flag that can be set
to interrupt a rendering that is in progress.
* int = obj.GetInAbortCheck () - This is a flag that can be
set to interrupt a rendering that is in progress.
* obj.SetInAbortCheck (int ) - This is a flag that can be
set to interrupt a rendering that is in progress.
* int = obj.CheckAbortStatus () - This is a flag that can be
set to interrupt a rendering that is in progress.
* int = obj.GetIsPicking ()
* obj.SetIsPicking (int )
* obj.IsPickingOn ()
* obj.IsPickingOff ()
* int = obj.GetEventPending () - 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.
* int = obj.CheckInRenderStatus () - Clear status (after an
exception was thrown for example)
* obj.ClearInRenderStatus () - 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.
* obj.SetDesiredUpdateRate (double ) - 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.
* double = obj.GetDesiredUpdateRate () - 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.
* int = obj.GetNumberOfLayers () - 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).
* obj.SetNumberOfLayers (int ) - 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).
* int = obj.GetNumberOfLayersMinValue () - 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).
* int = obj.GetNumberOfLayersMaxValue () - 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).
* vtkRenderWindowInteractor = obj.GetInteractor () - Get the
interactor associated with this render window
* obj.SetInteractor (vtkRenderWindowInteractor ) - Set the
interactor to the render window
* obj.UnRegister (vtkObjectBase o) - This Method detects
loops of RenderWindow<->Interactor, so objects are freed
properly.
* obj.SetWindowInfo (string ) - Dummy stubs for vtkWindow
API.
* obj.SetNextWindowInfo (string ) - Dummy stubs for
vtkWindow API.
* obj.SetParentInfo (string ) - Dummy stubs for vtkWindow
API.
* obj.MakeCurrent () - Attempt to make this window the
current graphics context for the calling thread.
* bool = obj.IsCurrent () - Tells if this window is the
current graphics context for the calling thread.
* obj.SetForceMakeCurrent () - If called, allow MakeCurrent
() to skip cache-check when called. MakeCurrent() reverts
to original behavior of cache-checking on the next render.
* string = obj.ReportCapabilities () - Get report of
capabilities for the render window
* int = obj.SupportsOpenGL () - Does this render window
support OpenGL? 0-false, 1-true
* int = obj.IsDirect () - Is this render window using
hardware acceleration? 0-false, 1-true
* int = obj.GetDepthBufferSize () - This method should be
defined by the subclass. How many bits of precision are
there in the zbuffer?
* int = obj.GetColorBufferSizes (int rgba) - Get the size of
the color buffer. Returns 0 if not able to determine
otherwise sets R G B and A into buffer.
* vtkPainterDeviceAdapter = obj.GetPainterDeviceAdapter () -
Get the vtkPainterDeviceAdapter which can be used to paint
on this render window.
* obj.SetMultiSamples (int ) - Set / Get the number of
multisamples to use for hardware antialiasing.
* int = obj.GetMultiSamples () - Set / Get the number of
multisamples to use for hardware antialiasing.
* obj.SetStencilCapable (int ) - Set / Get the availability
of the stencil buffer.
* int = obj.GetStencilCapable () - Set / Get the
availability of the stencil buffer.
* obj.StencilCapableOn () - Set / Get the availability of
the stencil buffer.
* obj.StencilCapableOff () - Set / Get the availability of
the stencil buffer.
* obj.SetReportGraphicErrors (int ) - Turn on/off report of
graphic errors. Initial value is false (off). This flag is
used by vtkGraphicErrorMacro.
* int = obj.GetReportGraphicErrors () - Turn on/off report
of graphic errors. Initial value is false (off). This flag
is used by vtkGraphicErrorMacro.
* obj.ReportGraphicErrorsOn () - Turn on/off report of
graphic errors. Initial value is false (off). This flag is
used by vtkGraphicErrorMacro.
* obj.ReportGraphicErrorsOff () - Turn on/off report of
graphic errors. Initial value is false (off). This flag is
used by vtkGraphicErrorMacro.
* obj.CheckGraphicError () - 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.
* int = obj.HasGraphicError () - Return the last graphic
error status. Initial value is false.
* string = obj.GetLastGraphicErrorString () - Return a
string matching the last graphic error status.
* FreeMat_Documentation
* Visualization_Toolkit_Rendering_Classes
* Generated on Thu Jul 25 2013 17:18:35 for FreeMat by
doxygen_ 1.8.1.1
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