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Usage
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.
To create an instance of class vtkSequencePass, simply
invoke its constructor as follows
obj = vtkSequencePass
Methods
The class vtkSequencePass 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 vtkSequencePass class.
* string = obj.GetClassName ()
* int = obj.IsA (string name)
* vtkSequencePass = obj.NewInstance ()
* vtkSequencePass = obj.SafeDownCast (vtkObject o)
* obj.ReleaseGraphicsResources (vtkWindow w) - Release
graphics resources and ask components to release their own
resources.
Precondition:
w_exists: w!=0
* vtkRenderPassCollection = obj.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.
* obj.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.
* 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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