60 #ifndef vtkOpenGLVertexBufferObjectGroup_h 61 #define vtkOpenGLVertexBufferObjectGroup_h 64 #include "vtkRenderingOpenGL2Module.h" 88 int GetNumberOfComponents(
const char* attribute);
94 int GetNumberOfTuples(
const char* attribute);
101 void ReleaseGraphicsResources(
vtkWindow*);
119 void RemoveAttribute(
const char* attribute);
143 void AppendDataArray(
const char* attribute,
vtkDataArray* da,
int destType);
165 void ClearAllDataArrays();
176 std::map<std::string, vtkOpenGLVertexBufferObject*>
UsedVBOs;
std::map< std::string, vtkIdType > UsedDataArraySizes
abstract base class for most VTK objects
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
vtkTypeUInt32 vtkMTimeType
std::map< std::string, vtkOpenGLVertexBufferObject * > UsedVBOs
abstract specification for Viewports
manage vertex buffer objects shared within a context
window superclass for vtkRenderWindow
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
std::map< std::string, std::map< vtkDataArray *, vtkIdType > > UsedDataArrayMaps
abstract superclass for arrays of numeric data
virtual vtkMTimeType GetMTime()
Return this object's modified time.
std::map< std::string, std::vector< vtkDataArray * > > UsedDataArrays
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
manage vertex buffer objects shared within a mapper
The ShaderProgram uses one or more Shader objects.