vtkRenderWindow - create a window for renderers to draw into
Super Class: vtkWindow
Description:
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 stero 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 alligned with the VRex projector, or the eye will be swapped.
See Also:
Methods:
Detailed Method Descriptions:
Construct an instance of vtkRenderWindow with its screen size set to 300x300, borders turned on, positioned at (0,0), double buffering turned on.
Add a renderer to the list of renderers.
Remove a renderer from the list of renderers.
Return the colleciton of renderers inthe render window.
Ask each renderer owned by this RenderWindow to render its image and synchronize this process.
Initialize the rendering process.
A termination method performed at the end of the rendering process to do things like swapping buffers (if necessary) or similar actions.
Performed at the end of the rendering process to generate image. This is typically done right before swapping buffers.
Return a string for the device dependent rendering library being used.
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.
Turn on/off rendering full screen window size.
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.
Turn on/off stereo rendering.
Set/Get what type of stereo rendering to use.
Update the system, if needed, due to stereo rendering. For some stereo methods, subclasses might need to switch some hardware settings here.
Intermediate method performs operations required between the rendering of the left and right eye.
Handles work required once both views have been rendered when using stereo rendering.
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.
Turn on/off buffer swapping between images.
Set/Get the FileName used for saving images. See the SaveImageAsPPM method.
Save the current image as a PPM file.
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.
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.
Set/Get the zbuffer data from the frame buffer.
Set the number of frames for doing antialiasing. The default is zero. Typically five or six will yield reasonable results without taking too long.
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.
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.
This is a flag that can be set to interrupt a rendering that is in progress.
Specify a function to be called to check and see if an abort of the rendering in progress is desired.
Set the arg delete method. This is used to free user memory.
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.
Get the interactor associated with this render window
This Method detects loops of RenderWindow<->Interactor, so objects are freed properly.
Dummy stubs for vtkWindow API.