60 #ifndef vtkOpenGLVertexBufferObjectGroup_h 61 #define vtkOpenGLVertexBufferObjectGroup_h 63 #include "vtkRenderingOpenGL2Module.h" 87 int GetNumberOfComponents(
const char *attribute);
93 int GetNumberOfTuples(
const char *attribute);
100 void ReleaseGraphicsResources(
vtkWindow *);
111 void AddAllAttributesToVAO(
120 void RemoveAttribute(
const char *attribute);
127 void CacheDataArray(
const char *attribute,
vtkDataArray *da,
130 void CacheDataArray(
const char *attribute,
vtkDataArray *da,
138 void AppendDataArray(
const char *attribute,
vtkDataArray *da,
161 void ClearAllDataArrays();
172 std::map<std::string, vtkOpenGLVertexBufferObject*>
UsedVBOs;
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.
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.