23 #ifndef __vtkMesaRenderWindow_h
24 #define __vtkMesaRenderWindow_h
28 #include "MangleMesaInclude/gl_mangle.h"
29 #include <MangleMesaInclude/gl.h>
45 static void SetGlobalMaximumNumberOfMultiSamples(
int val);
46 static int GetGlobalMaximumNumberOfMultiSamples();
52 vtkSetMacro(MultiSamples,
int);
53 vtkGetMacro(MultiSamples,
int);
61 virtual unsigned char *
GetPixelData(
int x,
int y,
int x2,
int y2,
int front);
62 virtual int GetPixelData(
int x,
int y,
int x2,
int y2,
int front,
64 virtual int SetPixelData(
int x,
int y,
int x2,
int y2,
unsigned char *,
78 int front,
int blend=0);
85 int front,
int blend=0);
88 int front,
int blend=0);
94 virtual int GetZbufferData(
int x1,
int y1,
int x2,
int y2,
float *buffer );
97 virtual int SetZbufferData(
int x1,
int y1,
int x2,
int y2,
float *buffer );
106 void RegisterTextureResource (GLuint
id);
116 virtual void OpenGLInit();
127 unsigned char*
data);
virtual unsigned char * GetPixelData(int x, int y, int x2, int y2, int front)=0
dynamic, self-adjusting array of float
virtual int GetColorBufferSizes(int *rgba)=0
virtual int SetRGBAPixelData(int x, int y, int x2, int y2, float *, int front, int blend=0)=0
virtual unsigned char * GetRGBACharPixelData(int x, int y, int x2, int y2, int front)=0
a simple class to control print indentation
vtkIdList * TextureResourceIds
virtual void ReleaseRGBAPixelData(float *data)=0
list of point or cell ids
virtual void MakeCurrent()=0
virtual int GetDepthBufferSize()=0
void PrintSelf(ostream &os, vtkIndent indent)
virtual int SetZbufferData(int x, int y, int x2, int y2, float *z)=0
virtual float * GetRGBAPixelData(int x, int y, int x2, int y2, int front)=0
virtual void StereoUpdate()
dynamic, self-adjusting array of unsigned char
create a window for renderers to draw into
virtual float * GetZbufferData(int x, int y, int x2, int y2)=0
virtual int SetPixelData(int x, int y, int x2, int y2, unsigned char *data, int front)=0
virtual int SetRGBACharPixelData(int x, int y, int x2, int y2, unsigned char *data, int front, int blend=0)=0