Section: Visualization Toolkit Rendering Classes
To create an instance of class vtkUniformVariables, simply invoke its constructor as follows
obj = vtkUniformVariables
obj
is an instance of the vtkUniformVariables class.
string = obj.GetClassName ()
int = obj.IsA (string name)
vtkUniformVariables = obj.NewInstance ()
vtkUniformVariables = obj.SafeDownCast (vtkObject o)
obj.SetUniformi (string name, int numberOfComponents, int value)
- Set an integer uniform variable.
\pre name_exists: name!=0
\pre value_exists: value!=0
\pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
obj.SetUniformf (string name, int numberOfComponents, float value)
- Set an float uniform variable.
\pre name_exists: name!=0
\pre value_exists: value!=0
\pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
obj.SetUniformiv (string name, int numberOfComponents, int numberOfElements, int value)
- Set an array of integer uniform variables.
The array `value' is of size `numberOfElements'*`numberOfComponents.'.
\pre name_exists: name!=0
\pre value_exists: value!=0
\pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
\pre valid_numberOfElements: numberOfElements>=1
obj.SetUniformfv (string name, int numberOfComponents, int numberOfElements, float value)
- Set an array of float uniform variables.
The array `value' is of size `numberOfElements'*`numberOfComponents.'.
\pre name_exists: name!=0
\pre value_exists: value!=0
\pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
\pre valid_numberOfElements: numberOfElements>=1
obj.SetUniformMatrix (string name, int rows, int columns, float value)
- Set a matrix uniform variable.
\pre name_exists: name!=0
\pre value_exists: value!=0
\pre valid_rows: rows>=2 && rows<=4
\pre valid_columns: columns>=2 && columns<=4
obj.RemoveUniform (string name)
- Remove uniform `name' from the list.
obj.RemoveAllUniforms ()
- Remove all uniforms from the list.
obj.Send (string name, int uniformIndex)
- \pre need a valid OpenGL context and a shader program in use.
obj.Start ()
- Place the internal cursor on the first uniform.
bool = obj.IsAtEnd ()
- Is the iteration done?
string = obj.GetCurrentName ()
- Name of the uniform at the current cursor position.
\pre not_done: !this->IsAtEnd()
obj.SendCurrentUniform (int uniformIndex)
- \pre need a valid OpenGL context and a shader program in use.
\pre not_done: !this->IsAtEnd()
obj.Next ()
- Move the cursor to the next uniform.
\pre not_done: !this->IsAtEnd()
obj.DeepCopy (vtkUniformVariables other)
- Copy all the variables from `other'. Any existing variable will be
deleted first.
\pre other_exists: other!=0
\pre not_self: other!=this
obj.Merge (vtkUniformVariables other)
- Copy all the variables from `other'. Any existing variable will be
overwritten.
\pre other_exists: other!=0
\pre not_self: other!=this