30 #ifndef vtkOpenGLVertexBufferObjectGroup_h
31 #define vtkOpenGLVertexBufferObjectGroup_h
33 #include "vtkRenderingOpenGL2Module.h"
57 int GetNumberOfComponents(
const char *attribute);
63 int GetNumberOfTuples(
const char *attribute);
70 void ReleaseGraphicsResources(
vtkWindow *);
81 void AddAllAttributesToVAO(
90 void CacheDataArray(
const char *attribute,
vtkDataArray *da,
93 void CacheDataArray(
const char *attribute,
vtkDataArray *da,
101 void AppendDataArray(
const char *attribute,
vtkDataArray *da,
112 void ClearAllDataArrays();
119 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.
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
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.