20021029:

Surface Properties:
	Property:
		EdgeVisibility:  Turn on/off the visibility of edges. On some 
			renderers it is possible to render the edges of 
			geometric primitives separately from the interior.
		EdgeColor: color of primitive edges (if edge visibility is 
			enabled).
		BackfaceCulling: Turn on/off fast culling of polygons based on 
			orientation of normal with respect to camera. If 
			backface culling is on, polygons facing away from 
			camera are not drawn. 
		FrontfaceCulling: Turn on/off fast culling of polygons based 
			on orientation of normal with respect to camera. If 
			frontface culling is on, polygons facing towards 
			camera are not drawn. 

	Texture:
		Reapeat: repetition of the texture map when the texture coords 
			extend beyond the [0,1] range. 
		Interpolate: linear interpolation of the texture map when 
			rendering. 
		Quality: force texture quality to 16-bit or 32-bit (might not 
			be supported on all machines).

	vtkTransformTextureCoords: transform (scale, rotate, translate) 
			texture coordinates.
		Position:
		Scale:
		Origin:
		FlipR:
		FlipS:
		FlipT:

	vtkTextureMapToPlane: generate texture coordinates by mapping points 
			to plane.
		AutomaticPlaneGeneration:
	vtkTextureMapToCylinder: generate texture coordinates by mapping 
			points to cylinder.
		AutomaticCylinderGeneration: automatic cylinder generation. 
			This means it automatically finds the cylinder center 
			and axis. 
		PreventSeam:  Control how the texture coordinates are 
			generated. If PreventSeam is set, the s-coordinate 
			ranges from 0->1 and 1->0 corresponding to the angle 
			variation from 0->180 and 180->0. Otherwise, the 
			s-coordinate ranges from 0->1 from 0->360 degrees. 
	vtkTextureMapToSphere: generate texture coordinates by mapping points 
			to sphere.
		AutomaticSphereGeneration: automatically find the sphere center.
		PreventSeam:  Control how the texture coordinates are 
			generated. If PreventSeam is set, the s-coordinate 
			ranges from 0->1 and 1->0 corresponding to the theta 
			angle variation between 0->180 and 180->0 degrees. 
			Otherwise, the s-coordinate ranges from 0->1 between 
			0->360 degrees. 

Surface Attributes:
	Visibility: toggle visibility.
	Pickable: determines if the surface can be picked (typically using 
		the mouse).
	Dragable: This determines if a surface, once picked, can be dragged 
		(translated) through space. This is typically done through an 
		interactive mouse interface. This does not affect methods 
		such as SetPosition, which will continue to work. It is just 
		intended to prevent some vtkProp'ss from being dragged from 
		within a user interface. 

	Orientation: Sets the orientation of the Prop3D. Orientation is 
		specified as X,Y and Z rotations in that order, but they are 
		performed as RotateZ, RotateX, and finally RotateY. 
	Position: position of the Prop3D in world coordinates. 
	Origin: origin is the point about which all rotations take place. 
	Scale: Scaling in performed independently on the X, Y and Z axis. A 
		scale of zero is illegal and will be replaced with one. 
	Scale (isotropically)

	Mapper:
		ScalarVisibility: control whether scalar data is used to color 
			objects. 
		ImmediateModeRendering: control whether data is rendered using 
			immediate mode or not. Immediate mode rendering tends 
			to be slower but it can handle larger datasets. The 
			default value is immediate mode off. If you are having 
			problems rendering a large dataset you might want to 
			consider using immediate more rendering. 

		GlobalImmediateModeRendering (static):
		ResolveCoincidentTopology (static): controls whether 
			coincident topology (e.g., a line on top of a polygon) 
			is shifted to avoid z-buffer resolution (and hence 
			rendering problems). If not off, there are two methods 
			to choose from. PolygonOffset uses graphics systems 
			calls to shift polygons, but does not distinguish 
			vertices and lines from one another. ShiftZBuffer 
			remaps the z-buffer to distinguish vertices, lines, 
			and polygons, but does not always produce acceptable 
			results. If you use the ShiftZBuffer approach, you may 
			also want to set the ResolveCoincidentTopologyZShift 
			value. (Note: not all mappers/graphics systems 
			implement this functionality.) 

Surface Info:
	int    vtlProp::GetNumberOfConsumers()
	float* vtkProp::GetBounds
	int    vtkProp::GetVisibility()
	int    vtkProp::GetPickable()
	int    vtkProp::GetDragable()
	float* vtkProp3D::GetCenter(): center of bound. box in world coord.
	float* vtkProp3D::GetXRange()
	float* vtkProp3D::GetYRange()
	float* vtkProp3D::GetZRange()
	float  vtkProp3D::GetLength()
	void   vtkProp3D::GetOrientation(float [3]) 
		Returns the orientation of the Prop3D as s vector of X,Y and Z 
		rotation. The ordering in which these rotations must be done 
		to generate the same matrix is RotateZ, RotateX, and finally 
		RotateY. See also SetOrientation. 
	void   vtkProp3D::GetPosition(float [3])
	void   vtkProp3D::GetOrigin(float [3])
	void   vtkProp3D::GetScale(float [3])
	void   GetBounds(float [6])
