ren1.ResetCamera();
  public static void main (String []args) throws Exception {    //     // Next we create an instance of vtkConeSource and set some of its    // properties. The instance of vtkConeSource "cone" is part of a    // visualization pipeline (it is a source process object); it produces    // data (output type is vtkPolyData) which other filters may process.    //    vtkConeSource cone = new vtkConeSource();    cone.SetHeight( 3.0 );    cone.SetRadius( 1.0 );    cone.SetResolution( 10 );        //     // In this example we terminate the pipeline with a mapper process object.    // (Intermediate filters such as vtkShrinkPolyData could be inserted in    // between the source and the mapper.)  We create an instance of    // vtkPolyDataMapper to map the polygonal data into graphics primitives. We    // connect the output of the cone souece to the input of this mapper.    //    vtkPolyDataMapper coneMapper = new vtkPolyDataMapper();    coneMapper.SetInput(cone.GetOutput());        //     // Create an actor to represent the cone. The actor orchestrates rendering of    // the mapper's graphics primitives. An actor also refers to properties via a    // vtkProperty instance, and includes an internal transformation matrix. We    // set this actor's mapper to be coneMapper which we created above.    //    vtkActor coneActor = new vtkActor();    coneActor.SetMapper(coneMapper);        //     // Create two renderers and assign actors to them. A renderer renders into a    // viewport within the vtkRenderWindow. It is part or all of a window on the    // screen and it is responsible for drawing the actors it has.  We also set    // the background color here. In this example we are adding the same actor    // to two different renderers; it is okay to add different actors to    // different renderers as well.    //    vtkRenderer ren1 = new vtkRenderer();    ren1.AddActor(coneActor);    ren1.SetBackground(0.1, 0.2, 0.4);    ren1.SetViewport(0.0, 0.0, 0.5, 1.0);        vtkRenderer ren2 = new vtkRenderer();    ren2.AddActor(coneActor);    ren2.SetBackground(0.1, 0.2, 0.4);    ren2.SetViewport(0.5, 0.0, 1.0, 1.0);        //    // Finally we create the render window which will show up on the screen.    // We add our two renderers into the render window using AddRenderer. We also    // set the size to be 600 pixels by 300.    //    vtkRenderWindow renWin = new vtkRenderWindow();    renWin.AddRenderer( ren1 );    renWin.AddRenderer( ren2 );    renWin.SetSize(600, 300);        //    // Make one camera view 90 degrees from other.    //    ren1.GetActiveCamera().Azimuth(90);        //    // now we loop over 360 degreeees and render the cone each time    //    int i;    for (i = 0; i < 360; ++i)      {      Thread.sleep(10);      // render the image      renWin.Render();      // rotate the active camera by one degree      ren1.GetActiveCamera().Azimuth( 1 );      ren2.GetActiveCamera().Azimuth( 1 );      }    } 