add segmentation mask rendering to TinyRenderer and shared memory API

similar to the zbuffer, but storing the object index (int) instead of float depth
This commit is contained in:
Erwin Coumans
2016-08-11 14:55:30 -07:00
parent f416644481
commit 3c30e2f821
23 changed files with 276 additions and 55 deletions

View File

@@ -634,10 +634,12 @@ struct QuickCanvas : public Common2dCanvasInterface
MyGraphWindow* m_gw[MAX_GRAPH_WINDOWS];
GraphingTexture* m_gt[MAX_GRAPH_WINDOWS];
int m_curNumGraphWindows;
int m_curXpos;
QuickCanvas(GL3TexLoader* myTexLoader)
:m_myTexLoader(myTexLoader),
m_curNumGraphWindows(0)
m_curNumGraphWindows(0),
m_curXpos(0)
{
for (int i=0;i<MAX_GRAPH_WINDOWS;i++)
{
@@ -661,7 +663,8 @@ struct QuickCanvas : public Common2dCanvasInterface
MyGraphInput input(gui2->getInternalData());
input.m_width=width;
input.m_height=height;
input.m_xPos = 10000;//GUI will clamp it to the right//300;
input.m_xPos = m_curXpos;//GUI will clamp it to the right//300;
m_curXpos+=width+20;
input.m_yPos = 10000;//GUI will clamp it to bottom
input.m_name=canvasName;
input.m_texName = canvasName;