add segmentation mask rendering to TinyRenderer and shared memory API
similar to the zbuffer, but storing the object index (int) instead of float depth
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@@ -634,10 +634,12 @@ struct QuickCanvas : public Common2dCanvasInterface
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MyGraphWindow* m_gw[MAX_GRAPH_WINDOWS];
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GraphingTexture* m_gt[MAX_GRAPH_WINDOWS];
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int m_curNumGraphWindows;
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int m_curXpos;
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QuickCanvas(GL3TexLoader* myTexLoader)
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:m_myTexLoader(myTexLoader),
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m_curNumGraphWindows(0)
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m_curNumGraphWindows(0),
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m_curXpos(0)
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{
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for (int i=0;i<MAX_GRAPH_WINDOWS;i++)
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{
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@@ -661,7 +663,8 @@ struct QuickCanvas : public Common2dCanvasInterface
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MyGraphInput input(gui2->getInternalData());
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input.m_width=width;
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input.m_height=height;
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input.m_xPos = 10000;//GUI will clamp it to the right//300;
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input.m_xPos = m_curXpos;//GUI will clamp it to the right//300;
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m_curXpos+=width+20;
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input.m_yPos = 10000;//GUI will clamp it to bottom
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input.m_name=canvasName;
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input.m_texName = canvasName;
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