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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@@ -25,7 +25,8 @@ public:
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virtual bool loadSDF(const char* fileName, bool forceFixedBase = false);
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virtual int getNumModels() const;
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virtual void activateModel(int modelIndex);
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virtual void setBodyUniqueId(int bodyId);
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virtual int getBodyUniqueId() const;
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const char* getPathPrefix();
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void printTree(); //for debugging
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@@ -50,7 +51,7 @@ public:
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virtual int convertLinkVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& inertialFrame) const;
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virtual void convertLinkVisualShapes2(int linkIndex, const char* pathPrefix, const btTransform& inertialFrame, class btCollisionObject* colObj) const;
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virtual void convertLinkVisualShapes2(int linkIndex, const char* pathPrefix, const btTransform& inertialFrame, class btCollisionObject* colObj, int objectIndex) const;
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///todo(erwincoumans) refactor this convertLinkCollisionShapes/memory allocation
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