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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@@ -48,8 +48,10 @@ public:
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///quick hack: need to rethink the API/dependencies of this
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virtual int convertLinkVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& inertialFrame) const { return -1;}
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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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virtual void setBodyUniqueId(int bodyId) {}
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virtual int getBodyUniqueId() const { return 0;}
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virtual class btCompoundShape* convertLinkCollisionShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame) const = 0;
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};
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