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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@@ -23,6 +23,7 @@ struct TinyRendererSetupInternalData
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TGAImage m_rgbColorBuffer;
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b3AlignedObjectArray<float> m_depthBuffer;
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b3AlignedObjectArray<int> m_segmentationMaskBuffer;
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int m_width;
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@@ -185,7 +186,9 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
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m_internalData->m_shapePtr.push_back(0);
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TinyRenderObjectData* ob = new TinyRenderObjectData(
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m_internalData->m_rgbColorBuffer,
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m_internalData->m_depthBuffer);
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m_internalData->m_depthBuffer,
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m_internalData->m_segmentationMaskBuffer,
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m_internalData->m_renderObjects.size(),0);
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//ob->loadModel("cube.obj");
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const int* indices = &meshData.m_gfxShape->m_indices->at(0);
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ob->registerMeshShape(&meshData.m_gfxShape->m_vertices->at(0).xyzw[0],
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