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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@@ -122,7 +122,8 @@ struct b3CameraImageData
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int m_pixelWidth;
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int m_pixelHeight;
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const unsigned char* m_rgbColorData;//3*m_pixelWidth*m_pixelHeight bytes
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const float* m_depthValues;//m_pixelWidth*m_pixelHeight floats
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const float* m_depthValues4;//m_pixelWidth*m_pixelHeight floats
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const int* m_segmentationMaskValues;//m_pixelWidth*m_pixelHeight ints
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};
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///b3LinkState provides extra information such as the Cartesian world coordinates
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