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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@@ -13,7 +13,7 @@ struct TinyRendererVisualShapeConverter : public LinkVisualShapesConverter
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virtual ~TinyRendererVisualShapeConverter();
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virtual void convertVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame, const UrdfModel& model, class btCollisionObject* colShape);
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virtual void convertVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame, const UrdfModel& model, class btCollisionObject* colShape, int objectIndex);
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void setUpAxis(int axis);
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@@ -26,7 +26,7 @@ struct TinyRendererVisualShapeConverter : public LinkVisualShapesConverter
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void getWidthAndHeight(int& width, int& height);
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void setWidthAndHeight(int width, int height);
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void copyCameraImageData(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied);
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void copyCameraImageData(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels,int* segmentationMaskBuffer, int segmentationMaskSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied);
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void render();
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void render(const float viewMat[16], const float projMat[16]);
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