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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@@ -28,8 +28,9 @@ struct TinyRenderObjectData
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TGAImage& m_rgbColorBuffer;
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b3AlignedObjectArray<float>& m_depthBuffer;
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>& depthBuffer);
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b3AlignedObjectArray<int>& m_segmentationMaskBuffer;
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer,int objectIndex,int objectIndex2);
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virtual ~TinyRenderObjectData();
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void loadModel(const char* fileName);
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@@ -41,6 +42,7 @@ struct TinyRenderObjectData
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void* m_userData;
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int m_userIndex;
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int m_objectIndex;
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};
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