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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@@ -17,6 +17,6 @@ struct IShader {
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};
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//void triangle(Vec4f *pts, IShader &shader, TGAImage &image, float *zbuffer);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
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#endif //__OUR_GL_H__
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