Render shadow of torus with shadow buffer and index from triangle order.
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@@ -29,10 +29,11 @@ struct TinyRenderObjectData
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TGAImage& m_rgbColorBuffer;
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b3AlignedObjectArray<float>& m_depthBuffer;//required, hence a reference
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b3AlignedObjectArray<float>& m_shadowBuffer;
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b3AlignedObjectArray<int>* m_segmentationMaskBufferPtr;//optional, hence a pointer
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>&shadowBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>&shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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virtual ~TinyRenderObjectData();
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void loadModel(const char* fileName);
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