prevent an issue in TinyRendererSetup example
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@@ -53,6 +53,7 @@ struct TinyRendererSetupInternalData
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m_animateRenderer(0)
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{
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m_depthBuffer.resize(m_width*m_height);
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// m_segmentationMaskBuffer.resize(m_width*m_height);
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}
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void updateTransforms()
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@@ -189,15 +190,20 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
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m_internalData->m_depthBuffer,
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&m_internalData->m_segmentationMaskBuffer,
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m_internalData->m_renderObjects.size());
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meshData.m_gfxShape->m_scaling[0] = scaling[0];
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meshData.m_gfxShape->m_scaling[1] = scaling[1];
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meshData.m_gfxShape->m_scaling[2] = scaling[2];
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const int* indices = &meshData.m_gfxShape->m_indices->at(0);
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ob->registerMeshShape(&meshData.m_gfxShape->m_vertices->at(0).xyzw[0],
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meshData.m_gfxShape->m_numvertices,
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indices,
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meshData.m_gfxShape->m_numIndices,color, meshData.m_textureImage,meshData.m_textureWidth,meshData.m_textureHeight);
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ob->m_localScaling.setValue(scaling[0],scaling[1],scaling[2]);
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m_internalData->m_renderObjects.push_back(ob);
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m_internalData->m_renderObjects.push_back(ob);
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@@ -268,7 +268,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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renderData.m_viewportMatrix = viewport(0,0,width, height);
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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int* segmentationMaskBufferPtr = renderData.m_segmentationMaskBufferPtr?&renderData.m_segmentationMaskBufferPtr->at(0):0;
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int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
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TGAImage& frame = renderData.m_rgbColorBuffer;
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