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Richard Torenvliet
eos
Commits
8d7b3a6e
Commit
8d7b3a6e
authored
Jan 06, 2017
by
Patrik Huber
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Updated includes
parent
0a5bad5b
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2 changed files
with
8 additions
and
4 deletions
+8
-4
include/eos/render/Rasterizer.hpp
include/eos/render/Rasterizer.hpp
+6
-1
include/eos/render/SoftwareRenderer.hpp
include/eos/render/SoftwareRenderer.hpp
+2
-3
No files found.
include/eos/render/Rasterizer.hpp
View file @
8d7b3a6e
...
@@ -23,8 +23,13 @@
...
@@ -23,8 +23,13 @@
#define RASTERIZER_HPP_
#define RASTERIZER_HPP_
#include "eos/render/detail/Vertex.hpp"
#include "eos/render/detail/Vertex.hpp"
#include "eos/render/utils.hpp" // for Texture
// std includes
#include "opencv2/core/core.hpp"
#include "boost/optional.hpp"
#include <limits>
namespace
eos
{
namespace
eos
{
namespace
render
{
namespace
render
{
...
...
include/eos/render/SoftwareRenderer.hpp
View file @
8d7b3a6e
...
@@ -37,7 +37,6 @@
...
@@ -37,7 +37,6 @@
#include "boost/optional.hpp"
#include "boost/optional.hpp"
#include <array>
#include <array>
#include <limits>
#include <memory>
#include <memory>
/**
/**
...
@@ -102,9 +101,9 @@ public:
...
@@ -102,9 +101,9 @@ public:
* @ return The framebuffer (colourbuffer) with the rendered object.
* @ return The framebuffer (colourbuffer) with the rendered object.
*/
*/
template
<
typename
T
,
glm
::
precision
P
=
glm
::
defaultp
>
template
<
typename
T
,
glm
::
precision
P
=
glm
::
defaultp
>
cv
::
Mat
render
(
const
eos
::
core
::
Mesh
&
mesh
,
const
glm
::
tmat4x4
<
T
,
P
>&
model_view_matrix
,
cv
::
Mat
render
(
const
core
::
Mesh
&
mesh
,
const
glm
::
tmat4x4
<
T
,
P
>&
model_view_matrix
,
const
glm
::
tmat4x4
<
T
,
P
>&
projection_matrix
,
const
glm
::
tmat4x4
<
T
,
P
>&
projection_matrix
,
const
boost
::
optional
<
eos
::
render
::
Texture
>&
texture
=
boost
::
none
)
const
boost
::
optional
<
Texture
>&
texture
=
boost
::
none
)
{
{
assert
(
mesh
.
vertices
.
size
()
==
mesh
.
colors
.
size
()
||
assert
(
mesh
.
vertices
.
size
()
==
mesh
.
colors
.
size
()
||
mesh
.
colors
.
empty
());
// The number of vertices has to be equal for both shape and colour, or,
mesh
.
colors
.
empty
());
// The number of vertices has to be equal for both shape and colour, or,
...
...
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