WS20: Object mask bug fix for random lights
The random lights placement algorithm was using the incorrect channel from the object mask image, (red instead of blue as mentioned in Docs/README.materials). This commit rectifies the mismatch.
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@ -267,12 +267,12 @@ public:
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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// Check this random point against the object mask
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// red channel.
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// blue channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).r()) {
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if (mt_rand(&seed) < img->getColor(x, y).b()) {
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points.push_back(randomPoint);
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}
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} else {
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@ -196,12 +196,12 @@ public:
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SGVec2f texCoord = a*t0 + b*t1 + c*t2;
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// Check this random point against the object mask
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// red channel.
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// blue channel.
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osg::Image* img = object_mask->getImage();
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unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
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unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
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if (mt_rand(&seed) < img->getColor(x, y).r()) {
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if (mt_rand(&seed) < img->getColor(x, y).b()) {
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points.push_back(randomPoint);
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}
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} else {
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