fix: reduced ram usage
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@@ -10,22 +10,20 @@ class Rendertarget {
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const int height;
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Rendertarget(int width, int height) : width(width), height(height) {
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pixels = new decimal[width * height * 3];
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pixels = new uint8_t[width * height * 3];
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depth = new decimal[width * height];
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for (int i = 0; i < width * height * 3; i++) {
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pixels[i] = 0;
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}
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}
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void set(int x, int y, vec3 val) {
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int start = (width * y + x) * 3;
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for (int i = 0; i < 3; i++) {
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pixels[start + i] = val[i];
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}
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}
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void get(int x, int y, vec3 *val) {
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int start = (width * y + x) * 3;
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for (int i = 0; i < 3; i++) {
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(*val)[i] = pixels[start + i];
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pixels[start + i] = (uint8_t)(val[i].i >> SHIFT_AMOUNT);
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}
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}
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decimal getDepth(int x, int y) { return depth[width * y + x]; }
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void setDepth(int x, int y, decimal val) { depth[width * y + x] = val; }
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@@ -35,7 +33,7 @@ class Rendertarget {
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}
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}
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decimal *pixels;
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uint8_t *pixels;
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decimal *depth;
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};
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