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// TODO
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/*
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OpenCL:
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- Add phong lighting / fix the current implementation
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- Switch to switch lighting models
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- Separate out into a part of the rendering module
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Map:
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- Implement the new octree structure
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- storing the pre-octree volumetric data
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- determining when to load volumetric data into the in-memory structure
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- building the octree from that raw volumetric data
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- combining with other octree nodes to allow streaming of leafs
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- passing that data into the renderer
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- renderer needs to then traverse the octree
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- Terrain generation for real this time
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- Loader of 3rd party voxel data
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Renderer:
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- Determine when to switch between the cpu and gpu rendering
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- call to the map to make sure that the gpu/cpu has an up to date copy
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of the volumetric data
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Build:
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Z:\Cpp_Libs\SFML-Visual_Studio2015RCx64
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Z:/Cpp_Libs/glew-2.0.0/lib/Release/x64/glew32s.lib
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Z:/Cpp_Libs/glew-2.0.0/include
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*/
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