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@ -136,7 +136,7 @@ bool get_oct_vox(
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//
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// No?
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// Break
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while (dimension > 64) {
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while (dimension > 1) {
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// So we can be a little bit tricky here and increment our
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// array index that holds our masks as we build the idx.
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@ -268,8 +268,9 @@ __kernel void raycaster(
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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// Setup the voxel coords from the camera origin
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int3 voxel = convert_int3(*cam_pos);
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int3 voxel = convert_int3_rtn(*cam_pos);
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//voxel = voxel + convert_int3(*cam_pos < 0.0f);
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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float3 delta_t = fabs(1.0f / ray_dir);
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@ -291,7 +292,7 @@ __kernel void raycaster(
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// it over the axis like we want. So here, isless returns a boolean if intersection_t
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// is less than 0 which dictates whether or not we subtract the delta which in effect
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// mirrors the offset
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intersection_t += delta_t * convert_float3(isless(intersection_t, 0));
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intersection_t -= delta_t * convert_float3(isless(intersection_t, 0));
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int distance_traveled = 0;
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int max_distance = 700;
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@ -325,22 +326,22 @@ __kernel void raycaster(
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constant int vox_dim = OCTDIM;
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// // If we hit a voxel
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// if (voxel.x < vox_dim && voxel.y < vox_dim && voxel.z < vox_dim){
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// if (get_oct_vox(
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// voxel,
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// octree_descriptor_buffer,
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// octree_attachment_lookup_buffer,
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// octree_attachment_buffer,
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// settings_buffer
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// )){
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// voxel_data = 5;
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// } else {
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// voxel_data = 0;
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// }
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// } else {
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// If we hit a voxel
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if (voxel.x < vox_dim && voxel.y < vox_dim && voxel.z < vox_dim){
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if (get_oct_vox(
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voxel,
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octree_descriptor_buffer,
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octree_attachment_lookup_buffer,
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octree_attachment_buffer,
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settings_buffer
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)){
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voxel_data = 5;
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} else {
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voxel_data = 0;
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}
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} else {
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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//}
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}
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