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