// TODO /* OpenCL: - Add phong lighting / fix the current implementation - Switch to switch lighting models - Separate out into a part of the rendering module Map: - Reimplement the old map, put it into an old_map structure - 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 */