It seems that the octree has been built correctly. Going to use bitset to count children, not sure how I'm going to determine what quadrants they lie in. Perhaps masks?
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@@ -1,11 +1,6 @@
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#include "Map.h"
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int BitCount(unsigned int u) {
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unsigned int uCount;
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uCount = u - ((u >> 1) & 033333333333) - ((u >> 2) & 011111111111);
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return ((uCount + (uCount >> 3)) & 030707070707) % 63;
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}
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void SetBit(int position, char* c) {
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*c |= (uint64_t)1 << position;
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@@ -83,8 +83,7 @@ int main() {
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// Currently just close it right away for debug
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ni.stop_listening_for_clients();
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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window.setMouseCursorVisible(false);
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// =============================
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Map _map(sf::Vector3i(0, 0, 0));
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@@ -93,7 +92,10 @@ int main() {
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_map.a.get_voxel(sf::Vector3i(0, 0, 0));
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// =============================
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//return 0;
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return 0;
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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window.setMouseCursorVisible(false);
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/*GL_Testing t;
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t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT);
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