alright, tried a different method of assigning voxel step directions and I
think it's working. The 3 negative walls are still very flat, and the lower XYZ numbers still distort the viewport
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@@ -14,18 +14,19 @@ public:
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list[55 + dim.x * (55 + dim.z * i)] = 1;
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}
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// The X walls get red and magenta
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for (int x = 0; x < dim.x; x += 2) {
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for (int y = 0; y < dim.y; y += 2) {
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list[x + dim.x * (y + dim.z * 1)] = 1;
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}
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}
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for (int x = 0; x < dim.x; x += 2) {
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for (int y = 0; y < dim.y; y += 2) {
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list[x + dim.x * (y + dim.z * 99)] = 2;
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}
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}
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// The Z walls get yellow and some other color
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for (int x = 0; x < dim.x; x += 2) {
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for (int z = 0; z < dim.z; z += 2) {
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list[x + dim.x * (99 + dim.z * z)] = 3;
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