Porting over the traversal algo to do some in situ programming. Running into some pretty bad register pressure bottlenecks. Might pivot to thinking about the multistage kernel for a bit
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@@ -30,17 +30,15 @@ bool Application::init_clcaster() {
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sf::Image bitmap = map->GenerateHeightBitmap(sf::Vector3i(MAP_X, MAP_Y, MAP_Z));
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map->ApplyHeightmap(bitmap);
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//map->octree.CastRayOctree(sf::Vector2f(1.5f, -2.0f), sf::Vector3f(5.1f, 5.1f, 5.1f));
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map->octree.CastRayOctree(sf::Vector2f(1.57f, 0.0001f), sf::Vector3f(0.5f, 0.5f, 0.5f));
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raycaster->assign_octree(map);
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raycaster->assign_map(map);
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// Create a new camera with (starting position, direction)
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camera = std::make_shared<Camera>(
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sf::Vector3f(50, 60, 10),
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sf::Vector2f(1.5f, -2.0f),
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sf::Vector3f(0.5f, 0.5f, 0.5f),
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sf::Vector2f(1.45f, 0.3f),
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window.get()
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);
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