Fiddling with the traversal algorithm and shoehorning in the DFS algo
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@@ -215,8 +215,7 @@ __kernel void raycaster(
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float3 intersection_t = delta_t * ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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intersection_t -= delta_t * convert_float3(isless(intersection_t, 0));
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int dist = 0;
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int3 face_mask = { 0, 0, 0 };
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