Software raycasting now works, but has some major problems / is extremely
slow. Perhaps it will only be useful in debugging the kernel via emulation
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@@ -10,14 +10,13 @@ const double PI = 3.141592653589793238463;
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const float PI_F = 3.14159265358979f;
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struct Light {
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#pragma pack(1)
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sf::Vector4f rgbi;
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// I believe that Vector3's get padded to Vector4's. Give them a non-garbage value
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sf::Vector3f position;
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const float padding_1 = -1;
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sf::Vector3f direction_cartesian;
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const float padding_2 = -2;
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};
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struct fps_counter {
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