It's time to do the voxel traversal. Going to need to come up with a linear algorithm that doesn't take forever
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@@ -91,7 +91,7 @@ int main() {
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_map.generate_octree();
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// =============================
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return 0;
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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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