Finally converted the camera lens to a proper frustrum, no more fish eye
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@@ -113,11 +113,13 @@ public:
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// Creates a texture to send to the GPU via height and width
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// Creates a viewport vector array via vertical and horizontal fov
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bool create_viewport(int width, int height, float v_fov, float h_fov) ;
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bool release_viewport();
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// Light controllers own the copy of the PackedData array.
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// We receive a pointer to the array and USE_HOST_POINTER to map the memory to the GPU
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bool assign_lights(std::vector<PackedData> *data) ;
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// TODO: Double maps??
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// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
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bool assign_map(std::shared_ptr<Map> map);
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bool release_map();
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