Shadows now working, though they are still voxel based. Need to calculate where on the surface the ray hits, and then send the ray out from that point.
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@@ -37,7 +37,7 @@ void Old_Map::generate_terrain() {
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int DATA_SIZE = dimensions.x + 1;
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//an initial seed value for the corners of the data
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//srand(f_rand());
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double SEED = rand() % 25 + 55;
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double SEED = rand() % 30 + 55;
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//seed the data
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set_sample(0, 0, SEED);
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