Octree works out to 128x128 as is, and performance seems very promising. Traversal or octree generation fixes will be next
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@@ -110,7 +110,7 @@ bool get_oct_vox(
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parent_stack[parent_stack_position] = head;
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// Set our initial dimension and the position at the corner of the oct to keep track of our position
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int dimension = 32;
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int dimension = 128;
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int3 quad_position = (0, 0, 0);
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// While we are not at the required resolution
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@@ -374,7 +374,7 @@ __kernel void raycaster(
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// If we hit a voxel
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if (voxel.x < 32 && voxel.y < 32 && voxel.z < 32){
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if (voxel.x < 128 && voxel.y < 128 && voxel.z < 128){
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if (get_oct_vox(
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voxel,
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octree_descriptor_buffer,
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