Octree works out to 128x128 as is, and performance seems very promising. Traversal or octree generation fixes will be next
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@@ -38,7 +38,7 @@ bool Application::init_clcaster() {
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// Send the data to the GPU
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raycaster->assign_map(map);
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octree = std::make_shared<Map>(32, map.get());
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octree = std::make_shared<Map>(128, map.get());
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raycaster->assign_octree(octree);
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