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pRasterRay

CONTROLS *ESC to exit application *move using WASD *look using mouse *tilt horizontal using QE *tilt vertical using RF *increase/decrease movespeed +-

NOTES *compile x64 for the moment since a IO mismatch reading x32 has not been fixed yet

*change SOURCE in MASTER64.txt to change model, however there's a bug that mess up the color data for some of the models (not sure if the bug occurs in this application or in the voxelizing application)

FILES OF INTEREST *Assets/RCSinglePassVoxel.hlsl *Application/VoxelApp .h/.cpp *Application/SVO.h

RAYCAST BUG *Traversal not working, the current traversal method (found in RCSinglePassVoxel) is not used nor correct - disregard for now

*There's some issue with the spaces, it seems like the rasterized part and the raycasted part resides in different spaces. The raycasted AABB of the root node (the only raycasted node at the moment) tends to follow the camera around. I believe this is partly due to threadId = pixelposition when I write the result into the colour buffer/texture.

*The raycasted box disappears if you move inside it, this is not a bug, it's simply done to avoid the result of negative raydirections

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