cleaned up line spacing and tabs, added getVertex()
first cut at VoxelProjectedShadow class, which implements a 2D polygon that matches a voxels projected outline
cleaned up line spacing and tabs, added getVertex()
added getProjectedShadow() and projectPoint() to ViewFrustum to implement support for projecting Axis Aligned Boxes to 2D
added some debugging routines to visualize occlusion
added occlusion tests to debug menu
moved line intersection to GeometryUtil
CoverageMap class, implments a quad tree that handles coverage map for 2d polygon projections of voxels
fixed line spacing and added BoundingBox support
latest cut at occlusion culling
Merge branch 'master' of https://github.com/worklist/hifi into occlusion_culling
make originalIndexArray optional in insertIntoSortedArrays()
some debug changes for testing occlusion culling
latest work on occlusion culling
remove Camera menu from frustum debugging, because its obsolete and only causes problems
make sure position is in voxel units NOT TREE_SCALE
some debug code
Merge branch 'master' of https://github.com/worklist/hifi into occlusion_culling
handle out of view points
Merge branch 'master' of https://github.com/worklist/hifi into occlusion_culling