Working commit
Using kd-tree for shadow rays
Optimized shadows calculation (stop traversing of kd-tree when shadow ray intersects at least one of scene objects)
Boosting performance a bit
Tmp commit
Experimental commit. Boost performance
Changed max depth of kd-tree and threshold of objects count per leaf
Reduce overhead in memory usage (avoid calls of calloc(..) and free(..) on intermediate steps of building the kd-tree)
Tmp commit
If find intersection in nearest voxel - don't trace far voxel
Added multithreaded mode for test_gl and FPS counter
static inline optimizations + -O2
moar static inlines