+ first culling and lod code
+ partial implementation of a sparse voxel octree
+ Working CPU side sparse octree
+ Sorting networks for 2 to 8 elements
# (really) dynamic vertex buffers
# bugfixes for new dynamic vertex buffer
# dedicated generic octree
+ chunk creation code (building vertex buffers)
+ octree traversal function
Merged vector.hpp into octree branch
# vector template now supports float <-> int operators (e.g. Vector<3,int>(1)*0.5f -> Vector<3,float>(0.5f))
# replaced integral vectors by new template
+ working sparse octree renderer with partial LOD
# better Octree - root now consistent
# LOD allows chunks to be smaller than 32^3
# LOD distance dependency with logarithmic formula
- scaling inside geometry shader
Merge branch 'SparseVOctree'
# bugfix: Input: if using multiple key lists the later keys were ignored