generating mandelbox in 3d
initial version of triangle based voxelization technique, need to integrate w/ model loader, interpolate normals, sample diffuse textures...
stole some 3dsmax model loading code to prep triangles for voxelization, got basic conversion working but it's filled with holes. rewrote triangle cube intersection to actually work (minus these holes? not sure where they're coming from
added colors to model generation, rearranged chunk splitting in model generator, added pixel size depth test that is kinda innaccurate, added option for controlling block size even though 8 is always fastest
moved command line parameters out of engine lib