This PR adds the ability to perform raycasting on to objects within a scene without having to perform a round-trip rendering call. It resolves #20 and paves the way for implementing #21.
A significant change of note (up for discussion) is the need to retain a copy of the vertex data on the client hardware (as opposed to always retrieving it from GPU memory).
Another significant changes is that the camera's UP vector now defaults to having the z-dimension facing up, with the y-dimension now as the depth dimension.
This PR adds the ability to perform raycasting on to objects within a scene without having to perform a round-trip rendering call. It resolves #20 and paves the way for implementing #21.
A significant change of note (up for discussion) is the need to retain a copy of the vertex data on the client hardware (as opposed to always retrieving it from GPU memory).
Another significant changes is that the camera's UP vector now defaults to having the z-dimension facing up, with the y-dimension now as the depth dimension.
Todo: