The voxelization algorithm, since #6 has been keeping duplicate voxels and uploading them to VRAM. For the one-time price of load time, I'll load them in a set to maintain voxel uniqueness, and then transfer them to a vector after voxelization is finished.
For dueling keeps, this cut the voxel count uploaded to VRAM from 297,618 to 138,117 with a 300³ grid.
The voxelization algorithm, since #6 has been keeping duplicate voxels and uploading them to VRAM. For the one-time price of load time, I'll load them in a set to maintain voxel uniqueness, and then transfer them to a vector after voxelization is finished.
For dueling keeps, this cut the voxel count uploaded to VRAM from 297,618 to 138,117 with a 300³ grid.