Writing this and re-implementing in wgpu (see #82) has been very challenging for me. Part of that challenge was due to the algorithm being "borrowed". Today, this path isn't available because we aren't even storing the data in a texture.
Also, now I have my own voxelized tracing path - #218. It's superior to the mipmapped one, and I'd like to focus on it.
Writing this and re-implementing in wgpu (see #82) has been very challenging for me. Part of that challenge was due to the algorithm being "borrowed". Today, this path isn't available because we aren't even storing the data in a texture. Also, now I have my own voxelized tracing path - #218. It's superior to the mipmapped one, and I'd like to focus on it.