Error found in code that allows dynamic octrees. A lookup table was not
cleared correctly for each face, causing too many octree nodes to be filled in. Especially for more complex scenes this fix is quite a time saver. Still looking at ways to speedup octree filling though.
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@@ -540,7 +540,7 @@ void makeoctree()
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}
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}
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memset(ocvlak, 0, sizeof(ocvlak));
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memset(ocvlak, 0, 3*ocres2);
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for(c=0;c<3;c++) {
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oc1= rts[0][c];
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