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Normalizes ray directions when raymarching. Fixes an artifact in g3DP…
…rint! Previously, ray directions were normalized, and then multiplied by the application-to-voxel matrix. This meant that SetSteps specified how far the ray should march at each step in the application's coordinate space, instead of in terms of voxels! As a result, `SetSteps` now specifies how far the ray should march at each step in terms of voxels. This commit updates all of the samples to fix this (which fixes an artifact visible on g3DPrint when using a high voxel resolution plus the surface visualization mode would result in undersampling), which improves rendering performance. Also: - Fixes ray-depth buffer intersection (#48, #95) without adding a new variable to the GVDB scene or info struct, by adding a new function, `getRayDepthBufferMax`. - Hopefully correct ray transformation in volume shaders (#89). - Fixes a bug where RotateTZYXS was multiplying on the left instead of on the right by the scaling matrix. - Renames `SCN_PSTEP`, `SCN_SSTEP`, and `SCN_FSTEP` to use more descriptive names. - Adds an `m_draw_topology` flag to `gInteractiveOptix` to choose whether to draw topology at compile-time - Adjusted volume translation in `gInteractiveOptix` and extinction to account for scale change - Includes minor formatting changes
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