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testing
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@ -288,6 +288,7 @@ unsigned char * VoxelTree::loadBitstreamBuffer(unsigned char *& bitstreamBuffer,
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// XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
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// coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack
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// to fix this behavior. To disable this swap, set swapXandZ to false.
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// XXXBHG - 2013/04/11 - adding a note to my branch, I think this code is now broken.
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bool swapXandZ=true;
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float agentX = swapXandZ ? agentPosition[2] : agentPosition[0];
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float agentZ = swapXandZ ? agentPosition[0] : agentPosition[2];
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