setting it up for macos
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@@ -5,7 +5,7 @@
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int main()
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{
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BVH bvh;
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bvh.addModels(ModelLoader::loadModel("../../cube.fbx"), glm::mat4());
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bvh.addModels(ModelLoader::loadModel("../cube.fbx"), glm::mat4());
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bvh.generate();
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Window w(1920, 1080);
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std::vector<uint32_t> texture(1920 * 1080);
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+1
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@@ -1,7 +1,7 @@
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#pragma once
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#include <array>
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#include <glm/glm.hpp>
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#include <utility>
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#include <algorithm>
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struct AABB
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{
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@@ -9,11 +9,12 @@ Window::Window(int width, int height) : width(width), height(height)
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glewExperimental = true;
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assert(glfwInit());
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
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window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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assert(!glewInit());
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std::cout << glewInit() <<std::endl;
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std::cout <<glewGetErrorString(1) <<std::endl;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenTextures(1, &texture);
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