= ToDO =
SDFRenderer design :
The renderer has input : [1] VoxelEntry[] (int3 pos/ int ptr/ int offset) [2] Voxel[] - voxel bricks
The renderer works in 3 passes : [1] Pass 1 : Draw with front-face culling * Uses VoxelEntry as input, draws Brick sized cubes around VoxelEntry.pos * Draw depth to fbo_back's depth texture, and output VoxelEntry.ptr into integer texture
[2] Pass 2 : Draw with back-face culling * Uses VoxelEntry as input, draws Brick sized cubes around VoxelEntry.pos * Draw depth to fbo_front's depth texture, and output VoxelEntry.ptr into integer texture