fixed z buf background fixed upside down coords
Critical issues resolved almost... View-projection matrix was multiplied inthe wrong order, resulting in incorrect screen-to-world transformations objects use world space transformations in ray cast calculations
rays now casted...?
Submitted late because last week I had zero time to get anything done then this week I kept running into compilation issues preventing me from getting an image. Now the raster image wont show, I dont know why, but Im implementing the ray hit now