Did more work on my voxel renderer, allowing me to take you on a little journey on a voxelized sphere. The geometry is now precomputed (currently on the CPU) and loaded from a GPU buffer by the ray marching shader. This particular sphere has a voxel radius of 2048. Apparently 1.4 M non-leaf voxels (~20M leaf voxels) have been generated to represent the sphere with a small cuboid cutout in a sparse voxel hierarchy. The 2048 voxels sphere radius means 12 bits needed for coordinates, but I have of course more bits on top to fly around, and I added some more bits at the bottom of the virtual coordinate system for better visual fidelity ("sub-voxel precision"). I still need to work on the controls -- among other problems, they aren't super smooth I think because they don't use the sub-voxel precision.