func Render(world *scene.Scene, w, h uint32, canvas *image.RGBA) { for { log.Println("Starting tracing rays") world.Lock() //generate principal ray(s) principalRays := getPrincipalRays(world, w, h) //intersect ray(s) intersect(world, principalRays, canvas) //get color world.Unlock() log.Println("Done tracing rays") break } return }