outline_visible = true;
outline.Clear();
chunk->BlockAt(blkid).type->FillOutlineModel(outline);
- outline_transform = glm::translate(chunk->Transform(), pos);
+ outline_transform = glm::translate(chunk->Transform(world.Player().ChunkCoords()), pos);
outline_transform = glm::scale(outline_transform, glm::vec3(1.0001f));
} else {
outline_visible = false;
glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
if (!Chunk::InBounds(next_pos)) {
mod_chunk = &world.Next(*chunk, normal);
- next_pos -= normal * Chunk::Extent();
+ next_pos -= normal * glm::vec3(Chunk::Extent());
}
mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
mod_chunk->Invalidate();