Ray Entity::Aim(const Chunk::Pos &chunk_offset) const {
glm::mat4 transform = Transform(chunk_offset);
- glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);
+ glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
from /= from.w;
glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
to /= to.w;