+ world.Update(dt);
+
+ Ray aim = world.Controller().Aim();
+ Chunk *chunk;
+ int blkid;
+ float dist;
+ glm::vec3 normal;
+ if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
+ glm::vec3 pos = Chunk::ToCoords(blkid);
+ outline_visible = true;
+ outline.Clear();
+ chunk->BlockAt(blkid).type->FillOutlineModel(outline);
+ outline_transform = glm::translate(chunk->Transform(), pos);
+ outline_transform = glm::scale(outline_transform, glm::vec3(1.0001f));
+ } else {
+ outline_visible = false;