+ controller.Update(dt);
+ world.Update(dt);
+
+ Ray aim = controller.Aim();
+ Chunk *chunk;
+ int blkid;
+ float dist;
+ glm::vec3 normal;
+ if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
+ outline_visible = true;
+ outline.Clear();
+ chunk->Type(chunk->BlockAt(blkid)).FillOutlineModel(outline);
+ outline_transform = glm::scale(glm::mat4(1.0f), glm::vec3(1.0002f));
+ outline_transform = chunk->Transform(world.Player().ChunkCoords());
+ outline_transform *= chunk->ToTransform(blkid);
+ } else {
+ outline_visible = false;