- glm::vec3 pos[5];
- pos[0][(surface + 0) % 3] = x + 0 - offset;
- pos[0][(surface + 1) % 3] = y + 0 - offset;
- pos[0][(surface + 2) % 3] = surface < 3 ? offset : -offset;
- pos[1][(surface + 0) % 3] = x + 0 - offset;
- pos[1][(surface + 1) % 3] = y + 1 - offset;
- pos[1][(surface + 2) % 3] = surface < 3 ? offset : -offset;
- pos[2][(surface + 0) % 3] = x + 1 - offset;
- pos[2][(surface + 1) % 3] = y + 0 - offset;
- pos[2][(surface + 2) % 3] = surface < 3 ? offset : -offset;
- pos[3][(surface + 0) % 3] = x + 1 - offset;
- pos[3][(surface + 1) % 3] = y + 1 - offset;
- pos[3][(surface + 2) % 3] = surface < 3 ? offset : -offset;
+ glm::vec3 pos[4];
+ pos[0][(surface + 0) % 3] = float(x + 0) - offset;
+ pos[0][(surface + 1) % 3] = float(y + 0) - offset;
+ pos[0][(surface + 2) % 3] = offset;
+ pos[1][(surface + 0) % 3] = float(x + 0) - offset;
+ pos[1][(surface + 1) % 3] = float(y + 1) - offset;
+ pos[1][(surface + 2) % 3] = offset;
+ pos[2][(surface + 0) % 3] = float(x + 1) - offset;
+ pos[2][(surface + 1) % 3] = float(y + 0) - offset;
+ pos[2][(surface + 2) % 3] = offset;
+ pos[3][(surface + 0) % 3] = float(x + 1) - offset;
+ pos[3][(surface + 1) % 3] = float(y + 1) - offset;
+ pos[3][(surface + 2) % 3] = offset;