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->Type(chunk->BlockAt(blkid)).FillOutlineModel(outline);
- outline_transform = glm::translate(chunk->Transform(world.Player().ChunkCoords()), pos);
- outline_transform = glm::scale(outline_transform, glm::vec3(1.0001f));
+ 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;
}