}
glm::mat4 Entity::Transform(const glm::tvec3<int> &chunk_offset) const {
- const glm::vec3 chunk_pos = glm::vec3(chunk - chunk_offset) * Chunk::Extent();
+ const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent();
return glm::translate(position + chunk_pos) * rotation;
}