aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
outline_transform = glm::scale(glm::vec3(1.0002f));
outline_transform *= aim_chunk->Transform(world.Player().ChunkCoords());
- outline_transform *= aim_chunk->ToTransform(aim_block);
+ outline_transform *= aim_chunk->ToTransform(Chunk::ToPos(aim_block), aim_block);
} else {
aim_chunk = nullptr;
}