if (aim_world && aim_entity) {
// got both, pick the closest one
if (aim_world.depth < aim_entity.depth) {
- // FIXME: somehow this can get stuck on an entity?
aim_entity = EntityCollision();
} else {
aim_world = WorldCollision();
buf.indices = std::vector<PrimitiveMesh::Index>({
0, 1, 2, 3
});
- buf.colors.resize(4, { 10.0f, 10.0f, 10.0f, 1.0f });
+ buf.colors.resize(4, { 255, 255, 255, 255 });
crosshair.Update(buf);
}