PrimitiveMesh debug_mesh;
PlainColor &prog = viewport.WorldColorProgram();
for (const Entity &entity : entities) {
- debug_buf.OutlineBox(entity.Bounds(), TVEC4<unsigned char, glm::precision(0)>(255, 0, 0, 255));
+ debug_buf.OutlineBox(entity.Bounds(), PrimitiveMesh::Color(255, 0, 0, 255));
debug_mesh.Update(debug_buf);
prog.SetM(entity.Transform(players.front().GetEntity().ChunkCoords()));
debug_mesh.DrawLines();