+ RoughLocation::Fine pos(x, y, z);
+
+ // center of the blok relative to the ray
+ glm::vec3 relative_center(glm::vec3((position - reference) * ExactLocation::Extent() + pos) + 0.5f);
+ if (ray.DistanceSquared(relative_center) > 3.0f) {
+ continue;
+ }
+