}
} else {
Ray target = state.rayPool.get(ray);
scene.trace(target);
int tx = (int) QuickMath.floor(target.x.x + target.d.x * Ray.OFFSET);
int ty = (int) QuickMath.floor(target.x.y + target.d.y * Ray.OFFSET);
int tz = (int) QuickMath.floor(target.x.z + target.d.z * Ray.OFFSET);
// this is intentionally incorrectly indented for readability