glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
// Draw filled if tick not passed, draw empty if empty
- if( world.sim_frame > j && world.sim_run >= k )
+ if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
draw_mesh( empty_start, empty_count );
else
draw_mesh( filled_start, filled_count );