d.fillRect(x * IMAGE_SIZE - 3, y * IMAGE_SIZE - 3, 6, 6);
						// Since we want the overlay re-rendered, flush the overlay to the GPU
						overlayMap.needsUpdate = true;
					} else {
						// The mouse is not on the terrain, so clear any old indicators and hide the cursor
						visibleCanvasContext2d.drawImage(img, 0, 0);
						overlayMap.needsUpdate = true;
						cursorIndicator.visible = false;
					}
				})

				const aaboxMin = new Jolt.Vec3();
				const aaboxMax = new Jolt.Vec3();
				const bpFilter