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- Instead of offsetting vertices along their normal, scale them up using a multiplication, replacing the use of NORMAL with
`VERTEX *= (1.0 + thickness)`

. This calculation can work well for simple geometric shapes, like cubes. But this will break with more complex shapes.

It should maybe be mentioned as well that this method will only work for geometry that is centered. For example, if the bottom of the object is at (0,0,0) and the top is at (0,1,0) in local space, the outline will be uneven around the object.