set_fog_color(Color(0.0f, 0.0f, 0.0f, 0.0f));
set_fog_density(0.0f);
set_fog_color(Color(0.0f, 0.0f, 0.0f, 0.0f));
set_fog_density(0.0f);
{
string base = format("light_sources[%d]", i);
shdata.uniform(base+".position", Vector4(0, 0, 1, 0));
shdata.uniform(base+".color", 0.0f, 0.0f, 0.0f);
shdata.uniform(base+".type", 0);
{
string base = format("light_sources[%d]", i);
shdata.uniform(base+".position", Vector4(0, 0, 1, 0));
shdata.uniform(base+".color", 0.0f, 0.0f, 0.0f);
shdata.uniform(base+".type", 0);
- RefPtr<Light> lgt = ldr.get_object();
- get_collection().add(format("%s/%d.light", FS::basename(get_source()), obj.lights.size()), lgt.get());
- obj.attach(*lgt.release());
+ Light *lgt = ldr.store_object(get_collection(), format("%s/%d.light", FS::basename(get_source()), obj.lights.size()));
+ obj.attach(*lgt);