Light::unbind_from(i);
}
+void Lighting::update_shader_data(const Matrix &view_matrix)
+{
+ shdata.uniform("ambient_color", ambient);
+ for(unsigned i=0; i<lights.size(); ++i)
+ if(lights[i])
+ lights[i]->update_shader_data(shdata, view_matrix, i);
+}
+
void Lighting::bind() const
{
if(!set_current(this))