if(lights.size()>LightUnit::get_n_units())
throw invalid_operation("Lighting::bind");
+ const Lighting *old = current();
if(!set_current(this))
return;
enable(GL_LIGHTING);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &ambient.r);
for(unsigned i=0; i<lights.size(); ++i)
+ {
if(lights[i])
lights[i]->bind_to(i);
+ else
+ Light::unbind_from(i);
+ }
+
+ if(old)
+ {
+ for(unsigned i=lights.size(); i<old->lights.size(); ++i)
+ Light::unbind_from(i);
+ }
if(fog_density)
{