mtx_changed(false),
camera(c),
state_stack(1),
+ lighting_changed(false),
vertex_array(0),
element_buffer(0)
{
Texturing::unbind();
Texture::unbind_from(0);
Material::unbind();
+ Lighting::unbind();
Program::unbind();
Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
WindingTest::unbind();