}
}
+int Lighting::find_light_index(const Light &l) const
+{
+ auto i = find_member(lights, &l, &AttachedLight::light);
+ return (i!=lights.end() ? i-lights.begin() : -1);
+}
+
const ProgramData &Lighting::get_shader_data() const
{
for(unsigned i=0; i<lights.size(); ++i)