Use MeshNode materials to set the light since ReadOnlyMaterials is now false
if (m_prop.visual == "upright_sprite") {
if (!m_meshnode)
return;
if (m_prop.visual == "upright_sprite") {
if (!m_meshnode)
return;
-
- scene::IMesh *mesh = m_meshnode->getMesh();
- for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().EmissiveColor = light_color;
- }
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
+ m_meshnode->getMaterial(i).EmissiveColor = light_color;
} else {
scene::ISceneNode *node = getSceneNode();
if (!node)
} else {
scene::ISceneNode *node = getSceneNode();
if (!node)