virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
- /* GLSL shadow */
+ /* OpenGL Light */
+ bool ApplyLight(KX_Scene *kxscene, int oblayer, int slot);
+
+ /* GLSL Light */
struct GPULamp *GetGPULamp();
bool HasShadowBuffer();
int GetShadowLayer();