m_lightmap_uv_right = static_cast<float>(m_lightmap_width) / static_cast<float>(width);
m_lightmap_uv_bottom = static_cast<float>(m_lightmap_height) / static_cast<float>(height);
- texture_manager->register_texture(m_lightmap.get());
+ TextureManager::current()->register_texture(m_lightmap.get());
}
GLLightmap::~GLLightmap()