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@@ -1035,7 +1035,7 @@ load_light(const aiLight &light) {
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LPoint3 pos (light.mPosition.x, light.mPosition.y, light.mPosition.z);
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LPoint3 pos (light.mPosition.x, light.mPosition.y, light.mPosition.z);
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LQuaternion quat;
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LQuaternion quat;
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::look_at(quat, LPoint3(vec.x, vec.y, vec.z), LVector3::up());
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::look_at(quat, LPoint3(vec.x, vec.y, vec.z), LVector3::up());
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- plight->set_transform(TransformState::make_pos_quat_scale(pos, quat, LVecBase3(1, 1, 1)));
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+ plight->set_transform(TransformState::make_pos_quat(pos, quat));
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break; }
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break; }
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// This is a somewhat recent addition to Assimp, so let's be kind to those
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// This is a somewhat recent addition to Assimp, so let's be kind to those
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