Write<float>(&chunk,l->mAttenuationQuadratic);
}
- Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorDiffuse);
- Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorSpecular);
- Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorAmbient);
+ Write<aiColor3D>(&chunk,l->mColorDiffuse);
+ Write<aiColor3D>(&chunk,l->mColorSpecular);
+ Write<aiColor3D>(&chunk,l->mColorAmbient);
if (l->mType == aiLightSource_SPOT) {
Write<float>(&chunk,l->mAngleInnerCone);