}
return &m_layers.front();
}
-void forEachLayer( const ShaderLayerCallback& callback ) const {
- for ( MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i )
- {
- callback( *i );
- }
-}
qtexture_t* lightFalloffImage() const {
if ( !string_empty( m_template.m_lightFalloffImage.c_str() ) ) {