void
ColladaNode::readInstanceLight(domInstance_light *instLight)
{
    if(getGlobal()->getOptions()->getLoadLights() == false)
        return;

    ColladaInstanceLightRefPtr colInstLight =
        getUserDataAs<ColladaInstanceLight>(instLight);

    if(colInstLight == NULL)
    {
        colInstLight = dynamic_pointer_cast<ColladaInstanceLight>(
            ColladaElementFactory::the()->create(instLight, getGlobal()));

        colInstLight->read(this);
    }
}
void
ColladaNode::handleInstanceLight(domInstance_light *instLight)
{
    ColladaInstanceLightRefPtr colInstLight =
        getUserDataAs<ColladaInstanceLight>(instLight);

    if(colInstLight == NULL)
    {
        colInstLight = dynamic_pointer_cast<ColladaInstanceLight>(
            ColladaElementFactory::the()->create(instLight, getGlobal()));

        colInstLight->read();
    }
    
    //push the Light onto the root
    LightUnrecPtr light = colInstLight->process(this);
    if(light != NULL)
    {

        //Append the lights beacon node
        GroupUnrecPtr lightBeacon = Group::create();
        NodeRecPtr lightBeaconN = Node::create();
        lightBeaconN->setCore(lightBeacon);
        /*std::string BeaconNodeName(instLight->getName());
        BeaconNodeName += "_beacon";
        setName(lightBeaconN, BeaconNodeName);*/

        //TODO: set beacon name
        appendChild(lightBeaconN);

        light->setBeacon(lightBeaconN);

        NodeRecPtr lightN = Node::create();
        lightN->setCore(light);
        //setName(lightN,instLight->getName());
        //TODO: set light name

        _visualScene->pushNodeToRoot(lightN);
    }

}