// **************************************************************************** // **************************************************************************** Instance * InstanceManager::Load(const std::string &name) { Instance *inst = Get(name); if(inst != NULL) return inst; std::string fullPath = "Meshes/"; fullPath += name; fullPath += ".lua"; LuaPlus::LuaState *state = LuaPlus::LuaState::Create(); _ASSERT(state != NULL); int retVal = state->DoFile(fullPath.c_str()); _ASSERT(retVal == 0); LuaPlus::LuaObject shaderObj = state->GetGlobals()["MeshList"]; _ASSERT(shaderObj.IsTable()); inst = new Instance; _ASSERT(inst != NULL); m_database[name] = inst; return inst; }