point->setDistanceAttenuation(attenuation);
attenuationPass->setAttributeAndModes(point);
Pass *spritePass = clone(basicPass, CopyOp::SHALLOW_COPY);
- spritePass->setTextureAttributeAndModes(0, pointSprite,
+ spritePass->setTextureAttributeAndModes(0, pointSprite.get(),
osg::StateAttribute::ON);
Texture2D* texture = gen_standard_light_sprite();
spritePass->setTextureAttribute(0, texture);