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-rw-r--r--drawinglayer/source/attribute/sdrlightingattribute3d.cxx6
1 files changed, 4 insertions, 2 deletions
diff --git a/drawinglayer/source/attribute/sdrlightingattribute3d.cxx b/drawinglayer/source/attribute/sdrlightingattribute3d.cxx
index 8ead71e47b6e..07b53405bf46 100644
--- a/drawinglayer/source/attribute/sdrlightingattribute3d.cxx
+++ b/drawinglayer/source/attribute/sdrlightingattribute3d.cxx
@@ -121,8 +121,10 @@ namespace drawinglayer
// take care of global ambient light
aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
+ const std::vector<Sdr3DLightAttribute>& rLightVector = mpSdrLightingAttribute->getLightVector();
+
// prepare light access. Is there a light?
- const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size());
+ const sal_uInt32 nLightCount(rLightVector.size());
if(nLightCount && !rNormalInEyeCoordinates.equalZero())
{
@@ -132,7 +134,7 @@ namespace drawinglayer
for(sal_uInt32 a(0); a < nLightCount; a++)
{
- const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[a]);
+ const Sdr3DLightAttribute& rLight(rLightVector[a]);
const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
if(basegfx::fTools::more(fCosFac, 0.0))