 	import away3d.library.AssetLibrary;
 	import away3d.library.assets.AssetType;
 	import away3d.library.utils.AssetLibraryIterator;
+	import away3d.lights.DirectionalLight;
+	import away3d.lights.PointLight;
 	import away3d.loaders.Loader3D;
 	import away3d.loaders.misc.AssetLoaderContext;
 	import away3d.loaders.parsers.AWD2Parser;
 	import away3d.materials.ColorMaterial;
+	import away3d.materials.DefaultMaterialBase;
 	import away3d.materials.TextureMaterial;
+	import away3d.materials.lightpickers.StaticLightPicker;
 	
 	import flash.display.Sprite;
 	import flash.events.Event;

				mesh = Mesh(ev.asset);
				texMat = mesh.material as TextureMaterial;
				
				if (mesh.material == null || (texMat && texMat.texture == null))
					mesh.material = new ColorMaterial(Math.random() * 0xffffff);
			}
			else if (ev.asset.assetType == AssetType.SKELETON) {
				_skeleton = Skeleton(ev.asset);

		private function onEnterFrame(ev : Event) : void
		{
			_hoverCtrl.update();
			
			_defCamLight.x = _view.camera.x;
			_defCamLight.y = _view.camera.y;
			_defCamLight.z = _view.camera.z;
			
			_view.render();
		}
	}
