Lines Matching refs:m_SceneEnvironment

132   m_SceneEnvironment(description),  in RenderContext()
193 m_SceneEnvironment.Reset(); in ResetState()
211 m_SceneEnvironment.Reset(); in ResetState()
246 m_SceneEnvironment.Reset(); in ResetState()
387 this->m_SceneEnvironment.SetAllFlagsDirty(false); in ActivateContext()
481 m_SceneEnvironment.SetAllFlagsDirty( true ); in ActivateShaderProgram()
504 this->m_SceneEnvironment.SetActiveLightSet(resMaterial.GetLightSetIndex()); in ActivateSceneEnvironment()
506 if (this->m_SceneEnvironment.IsFragmentLightsDirty()) in ActivateSceneEnvironment()
511 if (this->m_SceneEnvironment.IsHemiSphereLightDirty()) in ActivateSceneEnvironment()
516 if (this->m_SceneEnvironment.IsVertexLightsDirty()) in ActivateSceneEnvironment()
521 this->m_SceneEnvironment.SetActiveFog(resMaterial.GetFogIndex()); in ActivateSceneEnvironment()
523 if (this->m_SceneEnvironment.IsFogDirty()) in ActivateSceneEnvironment()
533 if (this->m_SceneEnvironment.GetActiveFog() != NULL && in ActivateFog()
534 this->m_SceneEnvironment.GetActiveFog()->GetResFog().IsValid() && in ActivateFog()
535 this->m_SceneEnvironment.GetActiveFog()->GetResFog().GetFogSampler().IsValid()) in ActivateFog()
537 ResFog resFog = m_SceneEnvironment.GetActiveFog()->GetResFog(); in ActivateFog()
575 if (m_SceneEnvironment.GetHemiSphereLight() && in ActivateHemiSphereLight()
581 … ResHemiSphereLight resLight = m_SceneEnvironment.GetHemiSphereLight()->GetResHemiSphereLight(); in ActivateHemiSphereLight()
589 m_SceneEnvironment.GetHemiSphereLight()->GetParent() != NULL) in ActivateHemiSphereLight()
592 …&direction, &m_SceneEnvironment.GetHemiSphereLight()->TrackbackWorldMatrix(), &resLight.GetDirecti… in ActivateHemiSphereLight()
613 int lightCount = this->m_SceneEnvironment.GetFragmentLightCount(); in ActivateFragmentLights()
617 const FragmentLight* light = this->m_SceneEnvironment.GetFragmentLight(i); in ActivateFragmentLights()
728 int size = this->m_SceneEnvironment.GetVertexLightCount(); in ActivateVertexLights()
747 this->ActivateVertexLight(i, m_SceneEnvironment.GetVertexLight(i)); in ActivateVertexLights()