Lines Matching refs:push_back
280 bool isPushed = m_SceneNodes.push_back(node); in PushSceneNode()
292 bool isPushed = m_SceneNodes.push_back(node); in TryPushSceneNode()
363 bool isPushed = m_Models.push_back(model); in PushModel()
376 bool isPushed = m_Models.push_back(model); in TryPushModel()
422 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in PushSkeletalModel()
434 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in TryPushSkeletalModel()
487 bool isPushed = m_Lights.push_back(light); in PushLight()
500 bool isPushed = m_Lights.push_back(light); in TryPushLight()
546 bool isPushed = m_FragmentLights.push_back(light); in PushFragmentLight()
558 bool isPushed = m_FragmentLights.push_back(light); in TryPushFragmentLight()
604 bool isPushed = m_VertexLights.push_back(light); in PushVertexLight()
616 bool isPushed = m_VertexLights.push_back(light); in TryPushVertexLight()
662 bool isPushed = m_HemiSphereLights.push_back(light); in PushHemiSphereLight()
674 bool isPushed = m_HemiSphereLights.push_back(light); in TryPushHemiSphereLight()
720 bool isPushed = m_AmbientLights.push_back(light); in PushAmbientLight()
732 bool isPushed = m_AmbientLights.push_back(light); in TryPushAmbientLight()
784 bool isPushed = m_Cameras.push_back(camera); in PushCamera()
796 bool isPushed = m_Cameras.push_back(camera); in TryPushCamera()
848 bool isPushed = m_Fogs.push_back(fog); in PushFog()
860 bool isPushed = m_Fogs.push_back(fog); in TryPushFog()
912 bool isPushed = m_ParticleSets.push_back(particleSet); in PushParticleSet()
924 bool isPushed = m_ParticleSets.push_back(particleSet); in TryPushParticleSet()
976 bool isPushed = m_ParticleEmitters.push_back(particleEmitter); in PushParticleEmitter()
988 bool isPushed = m_ParticleEmitters.push_back(particleEmitter); in TryPushParticleEmitter()
1040 bool isPushed = m_ParticleModels.push_back(particleModel); in PushParticleModel()
1052 bool isPushed = m_ParticleModels.push_back(particleModel); in TryPushParticleModel()
1107 bool isPushed = m_AnimatableNodes.push_back(sceneNode); in PushAnimatableNode()
1125 isPushed = m_AnimatableNodes.push_back(sceneNode); in TryPushAnimatableNode()