Lines Matching refs:renderContext

78     virtual void Invoke(nw::gfx::RenderContext* renderContext)  in Invoke()  argument
84 renderContext->SetRenderTarget(m_RenderTarget); in Invoke()
85renderContext->ClearBuffer(GL_COLOR_BUFFER_BIT, nw::ut::FloatColor(1.0f, 1.0f, 1.0f, 1.0f), 1.0f); in Invoke()
88 renderContext->SetActiveCamera(m_ShadowCameraIndex); in Invoke()
89 renderContext->SetMaterial(m_ShadowMaterial); in Invoke()
90 nw::gfx::Camera* shadowCamera = renderContext->GetActiveCamera(); in Invoke()
91 renderContext->SetCameraMatrix(shadowCamera); in Invoke()
92 renderContext->ActivateContext(); in Invoke()
95 renderContext->SetRenderMode(nw::gfx::RenderContext::RENDERMODE_IGNORE_MATERIAL); in Invoke()
123 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke() argument
126 renderContext->SetRenderMode(nw::gfx::RenderContext::RENDERMODE_DEFAULT); in Invoke()
129 renderContext->ResetState(); in Invoke()
159 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke() argument
164 renderContext->SetRenderTarget(m_RenderTarget); in Invoke()
166 renderContext->SetActiveCamera(m_BaseCameraIndex); in Invoke()
173 m_RenderSystem->ClearBySkyModel(renderContext->GetActiveCamera()); in Invoke()
203 virtual void Invoke(nw::gfx::RenderContext* renderContext) in Invoke() argument
217 renderContext->SetCameraMatrix(m_LeftCamera); in Invoke()
229 renderContext->SetCameraMatrix(m_RightCamera); in Invoke()
963 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in SubmitView() local
964 nw::gfx::SceneEnvironment& sceneEnvironment = renderContext->GetSceneEnvironment(); in SubmitView()
1021 …RenderSceneInternalFunctor(nw::gfx::RenderContext* renderContext, nw::gfx::MeshRenderer* meshRende… in RenderSceneInternalFunctor()
1022 : m_RenderContext(renderContext), m_MeshRenderer(meshRenderer) in RenderSceneInternalFunctor()
1024 NW_NULL_ASSERT(renderContext); in RenderSceneInternalFunctor()
1054 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in RenderScene() local
1061 RenderSceneInternalFunctor(renderContext, meshRenderer)); in RenderScene()
1111 nw::gfx::RenderContext* renderContext = s_RenderSystem->GetRenderContext(); in DemoScene() local
1137 renderContext->ResetState(); in DemoScene()