Searched defs:isPushed (Results 1 – 11 of 11) sorted by relevance
293 bool isPushed = m_SceneNodes.push_back(node); in PushSceneNode() local305 bool isPushed = m_SceneNodes.push_back(node); in TryPushSceneNode() local375 bool isPushed = m_UserRenderNodes.push_back(node); in PushUserRenderNode() local387 bool isPushed = m_UserRenderNodes.push_back(node); in TryPushUserRenderNode() local458 bool isPushed = m_Models.push_back(model); in PushModel() local471 bool isPushed = m_Models.push_back(model); in TryPushModel() local517 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in PushSkeletalModel() local529 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in TryPushSkeletalModel() local582 bool isPushed = m_Lights.push_back(light); in PushLight() local595 bool isPushed = m_Lights.push_back(light); in TryPushLight() local[all …]
50 bool isPushed = m_ParticleModelInstArray.push_back( particleModel ); in AddParticleModel() local59 bool isPushed = m_ParticleEmitterInstArray.push_back( particleEmitter ); in AddParticleEmitter() local
151 bool isPushed = false; in CreateSmLayoutResource() local214 bool isPushed = m_SmLytInstanceArray.push_back( smLyt ); in CreateSmLayout() local
195 bool isPushed; in CreateModel() local347 bool isPushed; in CreateParticle() local460 bool isPushed = false; in CreateSceneEnvironment() local608 bool isPushed = m_ResourcesArray.push_back( resSet ); in CreateCamera() local
50 bool isPushed = m_CostArray[m_CostArrayFlip].push_back( addCost ); in Begin() local122 bool isPushed = m_CostArray[m_CostArrayFlip].push_back( addCost ); in Begin() local
110 bool isPushed = m_Materials.push_back(materialKeyValue); in Accept() local
291 bool isPushed = s_Resources.push_back(resourceSet); in LoadResources() local
305 bool isPushed = s_Resources.push_back(resourceSet); in LoadResources() local
313 bool isPushed = s_Resources.push_back(resourceSet); in LoadResources() local
77 bool isPushed = resourceArray.push_back(resourceSet); in LoadResources() local
485 bool isPushed = s_ParticleModels.push_back(*iter); in LoopAnimation() local