Searched refs:SetFlags (Results 1 – 13 of 13) sorted by relevance
81 void SetFlags(bit32 flags) { m_Flags = flags; } in SetFlags() function356 dst->SetFlags(VALID_SINGLE); in Override()376 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()410 dst->SetFlags(VALID_SINGLE); in Override()430 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()468 dst->SetFlags(VALID_SINGLE); in Override()488 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()694 dst->SetFlags(VALID_SINGLE); in Override()718 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()
144 this->SetFlags(ut::EnableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Setup()150 this->SetFlags(ut::EnableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Setup()297 this->SetFlags(ut::DisableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Cleanup()303 this->SetFlags(ut::DisableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Cleanup()
213 fragmentLighting.SetFlags(flags); in CheckFragmentShader()
130 dst->SetFlags(dstFlags); in OverrideFloatVector()234 dst->SetFlags(dstFlags); in Override()
481 void SetFlags(bit32 flags) { m_Flags = flags; } in SetFlags() function
462 back->GetMesh().SetFlags(ut::EnableFlag<u32, u32>( in EnqueueElement()
370 transform->SetFlags(originalFlags | f); in ApplyBakedFlags()
214 resLookAtTargetViewUpdater.SetFlags( in BuildCameras()
912 …resMaterial.SetFlags(ut::EnableFlag(resMaterial.GetFlags(), nw::gfx::ResMaterialData::FLAG_PARTICL… in operator()
855 void SetFlags(u32 value) in SetFlags() function
667 (*mesh).SetFlags( in InvalidateRenderKeyCache()
511 result->SetFlags(flags); in GetResult()
404 …s_AnimModelSetTemplate.skeletalModel->GetSkeleton()->GetResSkeleton().SetFlags(nw::gfx::ResSkeleto… in BuildAnimModelTemplate()