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/NW4C-1.2.23/include/nw/gfx/
Dgfx_RenderQueue.h439 ElementType* back = &m_List.back(); in EnqueueElement() local
440 NW_NULL_ASSERT(back); in EnqueueElement()
446 back->Key() = keyFactory->CreateRenderKey(*back, depth, layerId); in EnqueueElement()
450 … if (ut::CheckFlag<u32, u32>(back->GetMesh().GetFlags(), ResMesh::FLAG_VALID_RENDER_KEY_CACHE)) in EnqueueElement()
453 back->Key() = back->GetMesh().GetRenderKeyCache(); in EnqueueElement()
459 back->Key() = keyFactory->CreateRenderKey(*back, depth, layerId); in EnqueueElement()
461 back->GetMesh().SetRenderKeyCache(back->Key()); in EnqueueElement()
462 back->GetMesh().SetFlags(ut::EnableFlag<u32, u32>( in EnqueueElement()
463 back->GetMesh().GetFlags(), ResMesh::FLAG_VALID_RENDER_KEY_CACHE)); in EnqueueElement()
467 return back; in EnqueueElement()
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/NW4C-1.2.23/include/nw/math/inline/
Dmath_Matrix34.ipp155 VEC3 right, up, back;
165 back.x = cx * sy;
166 back.y = - sx;
167 back.z = cx * cy;
179 m[2][0] = back.x;
180 m[2][1] = back.y;
181 m[2][2] = back.z;
182 m[2][3] = -VEC3Dot(pCamPos, &back);
/NW4C-1.2.23/include/nw/ut/
Dut_LinkList.h230 reference back() in back() function
235 const_reference back() const in back() function
633 reference back() { NW_ASSERT(!empty()); return *--end(); } in back() function
634 const_reference back() const { NW_ASSERT(!empty()); return *--end(); } in back() function
869 reference GetBack() { return this->back(); } //!< @details :private in GetBack()
870 const_reference GetBack() const { return this->back(); } //!< @details :private in GetBack()
Dut_MoveArray.h352 TElement& back() { return *(m_End - 1); } in back() function
355 const TElement& back() const { return *(m_End - 1); } in back() function
536 TElement& Back() { return this->back(); } in Back()
538 const TElement& Back() const { return this->back(); } in Back()
/NW4C-1.2.23/tools/SoundPlayer/
DReadme.txt16 SoundPlayer is a tool for confirming how data created with NW4C SoundMaker sounds when played back
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_CommandListSwapper.cpp178 GpuProfilingEntry& gpuProfilingEntry = m_GpuProfilingEntries.back(); in AddGpuProfilingStartPoint()
Ddemo_Utility.cpp57 return &(resourceArray.back()); in LoadResources()
/NW4C-1.2.23/demos/gfx/MultiInstanceDemo/sources/
DMultiInstanceDemo.cpp569 AnimModelSet destroyModelSet = s_AnimModelSets.back(); in DestroyLastDuplicatedModel()
/NW4C-1.2.23/demos/gfx/LowLayerDemo/sources/
DLowLayerDemo.cpp292 return &(s_Resources.back()); in LoadResources()
/NW4C-1.2.23/demos/gfx/ParticleLowLayerDemo/sources/
DParticleLowLayerDemo.cpp306 return &(s_Resources.back()); in LoadResources()
/NW4C-1.2.23/demos/gfx/LowLayerAnimationDemo/sources/
DLowLayerAnimationDemo.cpp314 return &(s_Resources.back()); in LoadResources()
/NW4C-1.2.23/tools/DccPlugin/Maya/scripts/
DNW4C_SetAnimRange.mel3611 // check playing back
3924 // create playing back condition