Searched refs:m_Header (Results 1 – 12 of 12) sorted by relevance
44 inline u32 GetStringBlockSize() const { return m_Header.GetStringBlockSize(); } in GetStringBlockSize()45 inline s32 GetStringBlockOffset() const { return m_Header.GetStringBlockOffset(); } in GetStringBlockOffset()46 inline u32 GetInfoBlockSize() const { return m_Header.GetInfoBlockSize(); } in GetInfoBlockSize()47 inline s32 GetInfoBlockOffset() const { return m_Header.GetInfoBlockOffset(); } in GetInfoBlockOffset()48 inline u32 GetFileBlockSize() const { return m_Header.GetFileBlockSize(); } in GetFileBlockSize()49 inline s32 GetFileBlockOffset() const { return m_Header.GetFileBlockOffset(); } in GetFileBlockOffset()126 SoundArchiveFile::FileHeader m_Header;
113 resAmbientLight->m_Header.revision = ResLight::BINARY_REVISION; in CreateResAmbientLight()114 resAmbientLight->m_Header.signature = ResLight::SIGNATURE; in CreateResAmbientLight()
115 resHemiSphereLight->m_Header.revision = ResLight::BINARY_REVISION; in CreateResHemiSphereLight()116 resHemiSphereLight->m_Header.signature = ResLight::SIGNATURE; in CreateResHemiSphereLight()
133 resVertexLight->m_Header.revision = ResLight::BINARY_REVISION; in CreateResVertexLight()134 resVertexLight->m_Header.signature = ResLight::SIGNATURE; in CreateResVertexLight()
132 resFragmentLight->m_Header.revision = ResLight::BINARY_REVISION; in CreateResFragmentLight()133 resFragmentLight->m_Header.signature = ResLight::SIGNATURE; in CreateResFragmentLight()
115 resFog->m_Header.revision = ResFog::BINARY_REVISION; in CreateResFog()116 resFog->m_Header.signature = ResFog::SIGNATURE; in CreateResFog()
238 resCamera->m_Header.revision = ResCamera::BINARY_REVISION; in Create()239 resCamera->m_Header.signature = ResCamera::SIGNATURE; in Create()
589 textureData->m_Header.revision = ResImageTexture::BINARY_REVISION; in Create()590 textureData->m_Header.signature = ResImageTexture::SIGNATURE; in Create()724 textureData->m_Header.revision = ResShadowTexture::BINARY_REVISION; in Create()725 textureData->m_Header.signature = ResShadowTexture::SIGNATURE; in Create()
36 nw::ut::BinaryRevisionHeader m_Header; member
532 data->m_Header.revision = ResAnim::BINARY_REVISION; in CreateEmptyResAnim()533 data->m_Header.signature = ResAnim::SIGNATURE; in CreateEmptyResAnim()
87 m_Header = header; // 構造体コピー in Initialize()
64 ut::BinaryRevisionHeader m_Header; member