Searched refs:m_SceneContext (Results 1 – 6 of 6) sorted by relevance
60 this->m_SceneContext = sceneContext; in Begin()64 this->m_SceneContext->Clear(); in Begin()70 NW_NULL_ASSERT(this->m_SceneContext); in End()71 this->m_SceneContext = NULL; in End()77 NW_NULL_ASSERT(this->m_SceneContext); in VisitSceneNode()78 this->m_SceneContext->PushSceneNode(node); in VisitSceneNode()84 NW_NULL_ASSERT(this->m_SceneContext); in VisitTransformNode()85 this->m_SceneContext->PushSceneNode(node); in VisitTransformNode()91 NW_NULL_ASSERT(this->m_SceneContext); in VisitModel()92 this->m_SceneContext->PushSceneNode(model); in VisitModel()[all …]
58 : m_SceneContext( NULL ), in SmSceneCtrl()68 m_SceneContext = nw::gfx::SceneContext::Builder() in SmSceneCtrl()123 nw::gfx::SafeDestroy(m_SceneContext); in ~SmSceneCtrl()138 m_SceneUpdater->UpdateAll(m_SceneContext); in UpdateScene()147 m_SceneTraverser->Begin(m_SceneContext); in InitializeScene()159 this->m_SceneTraverser->Begin(this->m_SceneContext); in TraverseScene()165 this->m_SceneContext->GetParticleSetBegin(), in TraverseScene()166 this->m_SceneContext->GetParticleSetEnd(), in TraverseScene()175 sceneEnvironmentSetting->ResolveReference(*m_SceneContext); in SetSceneEnvironmentSetting()190 nw::gfx::FogArray::iterator fogEnd = m_SceneContext->GetFogEnd(); in SubmitView()[all …]
64 nw::gfx::SceneContext* GetSceneContext() { return m_SceneContext; } in GetSceneContext()67 nw::gfx::SceneContext* m_SceneContext;
88 : ISceneVisitor(allocator), m_SceneContext(NULL) {} in SceneTraverser()91 SceneContext* m_SceneContext; variable
615 gfx::SceneContext* GetSceneContext() { return m_SceneContext; } in GetSceneContext()626 m_SceneContext(NULL), in SceneSystem()634 gfx::SceneContext* m_SceneContext; variable
1008 sceneSystem->m_SceneContext = gfx::SceneContext::Builder() in Create()1066 gfx::SafeDestroy(this->m_SceneContext); in Destroy()1092 this->m_SceneTraverser->Begin(this->m_SceneContext); in TraverseScene()1098 this->m_SceneContext->GetParticleSetBegin(), in TraverseScene()1099 this->m_SceneContext->GetParticleSetEnd(), in TraverseScene()1109 this->m_SceneUpdater->UpdateAll(this->m_SceneContext); in UpdateScene()