Searched refs:resSetting (Results 1 – 2 of 2) sorted by relevance
40 ResSceneEnvironmentSetting resSetting = ResDynamicCast<ResSceneEnvironmentSetting>(resource); in Create() local41 NW_ASSERT(resSetting.IsValid()); in Create()42 NW_ASSERT( internal::ResCheckRevision( resSetting ) ); in Create()49 resSetting, in Create()57 …ntSetting::CreateEnvironmentArray(os::IAllocator* allocator, ResSceneEnvironmentSetting resSetting) in CreateEnvironmentArray() argument59 if (resSetting.GetLightSetsCount() != 0) in CreateEnvironmentArray()61 … void* lightSetsMemory = allocator->Alloc(sizeof(LightSetBinder) * resSetting.GetLightSetsCount()); in CreateEnvironmentArray()62 …m_LightSets = ut::MoveArray<LightSetBinder>(lightSetsMemory, resSetting.GetLightSetsCount(), alloc… in CreateEnvironmentArray()63 m_LightSets.resize(resSetting.GetLightSetsCount()); in CreateEnvironmentArray()65 ResLightSetArray::iterator lightSetEnd = resSetting.GetLightSets().end(); in CreateEnvironmentArray()[all …]
256 ResSceneEnvironmentSetting resSetting, in SceneEnvironmentSetting() argument258 : SceneObject(allocator, resSetting) in SceneEnvironmentSetting()261 this->CreateEnvironmentArray(allocator, resSetting); in SceneEnvironmentSetting()