Searched refs:m_AnimationArray (Results 1 – 3 of 3) sorted by relevance
39 m_AnimationArray.clear(); in SmLayoutResource()77 m_AnimationArray.push_back( pAnimTrans ); in AddAnimation()85 return m_AnimationArray.size(); in GetAnimationNum()93 return m_AnimationArray[animNo]->GetFrameSize(); in GetAnimationFrameSize()122 AnimationArray& GetAnimationArray() { return m_AnimationArray; } in GetAnimationArray()126 AnimationArray m_AnimationArray; variable
133 GfxAnimObjectArray m_AnimationArray; variable
82 m_AnimationArray.clear(); in GfxCtrl()111 for (int animIdx = 0; animIdx < m_AnimationArray.Size(); ++animIdx) in ~GfxCtrl()113 nw::gfx::SafeDestroy(m_AnimationArray[animIdx]); in ~GfxCtrl()115 m_AnimationArray.clear(); in ~GfxCtrl()267 isPushed = m_AnimationArray.push_back( evaluator ); in CreateModel()302 isPushed = m_AnimationArray.push_back( matAnimEvaluator ); in CreateModel()518 isPushed = m_AnimationArray.push_back( lightAnimEvaluator ); in CreateSceneEnvironment()638 isPushed = m_AnimationArray.push_back( evaluator ); in CreateCamera()