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Searched refs:m_AnimationArray (Results 1 – 3 of 3) sorted by relevance

/NW4C-1.3.3/demos/Nw4cDemo/include/
DSmLayout.h39 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
DGfxCtrl.h133 GfxAnimObjectArray m_AnimationArray; variable
/NW4C-1.3.3/demos/Nw4cDemo/sources/
DGfxCtrl.cpp82 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()