Searched refs:m_MaxAnimObjectsPerGroup (Results 1 – 3 of 3) sorted by relevance
99 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()128 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()164 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()198 .MaxAnimObjectsPerGroup(m_MaxAnimObjectsPerGroup) in BuildSceneObject()297 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()330 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()362 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()394 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()457 description.maxAnimObjectsPerGroup = m_MaxAnimObjectsPerGroup; in BuildSceneObject()
45 m_MaxAnimObjectsPerGroup(1), in SceneBuilder()99 …SceneBuilder& MaxAnimObjectsPerGroup(s32 maxAnimObjects) { m_MaxAnimObjectsPerGroup = maxAnimObjec… in MaxAnimObjectsPerGroup()277 int m_MaxAnimObjectsPerGroup; variable
535 m_MaxAnimObjectsPerGroup(1) {} in Builder()551 m_MaxAnimObjectsPerGroup = maxAnimObjects; in MaxAnimObjectsPerGroup()576 … AnimBinding::GetMemorySizeForInitialize(pSize, m_MaxAnimGroups, m_MaxAnimObjectsPerGroup); in GetMemorySizeInternal()594 AnimBinding* animBinding = new(buf) AnimBinding(allocator, m_MaxAnimObjectsPerGroup); in Create()596 Result result = animBinding->Initialize(m_MaxAnimGroups, m_MaxAnimObjectsPerGroup); in Create()611 int m_MaxAnimObjectsPerGroup; variable