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Searched refs:m_SceneEnvironment (Results 1 – 2 of 2) sorted by relevance

/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_RenderContext.cpp138 m_SceneEnvironment(description), in RenderContext()
199 m_SceneEnvironment.Reset(); in ResetState()
229 m_SceneEnvironment.m_Camera = NULL; in ResetState()
230 m_SceneEnvironment.m_CameraIndex = -1; in ResetState()
240 m_SceneEnvironment.Reset(); in ResetState()
467 this->m_SceneEnvironment.SetAllFlagsDirty( true ); in ActivateShaderProgram()
493 this->m_SceneEnvironment.SetActiveLightSet(resMaterial.GetLightSetIndex()); in ActivateSceneEnvironment()
495 if (this->m_SceneEnvironment.IsFragmentLightsDirty()) in ActivateSceneEnvironment()
500 if (this->m_SceneEnvironment.IsHemiSphereLightDirty()) in ActivateSceneEnvironment()
505 if (this->m_SceneEnvironment.IsVertexLightsDirty()) in ActivateSceneEnvironment()
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/NW4C-1.3.3/include/nw/gfx/
Dgfx_RenderContext.h306 NW_MINMAXLT_ASSERT(index, 0, m_SceneEnvironment.m_Cameras.size()); in SetActiveCamera()
308 Camera* camera = m_SceneEnvironment.m_Cameras[index]; in SetActiveCamera()
309 m_SceneEnvironment.m_CameraIndex = index; in SetActiveCamera()
311 if (m_SceneEnvironment.m_Camera != camera) in SetActiveCamera()
313 m_SceneEnvironment.m_Camera = camera; in SetActiveCamera()
323 return m_SceneEnvironment.m_Camera; in GetActiveCamera()
329 return m_SceneEnvironment.m_Camera; in GetActiveCamera()
335 return m_SceneEnvironment.m_CameraIndex; in GetActiveCameraIndex()
454 return this->m_SceneEnvironment; in GetSceneEnvironment()
460 return this->m_SceneEnvironment; in GetSceneEnvironment()
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