Searched refs:m_SceneEnvironment (Results 1 – 2 of 2) sorted by relevance
138 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()[all …]
306 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()[all …]