Searched refs:SetFlags (Results 1 – 13 of 13) sorted by relevance
254 dst->SetFlags(VALID_SINGLE); in Override()274 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()308 dst->SetFlags(VALID_SINGLE); in Override()328 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()366 dst->SetFlags(VALID_SINGLE); in Override()386 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()592 dst->SetFlags(VALID_SINGLE); in Override()616 result->SetFlags(VALID_SINGLE); in ConvertToAnimResult()
83 void SetFlags(bit32 flags) { m_Flags = flags; } in SetFlags() function
146 this->SetFlags(ut::EnableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Setup()152 this->SetFlags(ut::EnableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Setup()328 this->SetFlags(ut::DisableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Cleanup()334 this->SetFlags(ut::DisableFlag(this->GetFlags(), ResShape::FLAG_HAS_BEEN_SETUP)); in Cleanup()
215 fragmentLighting.SetFlags(flags); in CheckFragmentShader()
132 dst->SetFlags(dstFlags); in OverrideFloatVector()236 dst->SetFlags(dstFlags); in Override()
202 result->SetFlags(flags); in GetResult()
678 (*mesh).SetFlags( in InvalidateRenderKeyCache()
522 void SetFlags(bit32 flags) { m_Flags = flags; } in SetFlags() function
470 back->GetMesh().SetFlags(ut::EnableFlag<u32, u32>( in EnqueueElement()
375 transform->SetFlags(originalFlags | f); in ApplyBakedFlags()
208 resLookAtTargetViewUpdater.SetFlags( in BuildCameras()
1291 …resMaterial.SetFlags(ut::EnableFlag(resMaterial.GetFlags(), nw::gfx::ResMaterialData::FLAG_PARTICL… in operator()
881 void SetFlags(u32 value) in SetFlags() function