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Searched refs:animGroupIdx (Results 1 – 6 of 6) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_SkeletalModel.cpp153 for (int animGroupIdx = 0; animGroupIdx < animGroupCount; ++animGroupIdx) in CreateSkeletalAnimGroup() local
155 anim::ResAnimGroup resAnimGroup = resModel.GetAnimGroups(animGroupIdx); in CreateSkeletalAnimGroup()
193 animBinding->SetAnimGroup(animGroupIdx, animGroup); in CreateSkeletalAnimGroup()
195 m_SkeletalAnimBindingIndex = animGroupIdx; in CreateSkeletalAnimGroup()
Dgfx_AnimBinding.cpp33 for (int animGroupIdx = 0; animGroupIdx < m_AnimGroups.Size(); ++animGroupIdx) in Evaluate() local
35 AnimGroup* animGroup = m_AnimGroups[animGroupIdx]; in Evaluate()
45 const int index = animGroupIdx * m_AnimObjectCountPerGroup + animObjectIdx; in Evaluate()
Dgfx_Model.cpp242 for (int animGroupIdx = 0; animGroupIdx < animGroupCount; ++animGroupIdx) in CreateAnimGroups() local
244 anim::ResAnimGroup resAnimGroup = resModel.GetAnimGroups(animGroupIdx); in CreateAnimGroups()
277 animBinding->SetAnimGroup(animGroupIdx, animGroup); in CreateAnimGroups()
279 m_MaterialAnimBindingIndex = animGroupIdx; in CreateAnimGroups()
287 animBinding->SetAnimGroup(animGroupIdx, animGroup); in CreateAnimGroups()
289 m_VisibilityAnimBindingIndex = animGroupIdx; in CreateAnimGroups()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_SkeletalModel.h386 for (int animGroupIdx = 0; animGroupIdx < animGroupCount; ++animGroupIdx) in GetMemorySizeForInitialize() local
388 anim::ResAnimGroup resAnimGroup = resModel.GetAnimGroups(animGroupIdx); in GetMemorySizeForInitialize()
Dgfx_AnimBinding.h370 for (int animGroupIdx = 0; animGroupIdx < maxAnimGroups; ++animGroupIdx) in Initialize() local
Dgfx_Model.h732 for (int animGroupIdx = 0; animGroupIdx < animGroupCount; ++animGroupIdx) in GetMemorySizeForInitialize() local
734 anim::ResAnimGroup resAnimGroup = resModel.GetAnimGroups(animGroupIdx); in GetMemorySizeForInitialize()