Searched refs:bindResult (Results 1 – 8 of 8) sorted by relevance
277 bool bindResult = m_AnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo() local370 bool bindResult = animEvaluator->Bind( animGroup ); in SetMaterialAnim() local371 if ( !bindResult ) return false; in SetMaterialAnim()
295 bool bindResult = matAnimEvaluator->Bind( animGroup ); in CreateModel() local298 if ( bindResult ) in CreateModel()511 bool bindResult = lightAnimEvaluator->Bind( animGroup ); in CreateSceneEnvironment() local514 if ( bindResult ) in CreateSceneEnvironment()
237 bool bindResult = m_CameraAnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo() local
264 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local
261 bool bindResult = evaluator0->Bind(animGroup); in InitializeSkeletalAnim() local
251 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local
509 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local
516 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local