Searched refs:isSuccess (Results 1 – 4 of 4) sorted by relevance
133 bool isSuccess = false; in InitializeShader() local134 NW_UNUSED_VARIABLE(isSuccess); in InitializeShader()146 isSuccess = m_Shader.SearchBindSymbol(&m_BindSymbolWorldMtx, "world"); in InitializeShader()147 NW_ASSERT(isSuccess); in InitializeShader()149 isSuccess = m_Shader.SearchBindSymbol(&m_BindSymbolProjMtx, "proj"); in InitializeShader()150 NW_ASSERT(isSuccess); in InitializeShader()152 isSuccess = m_Shader.SearchBindSymbol(&m_BindSymbolViewMtx, "view"); in InitializeShader()153 NW_ASSERT(isSuccess); in InitializeShader()160 bool isSuccess = false; in InitializePrimitive() local161 NW_UNUSED_VARIABLE(isSuccess); in InitializePrimitive()[all …]
164 bool isSuccess = true; in Create() local184 isSuccess = false; in Create()205 isSuccess = false; in Create()212 if (isSuccess == false) in Create()
120 bool isSuccess = this->m_Cameras.push_back(cameraBinder); in ResolveReference() local121 NW_ASSERT(isSuccess); in ResolveReference()142 bool isSuccess = this->m_Fogs.push_back(fogBinder); in ResolveReference() local143 NW_ASSERT(isSuccess); in ResolveReference()
441 bool isSuccess = true; in Create() local466 isSuccess = false; in Create()506 isSuccess = false; in Create()554 if (isSuccess == false) in Create()