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Searched refs:isSuccess (Results 1 – 4 of 4) sorted by relevance

/NW4C-2.0.3/demos/gfx/UserRenderNodeDemo/sources/
DGrRenderer.cpp133 bool isSuccess = false; in InitializeShader() local
134 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() local
161 NW_UNUSED_VARIABLE(isSuccess); in InitializePrimitive()
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/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_ParticleModel.cpp164 bool isSuccess = true; in Create() local
184 isSuccess = false; in Create()
205 isSuccess = false; in Create()
212 if (isSuccess == false) in Create()
Dgfx_SceneEnvironmentSetting.cpp120 bool isSuccess = this->m_Cameras.push_back(cameraBinder); in ResolveReference() local
121 NW_ASSERT(isSuccess); in ResolveReference()
142 bool isSuccess = this->m_Fogs.push_back(fogBinder); in ResolveReference() local
143 NW_ASSERT(isSuccess); in ResolveReference()
Dgfx_ParticleSet.cpp441 bool isSuccess = true; in Create() local
466 isSuccess = false; in Create()
506 isSuccess = false; in Create()
554 if (isSuccess == false) in Create()