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Searched refs:layerId (Results 1 – 11 of 11) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_RenderQueue.h215 u8 layerId, in BasicEnqueueModelFunctor()
220 layerId(layerId) {} in BasicEnqueueModelFunctor()
228 renderQueue->EnqueueMesh(mesh, calculateDepth.model, depth, layerId); in operator()
235 u8 layerId; member
267 u8 layerId, in BasicEnqueueModelTranslucentModelBaseFunctor()
272 layerId(layerId) in BasicEnqueueModelTranslucentModelBaseFunctor()
292 ElementType(mesh, calculateDepth.model), translucencyKind, depth, layerId); in operator()
300 u8 layerId; member
440 u8 layerId) in EnqueueElement() argument
454 back->Key() = keyFactory->CreateRenderKey(*back, depth, layerId); in EnqueueElement()
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Dgfx_SceneUpdateHelper.h66 u8 layerId, in SubmitViewFunctor() argument
73 m_LayerId(layerId), in SubmitViewFunctor()
170 u8 layerId, in SubmitView() argument
201 renderQueue, &camera, layerId, particleLayerId, isVisibleModel)); in SubmitView()
210 renderQueue, &camera, layerId, particleLayerId, isVisibleModel)); in SubmitView()
234 renderQueue, &camera, layerId, particleLayerId, isVisibleModel)); in SubmitView()
243 renderQueue, &camera, layerId, particleLayerId, isVisibleModel)); in SubmitView()
Dgfx_RenderElement.h174 void SetLayerId(u8 layerId) in SetLayerId() argument
176 m_Key |= static_cast<KeyType>(layerId & BIT64_LAYER_MASK) in SetLayerId()
376 u8 layerId) = 0;
383 u8 layerId) = 0;
441 u8 layerId) in CreateRenderKey() argument
459 renderKey.SetLayerId(layerId); in CreateRenderKey()
469 u8 layerId) in CreateCommandRenderKey() argument
473 renderKey.SetLayerId(layerId); in CreateCommandRenderKey()
537 u8 layerId) in CreateRenderKey() argument
554 renderKey.SetLayerId(layerId); in CreateRenderKey()
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Dgfx_ISceneUpdater.h115 u8 layerId,
133 u8 layerId,
153 u8 layerId,
Dgfx_UserRenderNode.h46 u8 layerId; //!< 描画要素のソート時に最優先に区分される ID member
50 …ucencyKind(nw::gfx::ResMaterial::TRANSLUCENCY_KIND_OPAQUE), priority(0), layerId(0), userRenderCom… in Description()
183 void SetLayerId(const u8 layerId) in SetLayerId() argument
185 m_LayerId = layerId; in SetLayerId()
Dgfx_SceneUpdater.h179 u8 layerId,
197 u8 layerId,
217 u8 layerId,
Dgfx_Model.h534 void SetLayerId(u8 layerId) { m_LayerId = layerId; } in SetLayerId() argument
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_SceneUpdater.cpp91 u8 layerId, in SubmitView() argument
102 layerId, in SubmitView()
103 layerId, in SubmitView()
115 u8 layerId, in SubmitView() argument
127 layerId, in SubmitView()
140 u8 layerId, in SubmitView() argument
151 layerId, in SubmitView()
Dgfx_UserRenderNode.cpp37 m_LayerId(description.layerId), in UserRenderNode()
/NW4C-2.0.3/include/nw/demo/
Ddemo_GraphicsSystem.h302 u8 layerId) in EnqueueRenderCommand() argument
308 layerId); in EnqueueRenderCommand()
/NW4C-2.0.3/sources/libraries/demo/
Ddemo_GraphicsSystem.cpp466 … u8 layerId = userRenderNode->GetLayerId(); in SubmitView() local
471 layerId ); in SubmitView()