Searched refs:m_AnimationArray (Results 1 – 3 of 3) sorted by relevance
41 m_AnimationArray.clear(); in SmLayoutResource()79 m_AnimationArray.push_back( pAnimTrans ); in AddAnimation()87 return m_AnimationArray.size(); in GetAnimationNum()95 return m_AnimationArray[animNo]->GetFrameSize(); in GetAnimationFrameSize()124 AnimationArray& GetAnimationArray() { return m_AnimationArray; } in GetAnimationArray()128 AnimationArray m_AnimationArray; variable
135 GfxAnimObjectArray m_AnimationArray; variable
84 m_AnimationArray.clear(); in GfxCtrl()113 for (int animIdx = 0; animIdx < m_AnimationArray.Size(); ++animIdx) in ~GfxCtrl()115 nw::gfx::SafeDestroy(m_AnimationArray[animIdx]); in ~GfxCtrl()117 m_AnimationArray.clear(); in ~GfxCtrl()269 isPushed = m_AnimationArray.push_back( evaluator ); in CreateModel()304 isPushed = m_AnimationArray.push_back( matAnimEvaluator ); in CreateModel()520 isPushed = m_AnimationArray.push_back( lightAnimEvaluator ); in CreateSceneEnvironment()640 isPushed = m_AnimationArray.push_back( evaluator ); in CreateCamera()