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Searched refs:m_SceneEnvironment (Results 1 – 2 of 2) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_RenderContext.cpp140 m_SceneEnvironment(description), in RenderContext()
201 m_SceneEnvironment.Reset(); in ResetState()
231 m_SceneEnvironment.m_Camera = NULL; in ResetState()
232 m_SceneEnvironment.m_CameraIndex = -1; in ResetState()
242 m_SceneEnvironment.Reset(); in ResetState()
379 this->m_SceneEnvironment.SetAllFlagsDirty(false); in ActivateContext()
471 this->m_SceneEnvironment.SetAllFlagsDirty( true ); in ActivateShaderProgram()
497 this->m_SceneEnvironment.SetActiveLightSet(resMaterial.GetLightSetIndex()); in ActivateSceneEnvironment()
499 if (this->m_SceneEnvironment.IsFragmentLightsDirty()) in ActivateSceneEnvironment()
504 if (this->m_SceneEnvironment.IsHemiSphereLightDirty()) in ActivateSceneEnvironment()
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/NW4C-2.0.3/include/nw/gfx/
Dgfx_RenderContext.h308 NW_MINMAXLT_ASSERT(index, 0, m_SceneEnvironment.m_Cameras.size()); in SetActiveCamera()
310 Camera* camera = m_SceneEnvironment.m_Cameras[index]; in SetActiveCamera()
311 m_SceneEnvironment.m_CameraIndex = index; in SetActiveCamera()
313 if (m_SceneEnvironment.m_Camera != camera) in SetActiveCamera()
315 m_SceneEnvironment.m_Camera = camera; in SetActiveCamera()
325 return m_SceneEnvironment.m_Camera; in GetActiveCamera()
331 return m_SceneEnvironment.m_Camera; in GetActiveCamera()
337 return m_SceneEnvironment.m_CameraIndex; in GetActiveCameraIndex()
456 return this->m_SceneEnvironment; in GetSceneEnvironment()
462 return this->m_SceneEnvironment; in GetSceneEnvironment()
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