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Searched refs:m_WorldMatrix (Results 1 – 10 of 10) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_TransformNode.cpp48 this->m_WorldMatrix = resObj.GetWorldMatrix(); in TransformNode()
52 math::MTX34Identity(&this->m_WorldMatrix); in TransformNode()
163 NW_FAILSAFE_IF(math::MTX34Inverse(&m_InverseWorldMatrix, m_WorldMatrix) == 0) in InverseWorldMatrix()
Dgfx_FragmentLight.cpp248 resFragmentLight->m_WorldMatrix = math::MTX34::Identity(); in CreateResFragmentLight()
311 resFragmentLight->m_WorldMatrix = source->m_WorldMatrix; in CloneResFragmentLight()
Dgfx_AmbientLight.cpp168 resAmbientLight->m_WorldMatrix = math::MTX34::Identity(); in CreateResAmbientLight()
Dgfx_HemiSphereLight.cpp169 resHemiSphereLight->m_WorldMatrix = math::MTX34::Identity(); in CreateResHemiSphereLight()
Dgfx_VertexLight.cpp187 resVertexLight->m_WorldMatrix = math::MTX34::Identity(); in CreateResVertexLight()
Dgfx_Fog.cpp172 resFog->m_WorldMatrix = math::MTX34::Identity(); in CreateResFog()
Dgfx_Camera.cpp263 resCamera->m_WorldMatrix = math::MTX34::Identity(); in Create()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_TransformNode.h199 math::MTX34& WorldMatrix() { return m_WorldMatrix; } in WorldMatrix()
202 const math::MTX34& WorldMatrix() const { return m_WorldMatrix; } in WorldMatrix()
437 math::MTX34 m_WorldMatrix; variable
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResSceneObject.h70 nw::ut::ResMtx34 m_WorldMatrix; member
Dgfx_ResSkeleton.h58 nw::ut::ResMtx34 m_WorldMatrix; // 行列計算用のバッファへ正式対応後、削除予定。 member