Searched refs:nodememory (Results 1 – 1 of 1) sorted by relevance
467 u8* nodememory = reinterpret_cast<u8*>(mainAllocator->Alloc(nodeMemorySize, 32)); in Create() local468 if (nodememory == NULL) in Create()474 ParticleShape* node = new(nodememory) ParticleShape( in Create()480 nodememory += sizeof(ParticleShape); in Create()499 nodememory = reinterpret_cast<u8*>(ut::RoundUp(nodememory, 32)); in Create()500 node->m_CommandCache[side] = reinterpret_cast<u32*>(nodememory); in Create()501 nodememory += drawCommandCacheSize; in Create()504 nodememory = reinterpret_cast<u8*>(ut::RoundUp(nodememory, 32)); in Create()505 node->m_DeactivateVertexCommandCache = reinterpret_cast<u32*>(nodememory); in Create()506 nodememory += deactivateVertexCommandCacheSize; in Create()[all …]