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Searched refs:resAmbientLight (Results 1 – 3 of 3) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_AmbientLight.cpp140 ResAmbientLightData* resAmbientLight = in CreateResAmbientLight() local
145 resAmbientLight->typeInfo = ResAmbientLight::TYPE_INFO; in CreateResAmbientLight()
146 resAmbientLight->m_Header.revision = ResLight::BINARY_REVISION; in CreateResAmbientLight()
147 resAmbientLight->m_Header.signature = ResLight::SIGNATURE; in CreateResAmbientLight()
149 resAmbientLight->m_UserDataDicCount = 0; in CreateResAmbientLight()
150 resAmbientLight->toUserDataDic.set_ptr( NULL ); in CreateResAmbientLight()
153 resAmbientLight->toName.set_ptr(AllocateAndCopyString(name, allocator, MAX_NAME_LENGTH)); in CreateResAmbientLight()
157 resAmbientLight->m_ChildrenTableCount = 0; in CreateResAmbientLight()
158 resAmbientLight->toChildrenTable.set_ptr( NULL ); in CreateResAmbientLight()
159 resAmbientLight->m_AnimGroupsDicCount = NULL; in CreateResAmbientLight()
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/NW4C-2.0.3/include/nw/gfx/
Dgfx_AmbientLight.h252 …tatic void DestroyResAmbientLight(os::IAllocator* allocator, ResAmbientLightData* resAmbientLight);
/NW4C-2.0.3/demos/gfx/SceneTreeDemo/sources/
DSceneTreeDemo.cpp230 nw::gfx::ResAmbientLight resAmbientLight(ambientLight->GetResAmbientLight()); in BuildLights() local
231 resAmbientLight.SetAmbient(0.2f, 0.2f, 0.2f); in BuildLights()