Searched refs:resSetting (Results 1 – 2 of 2) sorted by relevance
42 ResSceneEnvironmentSetting resSetting = ResDynamicCast<ResSceneEnvironmentSetting>(resource); in Create() local43 NW_ASSERT(resSetting.IsValid()); in Create()44 NW_ASSERT( internal::ResCheckRevision( resSetting ) ); in Create()51 resSetting, in Create()54 setting->CreateEnvironmentArray(allocator, resSetting); in Create()61 …ntSetting::CreateEnvironmentArray(os::IAllocator* allocator, ResSceneEnvironmentSetting resSetting) in CreateEnvironmentArray() argument63 if (resSetting.GetLightSetsCount() != 0) in CreateEnvironmentArray()65 … void* lightSetsMemory = allocator->Alloc(sizeof(LightSetBinder) * resSetting.GetLightSetsCount()); in CreateEnvironmentArray()66 …m_LightSets = ut::MoveArray<LightSetBinder>(lightSetsMemory, resSetting.GetLightSetsCount(), alloc… in CreateEnvironmentArray()67 m_LightSets.resize(resSetting.GetLightSetsCount()); in CreateEnvironmentArray()[all …]
292 ResSceneEnvironmentSetting resSetting, in SceneEnvironmentSetting() argument295 : SceneObject(allocator, resSetting) in SceneEnvironmentSetting()