Searched refs:bindResult (Results 1 – 8 of 8) sorted by relevance
273 bool bindResult = m_AnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo() local366 bool bindResult = animEvaluator->Bind( animGroup ); in SetMaterialAnim() local367 if ( !bindResult ) return false; in SetMaterialAnim()
293 bool bindResult = matAnimEvaluator->Bind( animGroup ); in CreateModel() local296 if ( bindResult ) in CreateModel()509 bool bindResult = lightAnimEvaluator->Bind( animGroup ); in CreateSceneEnvironment() local512 if ( bindResult ) in CreateSceneEnvironment()
235 bool bindResult = m_CameraAnimEvaluatorArray[animEvaluatorNo]->Bind(animGroup); in SetAnimEvaluatorNo() local
262 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local
267 bool bindResult = evaluator0->Bind(animGroup); in InitializeSkeletalAnim() local
257 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local
511 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local
522 bool bindResult = evaluator->Bind(animGroup); in InitializeSkeletalAnim() local