Searched refs:m_MeshOriginalVisibilities (Results 1 – 2 of 2) sorted by relevance
190 animGroup->SetOriginalValue(memberIdx, &m_MeshOriginalVisibilities[meshIndex]); in BindVisibilityAnim()416 m_MeshOriginalVisibilities.Reset(memory, meshesCount, allocator); in CreateResMeshes()420 m_MeshOriginalVisibilities.push_back(m_MeshBuffers[i].IsVisible()); in CreateResMeshes()
805 ut::MoveArray<bool> m_MeshOriginalVisibilities; variable