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Searched refs:m_SceneEnvironment (Results 1 – 2 of 2) sorted by relevance

/NW4C-1.2.23/include/nw/gfx/
Dgfx_RenderContext.h303 NW_MINMAXLT_ASSERT(index, 0, m_SceneEnvironment.m_Cameras.size()); in SetActiveCamera()
305 Camera* camera = m_SceneEnvironment.m_Cameras[index]; in SetActiveCamera()
306 m_SceneEnvironment.m_CameraIndex = index; in SetActiveCamera()
308 if (m_SceneEnvironment.m_Camera != camera) in SetActiveCamera()
310 m_SceneEnvironment.m_Camera = camera; in SetActiveCamera()
311 m_SceneEnvironment.m_CameraDirty = true; in SetActiveCamera()
321 return m_SceneEnvironment.m_Camera; in GetActiveCamera()
327 return m_SceneEnvironment.m_Camera; in GetActiveCamera()
333 return m_SceneEnvironment.m_CameraIndex; in GetActiveCameraIndex()
414 return this->m_SceneEnvironment; in GetSceneEnvironment()
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/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_RenderContext.cpp132 m_SceneEnvironment(description), in RenderContext()
193 m_SceneEnvironment.Reset(); in ResetState()
211 m_SceneEnvironment.Reset(); in ResetState()
246 m_SceneEnvironment.Reset(); in ResetState()
387 this->m_SceneEnvironment.SetAllFlagsDirty(false); in ActivateContext()
481 m_SceneEnvironment.SetAllFlagsDirty( true ); in ActivateShaderProgram()
504 this->m_SceneEnvironment.SetActiveLightSet(resMaterial.GetLightSetIndex()); in ActivateSceneEnvironment()
506 if (this->m_SceneEnvironment.IsFragmentLightsDirty()) in ActivateSceneEnvironment()
511 if (this->m_SceneEnvironment.IsHemiSphereLightDirty()) in ActivateSceneEnvironment()
516 if (this->m_SceneEnvironment.IsVertexLightsDirty()) in ActivateSceneEnvironment()
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