Searched refs:nNumMaterial (Results 1 – 3 of 3) sorted by relevance
140 m_puiTextureIDs = new GLuint[m_Scene.nNumMaterial]; in LoadTextures()148 for(int i = 0; i < (int) m_Scene.nNumMaterial; ++i) in LoadTextures()461 glDeleteTextures(m_Scene.nNumMaterial, &m_puiTextureIDs[0]); in ReleaseView()
957 if(!WriteData32(pFile, ePODFileNumMaterial, &s.nNumMaterial)) return false; in WritePOD()1004 for(i = 0; i < s.nNumMaterial; ++i) in WritePOD()1651 if(nMaterials != s.nNumMaterial) return false; in ReadScene()1666 … ePODFileNumMaterial: if(!src.Read32(s.nNumMaterial)) return false; if(!SafeAlloc(s.pMaterial, … in ReadScene()2010 if(scene.nNumMaterial && SafeAlloc(pMaterial, scene.nNumMaterial))2012 nNumMaterial = scene.nNumMaterial;2014 for(i = 0; i < nNumMaterial; ++i)2172 for(i = 0; i < nNumMaterial; ++i)4382 if(in.nNumMaterial && SafeAlloc(out.pMaterial, in.nNumMaterial))4384 out.nNumMaterial = in.nNumMaterial;[all …]
289 PVRTuint32 nNumMaterial; /*!< Number of materials in the array pMaterial */ member