Searched refs:m_RenderPasses (Results 1 – 2 of 2) sorted by relevance
943 for(ul = 0; ul < m_RenderPasses.GetSize(); ++ul) in RetrieveRenderPassDependencies()946 if(m_RenderPasses[ul].pTexture->Name == m_psEffect[uj].Textures[uk].Name) in RetrieveRenderPassDependencies()947 aRequiredRenderPasses.Append(&m_RenderPasses[ul]); in RetrieveRenderPassDependencies()1643 unsigned int uiPassIdx = m_RenderPasses.Append(); in ParseTexture()1644 m_RenderPasses[uiPassIdx].SemanticName = texName; in ParseTexture()1648 m_RenderPasses[uiPassIdx].eViewType = eVIEW_CURRENT; in ParseTexture()1652 m_RenderPasses[uiPassIdx].eViewType = eVIEW_POD_CAMERA; in ParseTexture()1653 m_RenderPasses[uiPassIdx].NodeName = viewName; in ParseTexture()1656 m_RenderPasses[uiPassIdx].eRenderPassType = eCAMERA_PASS; // Textures are always 'camera' passes in ParseTexture()1659 m_RenderPasses[uiPassIdx].pTexture = pTex; in ParseTexture()[all …]
478 CPVRTArray<SPVRTPFXRenderPass> m_RenderPasses; variable