Searched defs:meshData (Results 1 – 10 of 10) sorted by relevance
23 RenderMesh::RenderMesh(const std::vector<std::vector<float>> &meshData) in RenderMesh()
267 … if (const ScopedHandle<const MeshComponent> meshData = meshManager_.Read(renderMeshData->mesh); in Update() local285 if (const auto meshData = meshManager_.Read(renderMeshComponent.mesh); meshData) { in Update() local
304 if (const auto meshData = meshManager_->Read(renderMeshHandle->mesh); meshData) { in GatherSortData() local
1610 if (const auto meshData = meshMgr_->Read(rms.mesh); meshData) { in ProcessSingleRenderMesh() local1697 if (const auto meshData = meshMgr_->Read(meshEntRef); meshData) { in ProcessBatchRenderables() local
113 if (const auto meshData = dataStoreMaterial.GetMeshData(); !meshData.empty()) { in UpdateMeshBuffer() local
82 …const std::vector<std::vector<float>> meshData = isBackGround ? DEFAULT_FLIP_VERTEX_DATA : DEFAULT… in CreateMeshMT() local
402 uint32_t RenderDataStoreDefaultMaterial::AddMeshData(const RenderMeshData& meshData) in AddMeshData()
2701 if (auto meshData = meshComponentManager_->Write(mesh)) { in SetMeshMultimeshArray() local2815 CORE3D_NS::MeshComponent meshData; in SetInstanceCountMultimeshArray() local
934 auto const meshData = meshManager.GetData(meshEntity); in ExportGltfMeshes() local
3581 const auto& meshData = importer_->GetMeshData(); in Execute() local