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Searched refs:renderPreprocessorSystem (Results 1 - 3 of 3) sorted by relevance

/foundation/graphic/graphic_3d/3d_widget_adapter/core/src/lume/
H A Dlume_common.cpp906 if (auto renderPreprocessorSystem = CORE_NS::GetSystem<CORE3D_NS::IRenderPreprocessorSystem>(ecs)) { in LoadSystemGraph()
916 renderPreprocessorSystem->GetProperties())) { in LoadSystemGraph()
/foundation/graphic/graphic_3d/lume/scenewidgetplugin/plugin/src/
H A Dscene_holder.cpp450 auto renderPreprocessorSystem = GetSystem<IRenderPreprocessorSystem>(*ecs_); in CreateDefaultEcs() local
462 if (renderPreprocessorSystem) { in CreateDefaultEcs()
471 *ScopedHandle<IRenderPreprocessorSystem::Properties>(renderPreprocessorSystem->GetProperties()) = props; in CreateDefaultEcs()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.cpp1121 MinAndMax GetMeshMinAndMax(const IRenderPreprocessorSystem& renderPreprocessorSystem, const Entity renderMeshEntity, in GetMeshMinAndMax() argument
1125 static_cast<const RenderPreprocessorSystem&>(renderPreprocessorSystem).GetRenderMeshAabb(renderMeshEntity); in GetMeshMinAndMax()
1128 const auto nextMeshAabb = static_cast<const RenderPreprocessorSystem&>(renderPreprocessorSystem) in GetMeshMinAndMax()

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