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C++ STRUCT_OFFSET函数代码示例

本文整理汇总了C++中STRUCT_OFFSET函数的典型用法代码示例。如果您正苦于以下问题:C++ STRUCT_OFFSET函数的具体用法?C++ STRUCT_OFFSET怎么用?C++ STRUCT_OFFSET使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了STRUCT_OFFSET函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: pmcCalcCrc_T02

u_int32_t
pmcCalcCrc_T02 (void *bufp)
{
    FLD_TYPE2  *buf = bufp;
    u_int32_t   crc;            /*                      */

    /*                                     */
    sbeCrc (
            (u_int8_t *) &buf->type,
            (u_int32_t) STRUCT_OFFSET (FLD_TYPE2, Crc32),
            (u_int32_t) 0,
            (u_int32_t *) &crc);

    /*                               */
    sbeCrc (
            (u_int8_t *) &buf->Id[0],
            (u_int32_t) (sizeof (FLD_TYPE2) - STRUCT_OFFSET (FLD_TYPE2, Id)),
            (u_int32_t) crc,
            (u_int32_t *) &crc);

#ifdef EEPROM_TYPE_DEBUG
    pr_info("sbeCrc: crc 2 calculated as %08x\n", crc); /*           */
#endif
    return crc;
}
开发者ID:romanbb,项目名称:android_kernel_lge_d851,代码行数:25,代码来源:pmc93x6_eeprom.c

示例2: Init

	/** Initialization */
	void Init(const FArrowVertexBuffer* VertexBuffer)
	{
		if (IsInRenderingThread())
		{
			// Initialize the vertex factory's stream components.
			FDataType NewData;
			NewData.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Position, VET_Float3);
			NewData.TextureCoordinates.Add(
				FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FDynamicMeshVertex, TextureCoordinate), sizeof(FDynamicMeshVertex), VET_Float2)
				);
			NewData.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentX, VET_PackedNormal);
			NewData.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentZ, VET_PackedNormal);
			SetData(NewData);
		}
		else
		{
			ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
				InitArrowVertexFactory,
				FArrowVertexFactory*, VertexFactory, this,
				const FArrowVertexBuffer*, VertexBuffer, VertexBuffer,
				{
				// Initialize the vertex factory's stream components.
				FDataType NewData;
				NewData.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Position, VET_Float3);
				NewData.TextureCoordinates.Add(
					FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FDynamicMeshVertex, TextureCoordinate), sizeof(FDynamicMeshVertex), VET_Float2)
					);
				NewData.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentX, VET_PackedNormal);
				NewData.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentZ, VET_PackedNormal);
				VertexFactory->SetData(NewData);
			});
		}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:33,代码来源:ArrowComponent.cpp

示例3: STRUCTMEMBER_VERTEXSTREAMCOMPONENT

void FSsPartsVertexFactory::Init(const FSsPartsVertexBuffer* VertexBuffer)
{
	if(IsInRenderingThread())
	{
		FLocalVertexFactory::DataType Data;
		Data.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, Position, VET_Float3);
		Data.TextureCoordinates.Add(FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FSsPartVertex,TexCoord), sizeof(FSsPartVertex), VET_Float2));
		Data.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, Color, VET_Color);
		Data.TextureCoordinates.Add(FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FSsPartVertex,ColorBlend), sizeof(FSsPartVertex), VET_Float2));
		Data.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, TangentX, VET_PackedNormal);
		Data.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, TangentZ, VET_PackedNormal);
		SetData(Data);
	}
	else
	{
		ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
			FInitSsPartsVertexFactory,
			FSsPartsVertexFactory*, VertexFactory, this,
			const FSsPartsVertexBuffer*, VertexBuffer, VertexBuffer,
		{
			DataType Data;
			Data.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, Position, VET_Float3);
			Data.TextureCoordinates.Add(FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FSsPartVertex,TexCoord), sizeof(FSsPartVertex), VET_Float2));
			Data.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, Color, VET_Color);
			Data.TextureCoordinates.Add(FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FSsPartVertex,ColorBlend), sizeof(FSsPartVertex), VET_Float2));
			Data.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, TangentX, VET_PackedNormal);
			Data.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FSsPartVertex, TangentZ, VET_PackedNormal);
			VertexFactory->SetData(Data);
		});
	}
开发者ID:helios1976,项目名称:SS5PlayerForUnrealEngine4,代码行数:30,代码来源:SsRenderPartsProxy.cpp

示例4: FLandscapeSharedBuffers

void FLandscapeComponentSceneProxyMobile::CreateRenderThreadResources()
{
	// Use only Index buffers
	SharedBuffers = FLandscapeComponentSceneProxy::SharedBuffersMap.FindRef(SharedBuffersKey);
	if (SharedBuffers == nullptr)
	{
		SharedBuffers = new FLandscapeSharedBuffers(
			SharedBuffersKey, SubsectionSizeQuads, NumSubsections,
			GetScene().GetFeatureLevel(), false);

		FLandscapeComponentSceneProxy::SharedBuffersMap.Add(SharedBuffersKey, SharedBuffers);
	}

	SharedBuffers->AddRef();

	int32 VertexBufferSize = PlatformData.Num();
	// Copy platform data into vertex buffer
	VertexBuffer = new FLandscapeVertexBufferMobile(PlatformData.GetData(), VertexBufferSize);

	FLandscapeVertexFactoryMobile* LandscapeVertexFactory = new FLandscapeVertexFactoryMobile();
	LandscapeVertexFactory->MobileData.PositionComponent = FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FLandscapeMobileVertex,Position), sizeof(FLandscapeMobileVertex), VET_UByte4N);
	for( uint32 Index = 0; Index < LANDSCAPE_MAX_ES_LOD_COMP; ++Index )
	{
		LandscapeVertexFactory->MobileData.LODHeightsComponent.Add
			(FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FLandscapeMobileVertex,LODHeights) + sizeof(uint8) * 4 * Index, sizeof(FLandscapeMobileVertex), VET_UByte4N));
	}

	LandscapeVertexFactory->InitResource();
	VertexFactory = LandscapeVertexFactory;

	// Assign LandscapeUniformShaderParameters
	LandscapeUniformShaderParameters.InitResource();

	PlatformData.Empty();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:35,代码来源:LandscapeRenderMobile.cpp

示例5: mcc_rpn

static inline void mcc_rpn(int level, uint8_t *ptr, unsigned int len,
				long_frame_head *head, mcc_long_frame_head *mcc_head)
{
	rpn_msg *rpn = (void *) (ptr - STRUCT_END(rpn_msg, mcc_s_head));

	printf("RPN %s: ", CR_STR(mcc_head));
	print_rfcomm_hdr(head, ptr, len);
	print_mcc(mcc_head);

	p_indent(level, 0);
	printf("dlci %d ", GET_DLCI(rpn->dlci));

	/* Assuming that rpn_val is _declared_ as a member of rpn_msg... */
	if (len <= STRUCT_OFFSET(rpn_msg, rpn_val) - STRUCT_END(rpn_msg, mcc_s_head)) {
		printf("\n");
		return;
	}

	printf("br %d db %d sb %d p %d pt %d xi %d xo %d\n",
		rpn->rpn_val.bit_rate, rpn->rpn_val.data_bits, 
		rpn->rpn_val.stop_bit, rpn->rpn_val.parity,
		rpn->rpn_val.parity_type, rpn->rpn_val.xon_input,
		rpn->rpn_val.xon_output);

	p_indent(level, 0);
	printf("rtri %d rtro %d rtci %d rtco %d xon %d xoff %d pm 0x%04x\n",
		rpn->rpn_val.rtr_input, rpn->rpn_val.rtr_output,
		rpn->rpn_val.rtc_input, rpn->rpn_val.rtc_output,
		rpn->rpn_val.xon, rpn->rpn_val.xoff, btohs(rpn->rpn_val.pm));
}
开发者ID:ACSOP,项目名称:android_external_bluetooth_hcidump,代码行数:30,代码来源:rfcomm.c

示例6: SELECT_STATIC_MESH_VERTEX_TYPE

void FSplineMeshSceneProxy::InitVertexFactory(USplineMeshComponent* InComponent, int32 InLODIndex, FColorVertexBuffer* InOverrideColorVertexBuffer)
{
	uint32 TangentXOffset = 0;
	uint32 TangetnZOffset = 0;
	uint32 UVsBaseOffset = 0;

	auto& RD = InComponent->StaticMesh->RenderData->LODResources[InLODIndex];
	SELECT_STATIC_MESH_VERTEX_TYPE(
		RD.VertexBuffer.GetUseHighPrecisionTangentBasis(),
		RD.VertexBuffer.GetUseFullPrecisionUVs(),
		RD.VertexBuffer.GetNumTexCoords(),
		{
			TangentXOffset = STRUCT_OFFSET(VertexType, TangentX);
			TangetnZOffset = STRUCT_OFFSET(VertexType, TangentZ);
			UVsBaseOffset = STRUCT_OFFSET(VertexType, UVs);
		});
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:16,代码来源:SplineMeshComponent.cpp

示例7: transaction_parser

static gboolean transaction_parser(GObject *conn,
                                   GObject *transaction,
                                   gpointer data)
{
#define PREFIX "com.nokia.policy."

    (void)conn;
    (void)data;

    static argdsc_t  dspuser_args [] = {
        { argtype_integer , "pid" ,  STRUCT_OFFSET(user_t, pid) },
        { argtype_invalid , NULL  ,             0               }
    };

    static actdsc_t  actions[] = {
        { PREFIX "dsp_user", dspuser_action, dspuser_args, sizeof(user_t) },
        {       NULL       ,     NULL      ,    NULL     ,      0         }
    };
    
    guint      txid;
    GSList    *entry, *list;
    char      *name;
    actdsc_t  *action;
    gboolean   success;
    gchar     *signal;
    
    OHM_DEBUG(DBG_ACTION, "got actions");

    g_object_get(transaction, "txid"  , &txid  , NULL);
    g_object_get(transaction, "facts" , &list  , NULL);
    g_object_get(transaction, "signal", &signal, NULL);
        
    success = TRUE;

    if (!strcmp(signal, "dsp_actions")) {

        OHM_DEBUG(DBG_ACTION, "txid: %d", txid);

        memset(users, 0, sizeof(users));
        nuser = 0;

        for (entry = list;    entry != NULL;    entry = g_slist_next(entry)) {
            name = (char *)entry->data;
            
            for (action = actions;   action->name != NULL;   action++) {
                if (!strcmp(name, action->name))
                    success &= action_parser(action);
            }
        }

        success = dsp_set_users(users, nuser);
    }

    g_free(signal);
    
    return success;

#undef PREFIX
}
开发者ID:arcean,项目名称:ohm-plugins-misc,代码行数:59,代码来源:action.c

示例8: ext_or_cmd_new

/** Allocate and return a structure capable of holding an Extended
 *  ORPort message of body length <b>len</b>. */
ext_or_cmd_t *
ext_or_cmd_new(uint16_t len)
{
  size_t size = STRUCT_OFFSET(ext_or_cmd_t, body) + len;
  ext_or_cmd_t *cmd = tor_malloc(size);
  cmd->len = len;
  return cmd;
}
开发者ID:themiron,项目名称:asuswrt-merlin,代码行数:10,代码来源:ext_orport.c

示例9: mp_pool_new

/** Allocate a new memory pool to hold items of size <b>item_size</b>. We'll
 * try to fit about <b>chunk_capacity</b> bytes in each chunk. */
mp_pool_t *
mp_pool_new(size_t item_size, size_t chunk_capacity)
{
  mp_pool_t *pool;
  size_t alloc_size, new_chunk_cap;

  tor_assert(item_size < SIZE_T_CEILING);
  tor_assert(chunk_capacity < SIZE_T_CEILING);
  tor_assert(SIZE_T_CEILING / item_size > chunk_capacity);

  pool = ALLOC(sizeof(mp_pool_t));
  CHECK_ALLOC(pool);
  memset(pool, 0, sizeof(mp_pool_t));

  /* First, we figure out how much space to allow per item.  We'll want to
   * use make sure we have enough for the overhead plus the item size. */
  alloc_size = (size_t)(STRUCT_OFFSET(mp_allocated_t, u.mem) + item_size);
  /* If the item_size is less than sizeof(next_free), we need to make
   * the allocation bigger. */
  if (alloc_size < sizeof(mp_allocated_t))
    alloc_size = sizeof(mp_allocated_t);

  /* If we're not an even multiple of ALIGNMENT, round up. */
  if (alloc_size % ALIGNMENT) {
    alloc_size = alloc_size + ALIGNMENT - (alloc_size % ALIGNMENT);
  }
  if (alloc_size < ALIGNMENT)
    alloc_size = ALIGNMENT;
  ASSERT((alloc_size % ALIGNMENT) == 0);

  /* Now we figure out how many items fit in each chunk.  We need to fit at
   * least 2 items per chunk. No chunk can be more than MAX_CHUNK bytes long,
   * or less than MIN_CHUNK. */
  if (chunk_capacity > MAX_CHUNK)
    chunk_capacity = MAX_CHUNK;
  /* Try to be around a power of 2 in size, since that's what allocators like
   * handing out. 512K-1 byte is a lot better than 512K+1 byte. */
  chunk_capacity = (size_t) round_to_power_of_2(chunk_capacity);
  while (chunk_capacity < alloc_size * 2 + CHUNK_OVERHEAD)
    chunk_capacity *= 2;
  if (chunk_capacity < MIN_CHUNK)
    chunk_capacity = MIN_CHUNK;

  new_chunk_cap = (chunk_capacity-CHUNK_OVERHEAD) / alloc_size;
  tor_assert(new_chunk_cap < INT_MAX);
  pool->new_chunk_capacity = (int)new_chunk_cap;

  pool->item_alloc_size = alloc_size;

  log_debug(LD_MM, "Capacity is %lu, item size is %lu, alloc size is %lu",
            (unsigned long)pool->new_chunk_capacity,
            (unsigned long)pool->item_alloc_size,
            (unsigned long)(pool->new_chunk_capacity*pool->item_alloc_size));

  return pool;
}
开发者ID:bwrichte,项目名称:TorFinalProject,代码行数:58,代码来源:mempool.c

示例10: FTileVertexFactory

	/** Default constructor. */
	FTileVertexFactory()
	{
		FLocalVertexFactory::DataType Data;
		// position
		Data.PositionComponent = FVertexStreamComponent(
			&GTileRendererVertexBuffer,STRUCT_OFFSET(FMaterialTileVertex,Position),sizeof(FMaterialTileVertex),VET_Float3);
		// tangents
		Data.TangentBasisComponents[0] = FVertexStreamComponent(
			&GTileRendererVertexBuffer,STRUCT_OFFSET(FMaterialTileVertex,TangentX),sizeof(FMaterialTileVertex),VET_PackedNormal);
		Data.TangentBasisComponents[1] = FVertexStreamComponent(
			&GTileRendererVertexBuffer,STRUCT_OFFSET(FMaterialTileVertex,TangentZ),sizeof(FMaterialTileVertex),VET_PackedNormal);
		// color
		Data.ColorComponent = FVertexStreamComponent(
			&GTileRendererVertexBuffer,STRUCT_OFFSET(FMaterialTileVertex,Color),sizeof(FMaterialTileVertex),VET_Color);
		// UVs
		Data.TextureCoordinates.Add(FVertexStreamComponent(
			&GTileRendererVertexBuffer,STRUCT_OFFSET(FMaterialTileVertex,U),sizeof(FMaterialTileVertex),VET_Float2));

		// update the data
		SetData(Data);
	}
开发者ID:stoneStyle,项目名称:Unreal4,代码行数:22,代码来源:TileRendering.cpp

示例11: sizeof

void FSlateVertexDeclaration::InitRHI()
{
	FVertexDeclarationElementList Elements;
	uint32 Stride = sizeof(FSlateVertex);
	Elements.Add(FVertexElement(0, STRUCT_OFFSET(FSlateVertex, TexCoords), VET_Float4, 0, Stride));
	Elements.Add(FVertexElement(0, STRUCT_OFFSET(FSlateVertex, Position), VET_Float2, 1, Stride));
	Elements.Add(FVertexElement(0, STRUCT_OFFSET(FSlateVertex, ClipRect) + STRUCT_OFFSET(FSlateRotatedClipRectType, TopLeft), VET_Float2, 2, Stride));
	Elements.Add(FVertexElement(0, STRUCT_OFFSET(FSlateVertex, ClipRect) + STRUCT_OFFSET(FSlateRotatedClipRectType, ExtentX), VET_Float4, 3, Stride));
	Elements.Add(FVertexElement(0, STRUCT_OFFSET(FSlateVertex, Color), VET_Color, 4, Stride));

	VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:12,代码来源:SlateShaders.cpp

示例12: Init_RenderThread

	/** Init function that should only be called on render thread. */
	void Init_RenderThread(const FProcMeshVertexBuffer* VertexBuffer)
	{
		check(IsInRenderingThread());

		// Initialize the vertex factory's stream components.
		DataType NewData;
		NewData.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Position, VET_Float3);
		NewData.TextureCoordinates.Add(
			FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FDynamicMeshVertex, TextureCoordinate), sizeof(FDynamicMeshVertex), VET_Float2)
			);
		NewData.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentX, VET_PackedNormal);
		NewData.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentZ, VET_PackedNormal);
		NewData.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Color, VET_Color);
		SetData(NewData);
	}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:16,代码来源:ProceduralMeshComponent.cpp

示例13: InitRHI

	virtual void InitRHI() override
	{
		uint16 Stride = sizeof(FDistortionVertex);
		FVertexDeclarationElementList Elements;
		Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, Position),VET_Float2,0, Stride));
		Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexR), VET_Float2, 1, Stride));
		Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexG), VET_Float2, 2, Stride));
		Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TexB), VET_Float2, 3, Stride));
		Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, VignetteFactor), VET_Float1, 4, Stride));
		Elements.Add(FVertexElement(0, STRUCT_OFFSET(FDistortionVertex, TimewarpFactor), VET_Float1, 5, Stride));
		VertexDeclarationRHI = RHICreateVertexDeclaration(Elements);
	}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:12,代码来源:PostProcessHMD.cpp

示例14: pmcCalcCrc_T01

u_int32_t
pmcCalcCrc_T01 (void *bufp)
{
    FLD_TYPE2  *buf = bufp;
    u_int32_t   crc;            /*                      */

    /*                                     */
    sbeCrc (
            (u_int8_t *) &buf->type,
            (u_int32_t) STRUCT_OFFSET (FLD_TYPE1, Crc32),
            (u_int32_t) 0,
            (u_int32_t *) &crc);

#ifdef EEPROM_TYPE_DEBUG
    pr_info("sbeCrc: crc 1 calculated as %08x\n", crc); /*           */
#endif
    return ~crc;
}
开发者ID:romanbb,项目名称:android_kernel_lge_d851,代码行数:18,代码来源:pmc93x6_eeprom.c

示例15: check

void FPaperSpriteVertexFactory::Init(const FPaperSpriteVertexBuffer* InVertexBuffer)
{
	check(!IsInRenderingThread());

	ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
		InitPaperSpriteVertexFactory,
		FPaperSpriteVertexFactory*,VertexFactory,this,
		const FPaperSpriteVertexBuffer*,VB,InVertexBuffer,
	{
		// Initialize the vertex factory's stream components.
		DataType NewData;
		NewData.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VB,FPaperSpriteVertex,Position,VET_Float3);
		NewData.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VB,FPaperSpriteVertex,TangentX,VET_PackedNormal);
		NewData.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VB,FPaperSpriteVertex,TangentZ,VET_PackedNormal);
		NewData.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VB,FPaperSpriteVertex,Color,VET_Color);
		NewData.TextureCoordinates.Add(FVertexStreamComponent(VB, STRUCT_OFFSET(FPaperSpriteVertex,TexCoords), sizeof(FPaperSpriteVertex), VET_Float2));
		VertexFactory->SetData(NewData);
	});
开发者ID:a3pelawi,项目名称:UnrealEngine,代码行数:18,代码来源:PaperRenderSceneProxy.cpp


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