XLE
v0.02.0
|
#include <AssetsCore.h>
Public Member Functions | |
virtual bool | CustomReport () const |
virtual AssetState | State () const |
InvalidAsset (const ResChar initializer[], const char what[]) | |
Public Member Functions inherited from Assets::Exceptions::AssetException | |
const ResChar * | Initializer () const |
AssetException (const ResChar initializer[], const char what[]) | |
Public Member Functions inherited from Exceptions::BasicLabel | |
virtual const char * | what () const never_throws |
BasicLabel (const char format[],...) never_throws | |
BasicLabel (const char format[], va_list args) never_throws | |
BasicLabel (const BasicLabel ©From) never_throws | |
BasicLabel & | operator= (const BasicLabel ©From) never_throws |
Additional Inherited Members | |
Protected Attributes inherited from Exceptions::BasicLabel | |
char | _buffer [512] |
<summaryAn asset can't be loaded
This exception means a asset failed during loading, and can never be loaded. It might mean that the resource is corrupted on disk, or maybe using an unsupported file format (or bad version). The most common cause is due to a compile error in a shader. If we attempt to use a shader with a compile error, it will throw a InvalidAsset exception.