XLE
v0.02.0
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An asset is still being loaded More...
#include <AssetsCore.h>
Public Member Functions | |
virtual bool | CustomReport () const |
virtual AssetState | State () const |
PendingAsset (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] |
An asset is still being loaded
This is common exception. It occurs if we attempt to use an asset that is still being prepared. Usually this means that the resource is being loaded from disk, or compiled in a background thread. For example, shader resources can take some time to compile. If we attempt to use the shader while it's still compiling, we'll get a PendingAsset exception.