EXECUTIONPRIORITY

Detailed Description

Predefined calling points for objects, tags and scene hooks.

See also
PriorityList::Add ObjectData::Execute TagData::Execute SceneHookData::Execute

Macros

#define EXECUTIONPRIORITY_INITIAL
 
#define EXECUTIONPRIORITY_ANIMATION
 
#define EXECUTIONPRIORITY_ANIMATION_NLA
 
#define EXECUTIONPRIORITY_EXPRESSION
 
#define EXECUTIONPRIORITY_DYNAMICS
 
#define EXECUTIONPRIORITY_GENERATOR
 
#define EXECUTIONPRIORITY_SCENENODE
 
#define EXECUTIONPRIORITY_FORCE
 

Macro Definition Documentation

◆ EXECUTIONPRIORITY_INITIAL

#define EXECUTIONPRIORITY_INITIAL

Initial.

◆ EXECUTIONPRIORITY_ANIMATION

#define EXECUTIONPRIORITY_ANIMATION

Animation.

◆ EXECUTIONPRIORITY_ANIMATION_NLA

#define EXECUTIONPRIORITY_ANIMATION_NLA

NLA.

◆ EXECUTIONPRIORITY_EXPRESSION

#define EXECUTIONPRIORITY_EXPRESSION

Expression.

◆ EXECUTIONPRIORITY_DYNAMICS

#define EXECUTIONPRIORITY_DYNAMICS

Dynamics.

◆ EXECUTIONPRIORITY_GENERATOR

#define EXECUTIONPRIORITY_GENERATOR

Generators.

◆ EXECUTIONPRIORITY_SCENENODE

#define EXECUTIONPRIORITY_SCENENODE

Scene nodes.

◆ EXECUTIONPRIORITY_FORCE

#define EXECUTIONPRIORITY_FORCE

Highest priority that will ensure execution even if the execution pipeline is cancelled before. Only use this to e.g. release locks or do super-fast non-blocking operations.