render_loop_execute
Executes commands between the current and next render loop call. Scheduling commands to execute between renders eliminates the possibility of transaction overlaps which can cause scene changes to not be applied. Note that command execution is asynchronous and results are not immediately available. You need to supply an id and poll using render_loop_get_execute_results to retrieve results.Commands are executed in the scope that the render loop is running in unless explicitly changed by adding a 'use_scope' command to the command list. The user scope, if any, will be the user scope that was active when the render loop started.
arguments
- "render_loop_name" : String
The name of the render loop to execute commands on.
- "commands" : Batch_sub_command[]
The sequence of commands to execute. Contains items of type Batch_sub_command.
- "continue_on_error" : Boolean (default: true)
Controls if execution will continue on error, or halt on error. If halt on error then all subsequent commands will be aborted. Error responses will be generated for aborted commands.
- "cancel" : Sint32 (default: null)
If provided then rendering is canceled to ensure that commands are executed as soon as possible. Valid values are: 0 - cancels, and if possible continues rendering without restarting progression; 1 - will cancel faster at the expense of always needing to restart. Any other values will not cancel rendering
- "id" : String (default: null)
An identifier to use to retrieve the results of these commands later using render_loop_get_execute_results. If not provided then results will not be available.