Launching Jobs

Once you have created your rendering job and set it up with all the render targets, bake instances and render passes that define the final output you expect it to create, you launch the job by calling the ILBStartJob() function. This function launches the rendering job and returns control of the execution flow to the calling thread while the rendering job runs in parallel. You can monitor the status of the job, process updates from eRnsT, etc. See Monitoring Jobs and Retrieving Updates.

Previewing results

When you call ILBStartJob(), you need to provide an element from the ILBShowResults enumeration that determines whether or not the results of the rendering job are shown in a new window. You can have the process simply exit when done without showing the rendering results at all (ILB_SR_NO_DISPLAY), you can show the progress of the render job in a window that closes automatically when the job is done (ILB_SR_CLOSE_WHEN_DONE), or you can make the window stay open until the user explicitly closes it (ILB_SR_KEEP_OPEN).

When you run a standalone eRnsT job, this parameter is ignored.

When you run a live eRnsT job, you should typically set this parameter to ILB_SR_NO_DISPLAY in order to avoid having other windows popping up as the user works in your level editor. However, during your initial integration of the live eRnsT API, it may be useful to set this parameter to ILB_SR_CLOSE_WHEN_DONE in order to launch the eRnsT viewer alongside your level design tool. This allows you to check that you are transferring your scene objects correctly through the Beast API.

Distributing jobs

When you call ILBStartJob(), you need to provide an element from the ILBDistributionType enumeration that specifies whether the job should be run locally on the machine running the calling application, or distributed to multiple workers through the Distribeast framework.

For additional details, see Using Distribeast.

Canceling a job

You can cancel a job at any time by calling ILBCancelJob().