• win_macros.h Error

    Cinema 4D SDK c++ windows r20 sdk
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    M
    Hello, please see here: https://developers.maxon.net/docs/cpp/2023_2/page_maxonapi_programming_advice.html and especially here: https://developers.maxon.net/docs/cpp/2023_2/page_maxonapi_dev_windows.html (Windows includes)
  • Source processor bug

    Cinema 4D SDK
    3
    0 Votes
    3 Posts
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    a_blockA
    Hi, actually this is not a bug, but a design decision. Here at MAXON we have a pretty large code base and especially disabled code branches tend to age a lot faster. So we try to force developers to also maintain such code pieces or to at least think about, if they are still valuable and otherwise remove and thus cleanup the code base. Cheers, Andreas
  • Compiling for R20

    Cinema 4D SDK c++ r20 sdk windows project tool
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    a_blockA
    Hi, glad you were able to solve your problem. We'll take this as a hint and see if we can improve our documentation in this regard. Cheers, Andreas
  • Rotate a bitmap image in portrait mode by 90 degrees

    Cinema 4D SDK
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    G
    @a_block Thank You so much Andreas ! I would like to try all the suggested approaches and hopefully I'll get my issue resolved (except second option is out of my context as I can't use another application). Third potion seems to be the best suited option and I would like to give it a try. Thanks Again...!
  • VideoPost execution in TeamRender

    Cinema 4D SDK
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    a_blockA
    Hi, it depends... Via the NETRUNONSERVER flag (to be returned from GetRenderInfo()) a VideoPost specifies, that it can be run on the server. Where the VideoPost is actually executed in the end, depends on the scenario. For a distributed single frame rendering, such a VideoPost will be executed on the server. On the other hand, for animation rendering, where every client finishes entire frames, the VideoPost will nevertheless be executed on the clients. Cheers, Andreas
  • 7 Votes
    7 Posts
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    B
    @m_adam Thanks. You are right. It didn't exceed 5GB. I guess 5GB is when it is uncompressed. I was able to build the plug-ins now.
  • 0 Votes
    5 Posts
    2k Views
    S
    Hello, LoadDialogResource() and LayoutFlushGroup() should work perfectly fine together. Typically LayoutFlushGroup() is called in reaction to some user interaction or in InitValues(): Bool CreateLayout() { if (!GeDialog::CreateLayout()) return false; if (!LoadDialogResource(11000, nullptr, 0)) return false; return true; } Bool InitValues() { LayoutFlushGroup(11003); AddButton(100, BFH_SCALEFIT, 0, 10, "Button"_s); LayoutChanged(11003); return true; } best wishes, Sebastian