Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    write 16Bit tiffs

    SDK Help
    0
    2
    193
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 13/09/2004 at 07:57, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.xxx 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hi,

      i have to write 16bit tiffs (rgb and gray). The documentation mean: not work. But for writing hdr images exist a workaround and cinema save 16bit tiffs.

      i need the correkt depth parameter in BaseBitmap::Init(LONG x, LONG y, LONG depth = 24); for gray and rgb images

      and a official structure for BaseBitmap::SetLine(LONG y, void* data, LONG depth);

      aws

      TZ

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 21/09/2004 at 12:54, xxxxxxxx wrote:

        Sorry, but 48-bit images aren't supported in the BaseBitmap class afaik. With "other than 24/32" is meant "lower than 24/32". Internally other functions are used. Hopefully this can be improved in the future.

        1 Reply Last reply Reply Quote 0
        • First post
          Last post