Using InitTexture on a channel
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/03/2003 at 15:09, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.012
Platform: Mac ;
Language(s) : C.O.F.F.E.E ; C++ ;---------
Forgive my inexperience, I think I was trying to get a BaseBitmap on a channel without doing InitTexture.. but i have a few questions on using this method. I assume this needs to be called so I can get the BaseBitmap on the an material's channel?This is what I'm doing:
String materialName = inC4DMaterial->GetName(); InitRenderStruct* theRenderStruct = new InitRenderStruct(); //Fill out he render struct theRenderStruct->textures = true; theRenderStruct->doc = m_Doc; theRenderStruct->matname = materialName; theRenderStruct->docpath = m_Filename; theRenderStruct->time = 0; //Inialitize the loading of textures successLoadTextures = baseChannelPtr->InitTexture( theRenderStruct );
m_Doc and m_Filename are from the class I made and have valid data in it..
I;m always getting -101 (LOAD_NOTFOUND) for the return of InitTexture so something must be wrong.. is there a Renderstruct already made somewhere so I'm not putting in bad parameters into the struct?
Then, of course, i'm trying to do:
BaseBitmap* theImage = baseChannelPtr->GetBitmap();
and getting NULL always..