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    Using InitTexture on a channel

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    • H
      Helper
      last edited by

      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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..

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