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    TEXTURETAG_RESTRICTION

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 27/04/2005 at 05:49, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.5 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi,

      I'm writing an exporter for our in-house engine and need to support selections. My problem is that the TEXTURETAG_RESTRICTION values of TextureTags are all empty (myRestriction.GetLength()==0) even though it's set to some proper value in C4D.

      I'm using the following code to check for matching selections (found on this forum) :

        
      for (LONG ti = 0; (myTextureTag = static_cast<TextureTag*>(theNode->GetTag(Ttexture, ti))); ++ti) {  
          String myRestriction = myTextureTag->GetDataInstance()->GetString(TEXTURETAG_RESTRICTION);  
          if (mySelection->GetName() == myRestriction) {  
              GePrint("Selection " + mySelection->GetName() + " uses " + myTextureTag->GetName());  
              myTextureList.push_back(myTextureTag);  
          }  
      }  
      

      Platform:
      Cinema 8.5
      Visual Studio .NET 2003
      Windows XP SP2

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 27/04/2005 at 09:49, xxxxxxxx wrote:

        Alright I solved it. The TEXTURETAG_RESTRICTION can be accessed using

          
        const DescLevel myLevel(TEXTURETAG_RESTRICTION);  
        const DescID myId(myLevel);  
        GeData myData;  
        myTextureTag->GetParameter(myId, myData, 0);  
        String myRestriction = myData.GetString();  
        
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