Insert Entry in Shader-Menu
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 19/06/2006 at 07:38, xxxxxxxx wrote:
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Hey,
Is there a possibility to insert an entry in the Shader-Menu. So that my function is called, when this entry is activated?
I only found the option to insert real ShaderData-Objects with RegisterShaderPlugin().greets
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/06/2006 at 00:15, xxxxxxxx wrote:
Nope, afaik it´s not possible.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/06/2006 at 04:51, xxxxxxxx wrote:
hmm, ok thanks.
is there another possibility to start my functions from the shader menu?
I tried to make a new ShaderData-Object. And with this tried to get a link to the active Shader. I return FALSE in Init() that my Object is not instanciated. But then the already loaded shader is deletet...Or does anybody know how to get the active shader?
thanks
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 27/06/2006 at 00:48, xxxxxxxx wrote:
Perhaps you could use HandleInitialChannel() for this purpose, i.e. so that your inserted shader gets the current shader as a child. See BitmapDistortionShader.cpp for an example.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 27/06/2006 at 01:22, xxxxxxxx wrote:
yes, thats what i already tried.
but i don't want my shader to be inserted.
I only want to get a BaseLink to the current shader. And not insert my shaderi tried HandleInitialChannel() and then a DoUndo(). but after that my baselink to the shader is dead
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/07/2006 at 11:48, xxxxxxxx wrote:
It looks like this is not possible. An alternative strategy would be to make a menu plugin, or a dialog where the shader element could be drag-and-dropped.