BaseDraw removed methods
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/09/2010 at 09:22, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R12
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;---------
What do I do about these methods: Handle3D() and LineNew()?Do I now use DrawHandle2D() and DrawLine() with the same results?
Thanks,
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/09/2010 at 09:54, xxxxxxxx wrote:
Hi, yes, these methods were just renamed. Cheers, Sebastian
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/09/2010 at 10:13, xxxxxxxx wrote:
Not really. They are different. You must use SetMatrix_Matrix(NULL, bh->mg) since coordinate space is no longer expected to be World space like Handle3D() and LineNew().
Tangentially, this is a friggin' lot of work. Two days to update two small, free plugins so far. I can't imagine how many weeks it will take to update my massive, commercial plugins. There are literally tens of thousands of changes to be made per plugin (and all the while maintaining backward compatibility for older builds!). And no money. Thinking about charging to use the R12 versions.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/09/2010 at 14:43, xxxxxxxx wrote:
Setting the coordinate space is needed now everywhere, not just for DrawHandle2D and DrawLine. This was not necessary before by the programmer. So these methods were just renamed. Well, the update for the plugins might be time intensive, but for example, the heavy use of enums instead of defines fixed some parts in my plugins and the cleanup was really important IMHO. Think about it, it would be a shame if your great plugins wouldn't run in R12.
Cheers, Sebastian
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/09/2010 at 22:13, xxxxxxxx wrote:
Well, the code that was being built for R12 was originally built for R8 (and upward to R11.5 support). So, yeah, in that time, they may have changed significantly.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/09/2010 at 01:46, xxxxxxxx wrote:
Man, that's not a lot of work. It takes one line of code to set the matrix, and that's it. Maybe a preprocessor statement...
#if API_VERSION >= 12000 bd->SetMatrix_Matrix(NULL, Matrix()); #endif
That's it.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/09/2010 at 06:13, xxxxxxxx wrote:
It's more work when you have thousands of BaseDraw methods to change. When I do a compile (for now), the list just goes on and on and on.
My main plugin, InterPoser Pro is comprised of 23 plugins (!). One is a SceneHook and another a Tool, both with substantial drawing into the viewport. Every call to Box3D, Line3D, and a myriad of others needs to be changed. And I have to do the SetMatrix_Matrix thing as well - for more than one method - dozens of them!
Updating this plugin is going to be a lot of work, without pay.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/09/2010 at 12:11, xxxxxxxx wrote:
It's more work when you have thousands of BaseDraw methods to change.
That's why you got early alpha/beta access so that the changes are smaller over time
But seriously, I feel your pain (actually I had to go through several hundred thousands lines of code myself... say hi to RSI). Depending on the project it can be anything from little to a massive amount of work.
However as a result C4D got a modern core and much easier + more logical to use SDK! -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/09/2010 at 12:28, xxxxxxxx wrote:
Unfortunately, there was a bit of an untenable situation over the past eight months wherein I moved three months back. I was also busy writing and testing a new commercial plugin last year which occupied my time and received more focus.