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    BaseDraw Documentation

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    • H Offline
      Helper
      last edited by

      On 10/03/2014 at 09:11, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   13 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi,
      I have a question about something in the BaseDraw documentation.
      it says this:

      static BaseDraw* Alloc()  
      Useful for situations when there is no base draw avaible.  
      It is used for instance in Mograph's Camera shader.
      

      It has a spelling error in it. But that's not what I'm wondering about.
      I looked at the Camera Shader. And I'm wondering how the BaseDraw is used?
      Is it being used to get the camera's screen matrix?
      The documentation teases us about the Camera Shader. But it never explains how it works.

      Can I use this same technique to put an image in the TextureViewer somehow?
      Can I use this same technique to draw in a shader plugin somehow?

      -ScottA

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      • H Offline
        Helper
        last edited by

        On 13/03/2014 at 12:38, xxxxxxxx wrote:

        Hi Scott, I cannot help you here. But since you mention the Camera Shader, I'd like to mention that there is a bug in the R15 Camera Shader, when rendering. It looks ok at design time (if you have enabled the view options to show the result alt all), but the height (Y scale) when rendered is wrong.
        The bug is confirmed by Maxon.
        I hope they fix it, I really hope we can get a major bugfix soon, with this included. I like, and use the Camara Shader. The fact that it takes months, perhaps a year, before something like this is fixed, is not satisfactory. Because it works in R14!

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