@ferdinand Thanks,
DRAWPASS::HANDLES There is a limitation that only displays when I select the object, and my goal is to keep it displayed (select or not select)
code:
def Draw(self,op, drawpass, bd, bh):
if drawpass == c4d.DRAWPASS_OBJECT:
#draw
bd.SetMatrix_Screen()
window_dict = bd.GetSafeFrame()
bd.SetLightList(c4d.BDRAW_SETLIGHTLIST_NOLIGHTS)
# set uv ... info
uvadr = [c4d.Vector(), c4d.Vector(), c4d.Vector(), c4d.Vector()]
uvadr[1] = c4d.Vector(1, 0, 0)
uvadr[2] = c4d.Vector(1, 1, 0)
uvadr[3] = c4d.Vector(0, 1, 0)
padr = [c4d.Vector(), c4d.Vector(), c4d.Vector(), c4d.Vector()]
padr[0] = c4d.Vector(window_dict['cl'], window_dict['ct'], 0)
padr[1] = c4d.Vector(window_dict['cr'], window_dict['ct'], 0)
padr[2] = c4d.Vector(window_dict['cr'], window_dict['cb'], 0)
padr[3] = c4d.Vector(window_dict['cl'], window_dict['cb'], 0)
map = xx # this can be any images
cadr = [c4d.Vector(1), c4d.Vector(1), c4d.Vector(1), c4d.Vector(1)]
nadr = [c4d.Vector(1), c4d.Vector(1), c4d.Vector(1), c4d.Vector(1)]
if map:
bd.DrawTexture(map, padr, cadr, nadr, uvadr, 4, c4d.DRAW_ALPHA_NORMAL, c4d.DRAW_TEXTUREFLAGS_TEMPORARY)
return c4d.DRAWRESULT_OK