Using InitTexture on a channel

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On 07/03/2003 at 15:09, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   8.012 
Platform:    Mac  ;  
Language(s) :   C.O.F.F.E.E  ;  C++  ;

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Forgive my inexperience, I think I was trying to get a BaseBitmap on a channel without doing InitTexture.. but i have a few questions on using this method. I assume this needs to be called so I can get the BaseBitmap on the an material's channel?

This is what I'm doing:

  
String materialName = inC4DMaterial->GetName();       
  
InitRenderStruct* theRenderStruct = new InitRenderStruct();  
//Fill out he render struct  
theRenderStruct->textures           = true;  
theRenderStruct->doc               = m_Doc;  
theRenderStruct->matname          = materialName;  
theRenderStruct->docpath          = m_Filename;  
theRenderStruct->time               = 0;  
  
//Inialitize the loading of textures       
successLoadTextures = baseChannelPtr->InitTexture( theRenderStruct );  
  

m_Doc and m_Filename are from the class I made and have valid data in it..

I;m always getting -101 (LOAD_NOTFOUND) for the return of InitTexture so something must be wrong.. is there a Renderstruct already made somewhere so I'm not putting in bad parameters into the struct?

Then, of course, i'm trying to do:
BaseBitmap* theImage = baseChannelPtr->GetBitmap();
and getting NULL always..