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++  ;

    ---------
    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..


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