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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/03/2004 at 06:49, xxxxxxxx wrote:
User Information: Cinema 4D Version: 8.207 Platform: Windows ; Language(s) : C++ ;
--------- I have a problem with MaterialData. What I do:
On 06/04/2004 at 00:00, xxxxxxxx wrote:
I can only confirm this with Software Shading, not OpenGL shading (using 8.503 btw). With OpenGL shading it's even worse, all draw functions are called all of the time, perhaps because I have a weak OpenGL card. Presumably this has to do with when C4D decides that it can use two layer redraw. Whether the behaviour is intended (for example because in the first case no previous buffer can be used, while in the second case the buffers needed are already there, for some reason) or it's a bug is hard to tell, but I suspect there's not much you can do. I'll post it as a bug; thanks for reporting!
On 06/04/2004 at 00:47, xxxxxxxx wrote:
Yes, seems that the cache for redraw is built too late, thanks for reporting!
On 06/04/2004 at 02:15, xxxxxxxx wrote:
Sorry, but this isn't a bug. When adding objects/materials etc. C4D sometimes puts more objects into the active plane than necessary. The reason is that it simply doesn't know which cross-dependencies (e.g. expressions) there are. When doing a clean "Deselect all" and selection afterwards only the right object is in the active plane.
On 06/04/2004 at 02:26, xxxxxxxx wrote:
No problem, just wondered if there is a reason for it. Maybe we can solve it within our project, we have a message plugin "watching" our objects, which handles some basic events we do not get within the objects. So if the user adds a texture tag to the objects, we can save the selection, deselect the objects, and reselect them afterwards....I will try to do so if I find some extra time, but extra time is a foreign word in our actual project plan