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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/06/2004 at 05:33, xxxxxxxx wrote:
User Information: Cinema 4D Version: 8.207 Platform: Windows ; Language(s) : C++ ;
--------- I have a bunch of object and material types. Not every material fits to every object, so my objects keep a list of material types who are suited for them. When materials are dropped on the objects, I check the material types via the texture tags, and delete all tags with unsuited materials. Hard work till now. I tried to use the KillTag function, but this one is not very good for my purposes, because I can only give the type of tag and an index to KillTag, not a specific tag, it worked somehow with processing all tags( getfirst, getnext ), counting the index, and after a tag killing restart at getfirst with in dex reset to zero....but it still made problems when I dropped several materials at once to an object. I not kill the tags by tag->Remove, and then free the memory with BaseTag::Free( tag ). Is it ok to delete a tag this way? At the moment it seems to work, is there done any additional things in the KillTag function?
On 02/06/2004 at 11:54, xxxxxxxx wrote:
I not kill the tags by tag->Remove, and then free the memory with BaseTag::Free( tag ). Is it ok to delete a tag this way? Yes.
On 02/06/2004 at 23:37, xxxxxxxx wrote:
Ahem...."now"...and not "not"...but I think you did understand it in the right way
On 03/06/2004 at 00:34, xxxxxxxx wrote:
yep, I thought so