TEXTURETAG_RESTRICTION



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 27/04/2005 at 05:49, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.5 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

    ---------
    Hi,

    I'm writing an exporter for our in-house engine and need to support selections. My problem is that the TEXTURETAG_RESTRICTION values of TextureTags are all empty (myRestriction.GetLength()==0) even though it's set to some proper value in C4D.

    I'm using the following code to check for matching selections (found on this forum) :

      
    for (LONG ti = 0; (myTextureTag = static_cast<TextureTag*>(theNode->GetTag(Ttexture, ti))); ++ti) {  
        String myRestriction = myTextureTag->GetDataInstance()->GetString(TEXTURETAG_RESTRICTION);  
        if (mySelection->GetName() == myRestriction) {  
            GePrint("Selection " + mySelection->GetName() + " uses " + myTextureTag->GetName());  
            myTextureList.push_back(myTextureTag);  
        }  
    }  
    

    Platform:
    Cinema 8.5
    Visual Studio .NET 2003
    Windows XP SP2



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 27/04/2005 at 09:49, xxxxxxxx wrote:

    Alright I solved it. The TEXTURETAG_RESTRICTION can be accessed using

      
    const DescLevel myLevel(TEXTURETAG_RESTRICTION);  
    const DescID myId(myLevel);  
    GeData myData;  
    myTextureTag->GetParameter(myId, myData, 0);  
    String myRestriction = myData.GetString();  
    

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