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On 04/02/2009 at 16:37, xxxxxxxx wrote:
Cinema 4D Version: 9.6+
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
I have a channel shader and I would like it to store some custom data that is not freed over the whole rendering (means allocated in InitRender on first rendered frame and then only freed on destruction, not in FreeRender).
This is no problem, but I would like to be able to read & write this custom data in the Output() function. Doing so somehow results in the custom data being corrupted and not containing the values I have set during Output() call.
So my question is, is this possible at all or does the channel shader pipeline doesn´t allow permanent class members?
Or is it only the writing of the data in the Output function making it not work (reading shouldn´t be the problem), due to maybe MP Threading of the function or whatever other reason?
Thanks in advance for any info