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On 09/12/2009 at 08:43, xxxxxxxx wrote:
Cinema 4D Version: 11.5
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
We have a crash with some animated scenes, which happens during the execution of ExecutePasses - we call ExecutePasses on the local document in the InitRender function, when we detect that the local time is not the current frame's time (when the users chooses to render a specific frame, from the Render Options)
However, the same call to ExecutePasses perfectly works in the same context, with basic animations.
So, are there some rules to respect when calling ExecutePasses? How can we avoid such crashes in all cases?