On 24/05/2013 at 11:36, xxxxxxxx wrote:
I don't know what happened. But It stopped crashing on me and it seems to be working ok now.
One thing that might have caused a problem is the first time I used it. I had a c4d_debug.txt in my plugin folder. And maybe that was just too much for the Break All to deal with?
I don't know. *shrug*
I might have also executed a "compile" after making changes to the code too. That could have been the problem.
Yeah. It would be nice if it worked in 64bit. But I don't mind too much that it's only 32 bit.
I'm only using it to test changes in my shader maths to see what it does to the colors and shapes of my shader plugin. And 32 bit mode won't hinder my testing for this.
Here's the workflow I'm using now:
1- Start debugging in 32 bit mode (The green arrow icon in VS)
2- Create a new material and assign my shader plugin to the color channel
3- Pause the debugger using Break All (The pause icon in VS)
4- Change my code in VS
5- Press the debugger arrow icon which is now a Continue command (DO NOT manually build the code again!). It will recompile the changed code automatically.
6- Execute the Render Materials command in C4D to update the changes made in my plugin code
Repeat steps 3-6 as needed.
This is less painful than opening and closing C4D every single time I change the shader code.