On 27/05/2015 at 12:52, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 15
Platform: Mac OSX ;
Language(s) : C++ ;
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I have this code:
BaseContainer settingsBc;
settingsBc.InsData(BAKE_TEX_WIDTH, 500);
settingsBc.InsData(BAKE_TEX_HEIGHT, 500);
settingsBc.InsData(BAKE_TEX_SURFACECOLOR, TRUE);
BAKE_TEX_ERR bakeError = BAKE_TEX_ERR_NONE;
AutoFree<BaseDocument> bakedDoc(InitBakeTexture(newDoc,&textags;[0],&texuvws;[0],nullptr,texture_count,settingsBc,&bakeError;,nullptr));
if (bakeError != BAKE_TEX_ERR_NONE) {
MessageDialog(GeLoadString(INFO3));
return TRUE;}
AutoAlloc<BaseBitmap> bitmap;
bitmap->Init(500,500);
if (bitmap->GetBw()==0) {
MessageDialog(GeLoadString(INFO3));
return TRUE;}
StatusSetText("Calculating Vertex Colors...");
StatusSetSpin();
GePrint("Starting Bake");
bakeError=BakeTexture(bakedDoc,settingsBc2,bitmap,nullptr,nullptr,nullptr);
GePrint("Bake Finished");
StatusClear();
if (bakeError != BAKE_TEX_ERR_NONE) {
MessageDialog(GeLoadString(INFO3));
return TRUE;}
But it works sometimes and some others it hangs in the BakeTexture command.
I know it hangs there because the "Starting Bake" gets printed in the console but the "Bake Finished" never gets printed (and the Status Bar also keeps spinning.
What could make the BakeTexture command fail? I don't see anything in the SDK that tells me what could go wrong.