stays around as a global??? It has some pointers inside it to the scene nodes/properties during the export process which may be invalidated, yes? …
opps that was wrong
vector<Point3> myvec; is not something you need to worry about, the internal vector code will clean up it’s allocation, and the myvec variable …
the static object instances will be around for as long as the dll is loaded ie if not deferred loaded it will be as long as max is running. Otherwise …
In the body of the “DoExport” method m_noteCatalog is never initialized to anything… just passed into the CollectNotes method as: so you are indexi…
btw where and what is the vector<IPoint2>& catalog initialized to ?
i doubt that’s the issue here, if you can’t get the debugger working correctly then you’ll have to use assert to trace the error.
yep I added a notetrack with 6 notekeys and they were successfully collected in the notelist tab. also what version of max are you compiling for ?
of course it is, but if your going to that trouble you would be better off moving the core functions into the dlx as native c++ but either way it’s no…
you could probably find it in the registry somewhere via mxs.
the following ran with out issue in my exporter #if 1 NoteKeyTab noteList; INode* maxnode = child->GetMaxNode(); if(maxnode) { …
i would think your error lies here NoteKey* nk = nt->keys[t]; keys would be an index array access so should read NoteKey* nk = nt->keys[j]; …
should have used // TODO: this should be exported from the SDK! then it would have appearing in the visual studio task list and would have been fixe…
I don’t need to look… penny to a pound it’s a NULL pointer Access violation writing location 0x00000000. You are attempting to write or …
thats Debug Multithreaded DLL (/MDd). Hybrid should be Identical to a Debug build, settings wise, but with Multithreaded DLL in [b](C/C++ > Code Ge…