heres the handler so far… static void cloned_notify_proc(void* param, NotifyInfo* info) { INode* cloned_node = static_cast<INode*>(info->ca…
I went for other in the end, creating a NOTIFY_NODE_CLONED Notification handler, not ideal, but a makes any reference or instances clone into a copy c…
are they the same mesh by any chance ?
why do you think multithreading will be faster in this situation ? are you rendering while creating objects ? what else is user going to be doing whil…
you can write a c++ version of the clusterattach msx function can speed things up a bit when there a lot of meshes to attach but for 2 at a time there…
are just combining 2 meshes say at a time or are you joining say 4000 at a time ?
in project settings you have to have General::Common Language Runtime Support set to Common Language Runtime Support (/clr) then you can use stuff li…
don’t really play with the render stuff but my guess is your probably not using “the max way” for these things… you have probably got to use a callbac…
( pixelformat = (dotNetclass “System.Drawing.Imaging.PixelFormat”).Format16bppGrayScale; lockmode = (dotNetclass “System.Drawing.Imaging.ImageLockMo…
try replicating something like this perhaps… private void BitmapConstructorEx(PaintEventArgs e) { // Create a bitmap. Bitmap bmp = new Bitma…
wouldn’t you normally “derefence” the tab in c++ Tab<int>& vf = mm.vfac[i]; for(int j = 0; j < vf.Count(); ++j) { int fj = vf[j];…..
the ability to unloading plugins was removed after max 2010. Even then it’s quite an involved process involving it’s own custom plugin, custom python …
oh, and there are different ways of doing this in newer versions of max but any additional meshes still won’t appear a render just the viewport.
you can have as many additional meshes as you like, they won’t appear in the render as long as they are not returned by SimpleObject::GetRenderMesh wh…