3ds Max C++ API Reference
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Sent if a export fails or is cancelled. More...
Macros | |
#define | NOTIFY_PRE_PROGRESS 0x0000001F |
These kinds of notifications are sent when the name of a target has been changed. | |
#define | NOTIFY_RENDER_PREEVAL_FRAMEINFO 0x000000BC |
NotifyInfo::callParam is a pointer to a string (const MCHAR*) of the name of the created named set. | |
Sent if a export fails or is cancelled.
#define NOTIFY_PRE_PROGRESS 0x0000001F |
These kinds of notifications are sent when the name of a target has been changed.
All these notifications use the struct NameChange as their call parameter.
Sent if a is node renamed. See \MAXSDK\SAMPLES\OBJECTS\LIGHT.CPP for an example of this notification in use.
Sent before the progress bar is displayed. The progress bar is displayed, for example, when the Render Preview command is run. If a plug-in uses a modeless window it should hide the window between this event and NOTIFY_POST_PROGRESS.
#define NOTIFY_RENDER_PREEVAL_FRAMEINFO 0x000000BC |
NotifyInfo::callParam is a pointer to a string (const MCHAR*) of the name of the created named set.
Sent when a Named selection set is deleted either in the UI, or via maxscript.
NotifyInfo::callParam is a pointer to a string (const MCHAR*) of the name of the deleted named set.
Sent when a Named selection set name is changed, either in the old UI, or via maxscript.
NotifyInfo::callParam is a pointer to the struct NameChange of the changed named set.
The following notification will be sent when the node set of a named selection set begins to be changed. For e.g., add/remove nodes to/from a named selection set,or completely replace the node set of a named selection set.
NotifyInfo::callParam is a pointer to a string (const MCHAR*) of the name of the modified named set.
The following notification will be sent when the node set of a named selection set has been changed.
Sent when the sub-object level changes in the modify panel
Sent when a bitmap fails to load in the DirectX Shader Material This is usually when DirectX does not support the file format. The developer can register for this notification so that they can convert the the format into a DirectX texture resource. The developer is responsible for maintaining this resource, and can register for NOTIFY_D3D_POST_DEVICE_RESET to release and rebuild the resource on Lost device situations The callParam is a NotifyFailedDxMatTexLoad. From the material the developer can access the IEffectParser and use LoadTexture using the paramName. The forceUpdate will be set if this was an auto update of the bitmap from disk, or the user hit the reload button from the UI. The developer will need to release and rebuild the bitmap under these situations.