[Bf-funboard] Large Texture buttons redesign proposal

Thorsten Wilms bf-funboard@blender.org
Mon, 17 Nov 2003 19:04:28 +0100


Hi William,

I very much like the way you start with this proposal by organizing 
things according to levels. Good work sofar, however:

About Material/Lamp/World:
Your Layout puts them where they belong.
That is, if they should stay in Blender. I think they should be 
removed. Textures assigned to a lamp can be easily reached by 
selecting the lamp. World textures could be shown when no object 
is selected. What happens when you have 2 lamps with textures, both 
not selected and the user clicks the Lamp button?
If I missed something important here, please explain it to me! 

Texture Channels:
For consitency you should use the widgets used for Datablocks 
everywhere. Especialy because you have Texture blocks just below.

Texture Type:
How are 2 listboxes supposed to work for activating only 1 type 
at any time? And it doesn't help with realizing that Blender has 
procedural textures, because there are no labels! And I think 
it's clear enough that there are procedural textures in Blender 
anyway.
Better group them inside one listbox.

It might be better to use arrays of check- or option-buttons 
sometimes. Visibility and direct access are nice to have!


---
Thorsten